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PREFACE
The main objective of any computer science student is to get as much of practical
knowledge as possible. Being an able to have a practical knowledge by developing a project
is a lifetime experience. As practical knowledge is as important as theoretical knowledge
we are thankful of having a project.
Through the development of the project we had a great experience of various strategies
that can be applied in development of project. This project is the stepping stone for our
carrier.
We are pleased to present this project. Proper care has been taken while organizing the
project so that it is to comprehend. Also, various software engineering concepts have been
implemented.
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ACKNOWLEDGEMENT
I am grateful for being provided an opportunity to work at Noble Infotech. Working in such
an esteemed organization has not only honed our skills in the Management as well
Technical context, but has also contributed in making more complete individuals out of us.
I would like to express my deep sense of profound gratitude to my honorable, esteemed
guide Mr. Amit Andipara, Project Manager, Noble Infotech for providing me with all the
necessary hardware and software and helping us in gaining undividable practical
experience as well dedicated guidance throughout the project development.
I extend my thanks to our HOD. Prof. V. A. Gandhi and Prof. Kapil Shukla for his valuable
advices and encouragement.
I would like to thank all my friends for all the thoughtful and mind stimulating discussions
we had, which prompted us to think beyond the obvious.
I cannot end without thanking my lovely family, on whose encouragement, support, and
love, I have relied throughout my studies.
I would like to think to all those who are directly or indirectly supported me in carrying out
this thesis work successfully.
- Sakariya Bhavin D.
115030693022
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TABLE OF CONTENTS
Table of Contents
PREFACE........................................................................................................................................................1
ACKNOWLEDGEMENT...................................................................................................................................2
TABLE OF CONTENTS.....................................................................................................................................3
COMPANY PROFILE .......................................................................................................................................7
HISTORY ....................................................................................................................................................8
MISSION....................................................................................................................................................8
VISION.......................................................................................................................................................8
CORE VALUES OF COMPANY.....................................................................................................................9
LIST OF FIGURE............................................................................................................................................10
LIST OF TABLE..............................................................................................................................................11
1. INTRODUCTION.......................................................................................................................................13
1.1 PROJECT DETAILS ..............................................................................................................................13
1.2 SCOPE................................................................................................................................................13
1.3 OBJECTIVE .........................................................................................................................................14
1.4 HARDWARE AND SOFTWARE REQUIREMENTS.................................................................................14
2. PROJECT MANAGEMENT.........................................................................................................................15
2.1 FEASIBILITY STUDY ............................................................................................................................15
2.1.1 Technical Feasibility ...................................................................................................................15
2.1.2 Time Scheduling Feasibility........................................................................................................16
2.1.3 Operational Feasibility ...............................................................................................................16
2.2 LIMITATIONS OF THE EXISTING SYSTEMS.........................................................................................16
2.3 SCOPE OF THE PROPOSED SYSTEMS.................................................................................................16
2.4 LIMITATIONS OF THE PROPOSED SYSTEMS ......................................................................................19
2.5 USE CASES .........................................................................................................................................19
2.5.1 User............................................................................................................................................20
2.5.2 Admin.........................................................................................................................................21
3. DESIGN ....................................................................................................................................................22
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3.1. ACTIVITY DIAGRAM..........................................................................................................................22
3.1.1 Admin Activity............................................................................................................................23
3.2. SEQUENCE DIAGRAM.......................................................................................................................24
3.2.1 Login...........................................................................................................................................25
3.3. DATA DICTIONARY (RELATIONAL MODEL).......................................................................................25
3.3.1 avatarchat_admin_contact........................................................................................................26
3.3.2 avatarchat_announce ...............................................................................................................26
3.3.3 avatarchat_banned....................................................................................................................26
3.3.4 avatarchat_blocked....................................................................................................................27
3.3.5 avatarchat_friends.....................................................................................................................27
3.3.6 avatarchat_images.....................................................................................................................27
3.3.7 avatarchat_mail .........................................................................................................................28
3.3.8 avatarchat_message ..................................................................................................................28
3.3.9 avatarchat_rooms......................................................................................................................28
3.3.10 avatarchat_shop ......................................................................................................................29
3.3.11 avatarchat_shop_accounts......................................................................................................29
3.3.12 avatarchat_shop_payments ....................................................................................................29
3.3.13 avatarchat_user .......................................................................................................................30
4. TESTING AND IMPLEMENTATION ...........................................................................................................32
4.1. INPUT SCREEN..................................................................................................................................32
Home Page..........................................................................................................................................32
Sign Up (Registration) .........................................................................................................................33
Login....................................................................................................................................................34
Default Room......................................................................................................................................35
Room List.............................................................................................................................................37
Private Room.......................................................................................................................................38
Chatting...............................................................................................................................................40
Search User .........................................................................................................................................41
Left click menu....................................................................................................................................42
Friend List............................................................................................................................................43
Admin Announce.................................................................................................................................44
Chatting Log ........................................................................................................................................45
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Room Setting.......................................................................................................................................46
Kick and Banned Avatar ......................................................................................................................47
Request to admin................................................................................................................................48
Admin Login ........................................................................................................................................49
Admin Home Page...............................................................................................................................50
View User............................................................................................................................................51
Chat transcription management.........................................................................................................52
User contact........................................................................................................................................53
Admin announcement ........................................................................................................................54
4.2. TEST CASES.......................................................................................................................................55
4.2.1 Testing Plan................................................................................................................................55
4.2.1 Testing Strategy .........................................................................................................................56
4.2.2 Testing Methods ........................................................................................................................56
4.3. PROPOSED EXTENSIONS (FUTURE ENHANCEMENTS)......................................................................58
5. CONCLUSION...........................................................................................................................................59
5.2 DISCUSSION.....................................................................................................................................59
5.2.1 Self analysis of project viabilities .............................................................................................59
5.2.2 Problem encountered and possible solutions..........................................................................59
5.2.3 Summary of project work.........................................................................................................59
ABOUT THE TOOL........................................................................................................................................60
INTRODUCTION OF PHP..........................................................................................................................60
Why use PHP?.....................................................................................................................................60
Complexity is reduced.........................................................................................................................61
Supported by most..............................................................................................................................61
Cost Effective ......................................................................................................................................61
INTRODUCTION OF JAVA SCRIPT ............................................................................................................61
INTRODUCTION OF CSS...........................................................................................................................62
INTRODUCTION OF AJAX.........................................................................................................................64
INTRODUCTION OF HTML.......................................................................................................................64
APPENDIX A.................................................................................................................................................67
PROJECT PLANNING................................................................................................................................67
Project Plan.........................................................................................................................................67
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MILESTONES AND DELIVERABLES...........................................................................................................68
Milestones...........................................................................................................................................68
Deliverables.........................................................................................................................................68
RISK MANAGEMENT................................................................................................................................68
Risk Identification................................................................................................................................69
Risk Analysis........................................................................................................................................69
ESTIMATION............................................................................................................................................69
PROGRAM/MODULES SPECIFICATION....................................................................................................69
BIBLIOGRAPHY ............................................................................................................................................71
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COMPANY PROFILE
We would like to take this opportunity of briefly introducing Noble Infotech, one of the
fastest growing IT Company of Rajkot, Gujarat. Noble Infotech is well established IT
Infrastructure Company for the last decade, with business transactions being carried out in
INDIA, UK, USA. The company deals with a varied range of Products & Services, namely –
Web & Desktop Application Development, IT Consultancy, Customized Flash Presentation
and Much more...
Noble Infotech prides itself as one of the growing Company in IT Industry. We provide the
latest technology and solution that allowing us to give our customers the best service
possible on-site and through other media. We provide flexible end-to-end solutions that
assist companies and professionals to meet their objectives by giving the best possible
service at an affordable price with higher customer satisfaction.
We believe in quality and offers Web Development Services, Desktop Applications and
Software Development. We also provide IT training for students in Universities and
Colleges.
Our highly professional Technocrats and State of Art Development Centre are the pillars
behind the name and business strength earned by our organization. Our Technocrats have
a varied experience in IT industries and good knowledge of serving the customers to their
satisfaction. This is further enhanced by the innovative ideas of the management, who
strive from time to time in creating awareness and keeping the company at par to the latest
development of today's world.
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Noble Infotech strongly believes in long term relationship with its all customers. We just
not listening to our customers’ complaints but do resolve their complaints in their favor.
Our clients would like to keep continue business with us just because we resolve their
problems on the spot.
HISTORY
Established in 2008, Noble Infotech has continued to grow with a staff of more than 10
professionals and powerful physical presence at Rajkot (India).
Today, we lead in the “next generation” of web development with almost all web
technology. (PHP, ASP, ASP.net, HTML, Java Script etc.). We have added feathers to our hat
by providing outstanding solutions in content management systems, web maintenance,
optimization services and open source technologies.
MISSION
“To become a highly renowned offshore development solution provider in India, serving
customers across the world. Noble is dedicated to provide best quality services to its
customers with trust, confidentiality and transparency”.
VISION
We at Noble aim high of becoming the highly recommended company among the global
customers going beyond their satisfaction levels and helping them to gain maximum
business success.
Noble is working on developing a wide range of satisfied client base in other parts of the
world along with satisfying its current customers.
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CORE VALUES OF COMPANY
 100% customer satisfaction.
 More than 5 years of web solutions experience.
 One place for all your web solutions and services.
 Customized solutions targeting the actual customer requirements.
 Highly affordable and flexible price structures.
 Compatibility to latest technologies.
 High quality services at each step.
 Dedicated and highly committed team.
 Highly skilled professionals.
 Timely delivery of solutions.
 24X7 customer support.
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LIST OF FIGURE
FIGURE 1 USER 20
FIGURE 2 ADMIN 21
FIGURE 3 ADMIN ACTIVITY 23
FIGURE 4 LOGIN 25
FIGURE 5 HOME PAGE 32
FIGURE 6 SIGN UP (REGISTRATION) 33
FIGURE 7 LOGIN 34
FIGURE 8 DEFAULT ROOM 35
FIGURE 9 ROOM LIST 37
FIGURE 10 PRIVATE ROOM 38
FIGURE 11 PRIVATE CHATTING 39
FIGURE 12 CHATTING 40
FIGURE 13 SEARCH USER 41
FIGURE 14 LEFT CLICK MENU 42
FIGURE 15 FRIEND LIST 43
FIGURE 16 ADMIN ANNOUNCE 44
FIGURE 17 CHATTING LOG 45
FIGURE 18 ROOM SETTING 46
FIGURE 19 BANNED USER 47
FIGURE 20 REQUEST TO ADMIN 48
FIGURE 21 ADMIN LOGIN 49
FIGURE 22 ADMIN HOME PAGE 50
FIGURE 23 VIEW USER 51
FIGURE 24 CHAT TRANSITION 52
FIGURE 25 USER CONTACT 53
FIGURE 26 ADMIN ANNOUNCE 54
FIGURE 27 TESTING 56
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LIST OF TABLE
TABLE 1 AVATAR ADMIN CONTACT 26
TABLE 2 AVATAR ANNOUNCE 26
TABLE 3 AVATAR BANNED 26
TABLE 4 AVATAR BLOCKED 27
TABLE 5 AVATAR FRIEND 27
TABLE 6 AVATAR IMAGES 27
TABLE 7 AVATAR MAIL 28
TABLE 8 AVATAR MESSAGE 28
TABLE 9 AVATAR ROOMS 29
TABLE 10 AVATAR SHOP 29
TABLE 11 AVATAR SHOP ACCOUNTS 29
TABLE 12 AVATAR SHOP PAYMENTS 30
TABLE 13 AVATAR USER 31
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NOTATIONS
Sequence Diagram:
Actor: Object and Lifeline: Activation:
Message: Message (call): Message (return):
Use Case Diagram:
Actor: Use Case: Communicates:
<<Extends>>
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1. INTRODUCTION
1.1 PROJECT DETAILS
“Virtual Place Chat” The Pro Chat Rooms - Avatar Chat is a browser based 'Virtual World'
where users can design their own avatar character, create their own private rooms, explore
the virtual world by moving their characters around, real-time chat and interact with other
Avatar Chat users. Compatible with any device that has a web browser (eg. Desktops,
Laptops, Tablets, etc).
Admin user takes care of configuring and managing the site content. Admin user takes care
of adding. Modifying and deleting Rooms and User. He also takes care of adding new Public
Room.
Non-admin or we can say user flow of “Virtual Place Chat” is an online Chatting Script .User
can move there avatar and modify. User can customize their own room e.g. Change
background Image, Change avatar Image, set background music. Kick and Band the user,
change Room access , private and public chat.
Basically this application is made for the users who want to view and purchase the own
product from their own place. User can create their account on the Vplacechat by the
registration process and after that can manage their account details and the chatting
information of the order they have made. After the registration user is able to add the your
product. As the registered user, he/she is able to purchase any number of items.
1.2 SCOPE
The Avatar Chat includes its own virtual shop where users can exchange credits for avatar
items, private room backgrounds, etc.
Admin can add/edit/delete shop items, set individual prices for each shop item, set items
as 'featured' (featured items appear first in the shop listings) and much more!
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1.3 OBJECTIVE
 User can chat with other people.
 User can change room setting.
 User change it room environment like room background, room music, room permission.
 Go to other people room and send friend request.
 Purchase and buy any image in shop.
 User can set it room public or private.
 Move it avatar in any direction.
 Go to any user room if it set to public.
 Chat with people.
 Send message to friend.
1.4 HARDWARE AND SOFTWARE REQUIREMENTS
Hardware Requirement
 Processor: Any Pentium IV or compatible
 RAM: Minimum 512 MB
 Hard disk: Minimum 20 GB
Software Requirement
 Operating System: Windows XP, Windows 7
 Minimum Browser: IE7, Firefox 3.x.x, Opera 9.x, Safari 4.x.x, Google Chrome 3.0.x.x
 Java script must be enabled.
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2. PROJECT MANAGEMENT
2.1 FEASIBILITY STUDY
The feasibility study is one of the most important steps at early stage of the project
development. This stage requires the large amount of effort. To understand the main
aspects of the system answer to the question “Is the project feasible?” In this stage the
possibilities of project development is identified by conducting technical, economical and
operational feasibility of the proposed system.
We gave presentation of proposed system to Project Manager, Project Leader and other
senior authorities with purpose of getting feedback and suggestions that helped us in
refining the requirements for different modules.
2.1.1 Technical Feasibility
Technical feasibility corresponds to determination of whether it is technically feasible to
develop the software. It refers to the ability of the process to take advantage of the current
state of the technology in pursuing further improvement. The technical capability of the
available technology should be considered.
The following technical feasibility areas were probed during the feasibility study phase:
 The necessary technology i.e. front-end development tools, back-end database
technology for developing the system are already available within the organization.
 The front-end tool proposed in easily compatible with the current hardware
configuration in the organization.
 The back-end tool proposed has the capacity to hold the data required for using the
new system.
 The System is expandable in many dimensions with respect to addition of more
functionality, featured, etc.
 The front-end and back-end technologies provide a way to preserve the accuracy,
reliability and ease of access and data security.
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2.1.2 Time Scheduling Feasibility
Each task to be scheduled must be allocated some number of work units. In our system, e
noted start date and completion date in activity charts as well as we also noted the working
days in our chart. Project Guide is also having Knowledge of both tools as well as GIS so
technically it is feasible to complete project within time.
2.1.3 Operational Feasibility
Proposed projects are beneficial only if they can be turned into information system that will meet
the organization’s operating requirements. The following areas declare the proposed project as
operationally feasible.
 There is sufficient support from the management and from the intended users of the
system.
 As it backbone developing for all the modules it was necessary that all other people
developing other modules agree and due to their support it is operationally feasible.
2.2 LIMITATIONS OF THE EXISTING SYSTEMS
There are current chat application is available in text base, audio base, and video base
chatting. And there have an following limitation shown in bellow.
 It is only text base chatting.
 Only use to send and receive text.
 It is only one to one chatting are available and some case group chat are available.
 User can show only other user basic information.
 User can communicate and share information but not set it personal
environment.
2.3 SCOPE OF THE PROPOSED SYSTEMS
Virtual place Chat is a browser based 'Virtual World' where users can design their own
avatar character, create their own private rooms, explore the virtual world by moving their
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characters around, real-time chat and interact with other Avatar Chat users. Compatible
with any device that has a web browser (eg. Desktops, Laptops, Tablets etc).
 World Environment - Users can explore multiple environments including The
Beach, The Club, The Coffee Bar, The Park and The Alley (additional public rooms
can be created by admin users, there are no limits on the amount of additional
rooms that can be created).
 Avatar Creator - Fully customizable avatars. Users can choose hair styles, skin
colors, eyes, tops, bottoms, accessories and much more!
 Virtual Shop - The Avatar Chat includes its own virtual shop where users can
exchange credits for avatar items, private room backgrounds, etc.
- Members can purchase additional credits via Paypal.
- Admin can add/edit/delete shop items, set individual prices for each shop
item, set items as 'featured' (featured items appear first in the shop listings)
and much more!
 Credits System - Users can earn credits by doing activities,
- Logging into the Avatar Chat daily.
- Referring their friends.
- Visiting members profiles daily.
- Sending Hearts, Thumbs Up and Stars to other users.
- Users can also transfer their credits to other members.
 Keyboard Movement - Press the arrow keys on your keyboard to move your avatar
character around the avatar chat virtual world.
 Multi-Level Memberships - Allows both free memberships and paid memberships.
Choose from Guest, Basic Member, VIP Members and Admin. Guests can choose
their own name on login.
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 Friends List (IM) - All users can add friends to their friends list. All friend requests
require user approval before the friend is added. Friends lists include an
online/offline status so you can see where your friends are at a glance. Send mail
messages from your friends list and instant chat anywhere even if your not in the
same room!
 Private Rooms - All users have their own private rooms which can be fully
customized. Edit backgrounds, add live audio streams (via embedded music players
in web pages, eg. Shout cast, WMP, etc) and choose who enters the room (friends
only or anyone). Includes additional admin options so each user can admin their
own room.
 Internal Mail System - Users can send mail messages to each other via an internal
private mail system. Messages are automatically saved in a users inbox so users can
send messages to each other even when the other user is offline!
 Private Chat - User can chat privately in 121 private chat windows using an easy
tabbing system that cant be blocked by popup blockers. Chat window tabs flash
orange to alert the user they have a new message waiting.
 Profile System - Includes an inbuilt profile system which allows users to create
their own user profiles and upload photos.
 Paypal Integration - Admin can assign their own subscription payment rates for
VIP memberships and private room packages. Full Paypal IPN integration for
automated payments.
 Admin Control Panel - Full admin control panel gives you complete control for
editing/monitoring activities within the Avatar Chat. Admin can also assign
moderator logins with limited access for when an admin is not available.
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2.4 LIMITATIONS OF THE PROPOSED SYSTEMS
 User must need internet connection.
 User cannot allow more than 25 people in their personal room.
 Users can not audio and video chat.
2.5 USE CASES
The Use Case diagram models the user’s expectation for using the system. The people and
systems that interact with the target system are called actors. The features of the system
that the actors use are called use cases. Some use cases interact with other use cases, a
relationship modeled using dependency arrows. The goal of the Use Case diagram is to
identify all the features that the clients expect the system to support, but it does not reveal
any details about the implementation of these features. Use Case diagrams are valuable
because they
 Identify the clients' expectations for the system.
 Identify specific features of the system.
 Identify shared behavior among system features.
 Provide a simple and easily understood way for clients to view their requirements.
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2.5.1 User
Figure 1 User
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2.5.2 Admin
Figure 2 Admin
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3. DESIGN
3.1. ACTIVITY DIAGRAM
The Activity diagram models logic-any logic-from work flow to use cases to methods. It
borrows most of its notation from flowcharts, but has added the concept of concurrency to
support many modern applications. Activity diagrams are valuable because they
 Represent the logic required to implement system.
 Behaviors
 Represent logic at any level the design needs, from system
 Workflow to individual method implementations.
 Are simple enough to learn quickly
 Are relatively familiar to users since they are often used in
 Business training and procedures manuals
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3.1.1 Admin Activity
Figure 3 Admin Activity
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3.2. SEQUENCE DIAGRAM
The sequence diagram is used primarily to show the interactions between objects in the
sequential order that those interactions occur. Much like the class diagram, developers
typically think sequence diagrams were meant exclusively for them. However, an
organization's business staff can find sequence diagrams useful to communicate how the
business currently works by showing how various business objects interact. Besides
documenting an organization's current affairs, a business-level sequence diagram can be
used as a requirements document to communicate requirements for a future system
implementation. During the requirements phase of a project, analysts can take use cases to
the next level by providing a more formal level of refinement. When that occurs, use cases
are often refined into one or more sequence diagrams.
An organization's technical staff can find sequence diagrams useful in documenting how a
future system should behave. During the design phase, architects and developers can use
the diagram to force out the system's object interactions, thus fleshing out overall system
design. One of the primary uses of sequence diagrams is in the transition from
requirements expressed as use cases to the next and more formal level of refinement. Use
cases are often refined into one or more sequence diagrams. In addition to their use in
designing new systems, sequence diagrams can be used to document how objects in an
existing (call it "legacy") system currently interact. This documentation is very useful when
transitioning a system to another person or organization.
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3.2.1 Login
Figure 4 Login
3.3. DATA DICTIONARY (RELATIONAL MODEL)
In database management systems a file that defines the basic organization of a database. A
data dictionary contains a list of all files in the database, the number of records in each file,
and the names and types of each field. Most database management systems keep the data
dictionary hidden from users to prevent them from accidentally destroying its contents.
Data dictionaries do not contain any actual data from the database, only book keeping
information for managing it. Without a data dictionary, however, a database management
system cannot access data from the database.
Following are the database tables with the fieldnames, data types, length, key field, and
description.
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3.3.1 avatarchat_admin_contact
Field Name Data Type Constraints Default
Value
Description
Id Int(10) PRIMARY
KEY
N/A Identify room
(auto increment )
Roomname Varchar(200) N/A user room name
username Varchar(200) N/A user name
status Varchar(10) N/A user status
Date_time Varchar(100) N/A show current time
Table 1 Avatar Admin Contact
Above table is use to store user record which need help.
3.3.2 avatarchat_announce
Field Name Data
Type(size)
Constraints Default
Value
Description
Id Int(10) PRIMARY
KEY
N/A Identify announce
(auto increment )
Username Varchar(200) N/A user name
Msg Varchar(2000) N/A admin
announcement
Table 2 Avatar Announce
All announce note is store in this table. User can see note at login time.
3.3.3 avatarchat_banned
Field
Name
Data
Type(size)
Constraints Default
Value
Description
Id Int(10) PRIMARY
KEY
N/A Identify banned user
(auto increment )
User Varchar(200) N/A user name
Banid Int(10) N/A other user id
banuser Varchar(200) N/A other user name
Table 3 Avatar Banned
store all banned user record which is banded by other user.
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3.3.4 avatarchat_blocked
Field
Name
Data
Type(size)
Constraints Default
Value
Description
Id Int(11) PRIMARY KEY N/A Identify blocked user
(auto increment )
Userid Varchar(64) N/A user id
Username Varchar(250) N/A user name
Blockid Varchar(64) N/A other user id
blockname Varchar(250) N/A other user name
Table 4 Avatar Blocked
3.3.5 avatarchat_friends
Field Name Data Type Constraints Default
Value
Description
Id Int(11) PRIMARY KEY N/A Identify friend user
(auto increment )
Userid Varchar(64) N/A user id
Username Varchar(250) N/A user name
Friendid Varchar(64) N/A friend id
Friendname Varchar(250) N/A friend username
Room Varchar(64) N/A room id
Roomname Varchar(32) N/A room name
Online Varchar(3) 1 1-online
0-offline
Table 5 Avatar Friend
3.3.6 avatarchat_images
Field
Name
Data Type Constraints Default
Value
Description
Id Int(100) PRIMARY KEY N/A Identify users
images
(auto increment )
Username Varchar(300) N/A user name
Our_images Varchar(1000) N/A user images
Images Varchar(500) N/A images path
Table 6 Avatar Images
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3.3.7 avatarchat_mail
Field Name Data Type Constraints Default
Value
Description
Id Int(11) PRIMARY
KEY
N/A Identify user mail
(auto increment )
Userid Varchar(64) N/A sender id
Username Varchar(250) N/A sender user name
Touserid Varchar(64) N/A receiver id
Tousername Varchar(250) N/A receiver username
Message text N/A message
Senttime Varchar(64) N/A sending time
Status Varchar(3) N/A 1-read
0-unread
Table 7 Avatar Mail
3.3.8 avatarchat_message
Field Name Data Type Constraints Default
Value
Description
Id Int(11) PRIMARY KEY N/A Identify chat log
(auto increment )
Action Varchar(64) N/A define action
Refid Varchar(100) N/A reference id
Userid Varchar(64) N/A user id
Username Varchar(64) N/A username
To_username Varchar(64) N/A receiver username
Room Varchar(50) N/A current room name
Message Text NULL message
Avatar Varchar(100) N/A avatar photo
Avatar_x Varchar(10) N/A avatar x position
Avatar_y Varchar(10) N/A avatar y position
Post_time Varchar(50) N/A sending time
Table 8 Avatar Message
3.3.9 avatarchat_rooms
Field Name Data Type Constraints Default
Value
Description
Id Int(11) PRIMARY
KEY
N/A Identify room
(auto increment )
Roomname Varchar(24) N/A public room name
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Uroom Varchar(3) N/A user room
Background_url Varchar(255) N/A room background
image
Music_url Varchar(255) N/A online mp3 url
enableMusic Varchar(3) N/A 0-disable
1-enable
Table 9 Avatar Rooms
3.3.10 avatarchat_shop
Field
Name
Data Type Constraints Default
Value
Description
id Int(11) PRIMARY
KEY
N/A Identify room
(auto increment )
Username Varchar(100) N/A user name
Item Varchar(250) N/A item name
Image Varchar(250) N/A image path
Description Varchar(250) N/A image description
Cost Varchar(250) N/A image cost
Featured Varchar(3) N/A featured
section Varchar(250) N/A image section
Table 10 Avatar Shop
3.3.11 avatarchat_shop_accounts
Field
Name
Data Type Constraints Default Value Description
Id Int(11) PRIMARY KEY N/A Identify shop
account
(auto increment )
Username Varchar(250) N/A username
Credits Varchar(250) N/A user credits
lastLogin Varchat(100) N/A last login record
Table 11 Avatar Shop Accounts
3.3.12 avatarchat_shop_payments
Field
Name
Data Type Constraints Default
Value
Description
Id Int(11) PRIMARY KEY N/A Identify shop payment
(auto increment )
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Username Varchar(250) N/A username
Purchase Varchar(250) N/A purchase credits
Credits varchar(250) N/A credits
Table 12 Avatar Shop Payments
3.3.13 avatarchat_user
Field Name Data Type Const
raints
Default
Value
Description
id Int (11) PRIMA
RY
KEY
N/A Identify shop payment
(auto increment )
userid varchar(64) 0 user id
username varchar(16) N/A user name
password varchar(32) N/A password(MD5
encryption mode)
userIP varchar(32) N/A user IP address
gender varchar(3) 0 user gender
email varchar(255) N/A user email
status varchar(1) 0 0- offline
1-online
adminID varchar(3) 0 admin id
room varchar(50) N/A current room
myroomID varchar(250) N/A
myroomIMG varchar(250) templates/
default/bac
kground.jpg
room background image
roomaccess varchar(3) 1 0-private
1-public
roomname varchar(32) N/A roomname
roommax varchar(4) 100 maximum user limit
music varchar(255) music/inde
x.php
mp3 music url
avatar varchar(1000) N/A avatar image path
avatar_x varchar(10) N/A avatar x position
avatar_y varchar(10) N/A avatar y position
age varchar(3) N/A user age
location varchar(255) N/A user location
hobbies varchar(255) N/A user hobbies
aboutme text N/A about user
photo varchar(255) nopic.jpg
online_time varchar(50) 0 current time
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security_que varchar(200) N/A security question
security_ans varchar(200) N/A security answer
Table 13 Avatar User
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4. TESTING AND IMPLEMENTATION
4.1. INPUT SCREEN
Home Page
Figure 5 Home Page
1. Sign In - If you are not registered user then click on the Signup link and it will
redirect you to the Registration page where the user needs to fill up the information
and register himself/ herself. After filling up the information the user needs to click
the submit button so that data gets saved in the database.
2. Chat Now & Login - For login enter the username and password if you are
registered user in the respective fields and then after click the login button.
3. Forget Password - If the user forgets the password then there is the link of
“FORGOT PASSWORD” as user will click on the link he/ she will be redirected to the
forgot password page and there the user needs to enter the e-mail in the textbox
and needs to click the submit button. Admin will send the password to the user on
his/ her email id.
2 3
1
2
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Sign Up (Registration)
Figure 6 Sign Up (Registration)
Sign Up - If you are not registered user then click on the Signup link and it will redirect you
to the Registration page where the user needs to fill up the information and register
himself/ herself. After filling up the information the user needs to click the submit button
so that data gets saved in the database.
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Login
Figure 7 Login
1. Chat Now & Login - For login enter the username and password if you are
registered user in the respective fields and then after click the login button.
2. Forget Password - If the user forgets the password then there is the link of
“FORGOT PASSWORD” as user will click on the link he/ she will be redirected to the
forgot password page and there the user needs to enter the e-mail in the textbox
and needs to click the submit button. Admin will send the password to the user on
his/ her email id.
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Default Room
Figure 8 Default Room
1 2
3
4
5
6
7
8
9
10
11
12
13
14
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1. Room Name – Display user current room name.
2. User Name and user credit – Show login user name and credit.
3. Avatars
 Edit Profile - All users have their own avatar profiles where they can add upload
their own photo (or image) and add a little bit of information about themselves.
Click your avatar to edit your profile.
 Moving - To move your chat avatar during the chat, press the arrow keys (up, down,
left & right) on your PC keyboard.
4. Room Map - List of Public and private room.
5. Logout
6. Message Bar - This is where you type your message to send to other chat users. To
send the message either press the 'enter' key on your keyboard or click the green
arrow icon.
7. User Search – Search user by user name.
8. Avatar Image – Change avatar profile image.
9. Your Inbox - From time to time you may receive mail from your friends or other
members and clicking this icon allows you to access your inbox. You can then read
the message and choose to reply or delete it. All messages are saved in your inbox. A
number will appear on top of the inbox icon which tells you how many new mails
you have received.
10. Your Friends List - Everytime you add a new friend their details will appear in
your friends list.
11. Announcement - User any text post.
12. Chatting Log – You can download chatting log or read it.
13. Blocked Users - When you choose to ignore/block a user, they will appear in your
blocked users list. Any blocked users will not be able to see you, contact you or enter
your own private room. To block a user left click on their avatar and click 'block'. To
unblock a user click your blocked users icon then click 'remove' next to their
username to remove them from your blocked list.
14. Admin Announce - Admin announcement by every user.
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Room List
Figure 9 Room List
There are many different places (rooms) your avatar can visit.
1. Home - Avatar place on own private room.
2. Search - Avatar can both side search username and room name wise.
3. Room Name - Display the name of room.
4. Goto Room - Avatar place on that room.
5. Room Status - Display the room are private or public.
1
3
5
2
4
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Private Room
Figure 10 Private Room
Private Rooms - There are also many additional private rooms to explore in Avatar Chat.
Every user has there own private room which they can fully customise and design to suit
their own tastes. You can change the room background, add your own music stream, name
your room and even decide whose allowed to enter!
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Private Chatting
Figure 11 Private Chatting
1. User Name - Click on username button and avatar can private chat.
2. Message Bar - This is where you type your message to send to other chat users. To
send the message either press the 'enter' key on your keyboard or click the green
arrow icon.
3. Chat Window - Private chat window that window display avatar name and
message.
1
3
2
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Chatting
Figure 12 Chatting
1. Speech Bubbles - Any Private messages you send will also appear in speech
bubbles above your avatars head.
1
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Search User
Figure 13 Search User
Search User - Avatar can search the another avatar with detail of that avatar place and you
can direct join that place.
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Left click menu
Figure 14 Left Click Menu
1, View Profile - View profile details about the user.
2, Private Chat - Chat privately with the user.
3, Add To Friends - Add the user to your friends list.
4, Send Interaction - Allows you to interact with the other users. Choose interactions (eg.
poke).
5, Block User - Block the user from contacting you.
1
2
3
4
5
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Friend List
Figure 15 Friend List
You will then see the following information and a choice of options,
Friends Name
Friends Location - Where they are in the game, eg The Club, The Beach, etc
Online/Offline Status - A blue icon will appear if the user is online. A white icon will
appear if the user is offline.
Join User - Clicking the room icon instantly transports you to the room your friend was last
in (or still is).
Private Chat - Clicking the speech bubble will open a new tab and chat window so you can
chat privately (one to one).
Profile Link - Clicking the magnifying glass will load the users profile page.
Send Mail - Clicking the mail icon allows you to send mail to your friend.
Delete Friend - Clicking the bin icon will remove the friend from your friends list.
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Admin Announce
Figure 16 Admin Announce
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Chatting Log
Figure 17 Chatting Log
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Room Setting
Figure 18 Room Setting
Your private room has a room editor that allows you to customise your room. Below is a
list of options you will see when clicking the room editor icon in your private room.
Room Name - Enter your room name.
Room Access - Allow anyone or friends only to access your private room.
Who Can Access My Room? - This depends on which option you have selected,
 Allow All - This allows anyone to enter your private room.
 Friends Only - Only the users in your friends list can access your own private room
(and any friends of your friends too).
Background Image Url - The url to where your custom background image is hosted.
Background Music Url - The url to the web page where your music stream is hosted (eg.
radio player for shoutcast stream).
Avatar Start Position - This is where the avatars will first appear when entering your
room.
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Kick and Banned Avatar
Figure 19 Banned User
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Request to admin
Figure 20 Request to Admin
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Admin Login
Figure 21 Admin Login
An administrator needs to enter the Username and Password first then only the
administrator will able to manage the several operations.
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Admin Home Page
Figure 22 Admin Home Page
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View User
Figure 23 View User
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Chat transcription management
Figure 24 Chat Transition
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User contact
Figure 25 User Contact
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Admin announcement
Figure 26 Admin Announce
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4.2. TEST CASES
4.2.1 Testing Plan
“Errors are more common, more pervasive and more troublesome in software than with
other technologies”
Software testing is the process used to help identify the correctness, completeness, security
and quality of developed computer software. With that in mind, testing can never
completely establish the correctness of arbitrary computer software. In computability
theory, a field of computer science, an elegant mathematical proof concludes that it is
impossible to solve the halting problem, the question of whether an arbitrary computer
program will enter an infinite loop, or halt and procedure output. In other words, testing is
criticism or comparison that is comparing the actual value with an expected one.
There are many approaches to software testing, but effective testing of complex products is
essentially a process of investigation, not merely a matter of investigation, not merely a
matter of creating and following rote procedure. One definition of testing is “The process of
questioning a product in order to evaluate it”, where the "questions" are things the tester
tries to do with the product, and the product answers with its behaviour in reaction to the
probing of the tester. Although most of the intellectual processes of testing are nearly
identical to that of review or inspection, the word testing is connoted to mean the dynamic
analysis of the product—putting the product through its paces.
Analyze and check system representations such as the requirements document, design
diagrams and the program source code. They may be applied at all stages of the process.
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Figure 27 Testing
4.2.1 Testing Strategy
There are three types of testing that we implement. They are as follows:
 Unit Testing
- Software products are normally tested first at the individual component
(unit) level. Unit testing (or module testing) is the testing of different units
(or modules) of a system in isolation.
 Integration Testing
- After testing all the components individually the components are slowly
integrated and tested at each level of integration. That is called integration
testing.
 System Testing
- Finally the fully integrated system is tested that is called system testing.
4.2.2 Testing Methods
Software Testing involves executing an implementation of the software with test data and
examining the outputs of the software and its operational 56ehavior to check that it is
performing as required.
Unit Testing
Module
Testing
Sub-System
Testing
System
Testing
Acceptance
Testing
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4.2.2.1 Statistical Testing
Statistical Testing is used to test the program’s performance and reliability and to check
how it works under operational conditions. Tests are designed to reflect the actual user
inputs and their frequency.
The stages involved in the static analysis for this system are follows.
 Control flow analysis
- Unreachable code
- Unconditional branches into loops
 Data use analysis
- Variable used before initialization
- Variables declared but never used
- Variables assigned twice but never used between assignments
- Possible array bound violations
- Declared variables
 Interface analysis
- Parameter type mismatches
- Parameter number mismatches
- Non-usage of the results of functions
- Uncalled functions and procedures
4.2.2.2 Defect Testing
Defect Testing is intended to find inconsistencies between a program and its specification.
These inconsistencies are usually due to the program faults or defects.
Black-box Testing
In Black-Box Testing or Functional Testing, Developer are concerned about the output of
the module and software, i.e. whether the software gives proper output as per the
requirements or not. In another words , these testing aims to test a program's behavior
against it specification without making any reference to the internal structure of the
program or the algorithms used. Therefore the source code is not needed, and so even
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purchased modules can be tested. The program just gets a certain input and its
functionality is examined by observing the output. This can be done in the following way:
 Input Interface
 Processing
 Output Interface
The tested program gets certain inputs. Then the program does its job and generates a
certain output, which is collected by a second interface. This result is then compared to the
expected output, which has been determined before the test.
White Box Testing
White Box testing is used as an important primary testing approach. Here code is inspected
to see what it does , tests are designed to exercise the code. Code is tested using code
scripts, driver, etc which are employed to directly interface with and drive the code. The
tester can analyze the code and use the knowledge about the structure of a component to
derive the test data.
4.2.2.3 Structural Testing
Developer has done path testing to exercise every independent execution path through a
component or program. If every independent path is executed then all statements in the
components must have been executed at least once. The structure of our program is also
checked.
4.3. PROPOSED EXTENSIONS (FUTURE ENHANCEMENTS)
Virtual place chat is browser base chatting system. In the feature we want to add audio and
video chat. Add some new product in shop like mobile and computer.
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5. CONCLUSION
No project can be termed as ‘perfect’ in real sense and there always remains scope for
future improvement and so that helps to develop a new version of the software. We are
always eager to know some new points and validation related to projects which give us
more knowledge and help us to create new version.
The “Virtual place chat” website has been developed by me and also done enhancement in
application through applying our knowledge gained in class room, referring to certain
books, browsing some sites and through the help of external and internal faculties and
using our knowledge related to subject it.
I am very thankful to the project guide and organization staffs that extended all their
support and helped us complete this project successfully.
5.2 DISCUSSION
5.2.1 Self analysis of project viabilities
Given project “Virtual place chat” is mainly developed for only chatting purpose. Now
after developing this system it provide new way of chatting.
5.2.2 Problem encountered and possible solutions
The main problem occurred when we tried to run this project on system containing any
other browser other than Internet Explorer.
The possible solution is to make this system browser compatible.
The another problem which we faced was that work all the features without refresh.
5.2.3 Summary of project work
At the end of this report we would like to conclude that we have successfully implemented
“Virtual place chat” which have many new functionalities and which overcome come the
difficulties of keeping the records in book manually.
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ABOUT THE TOOL
INTRODUCTION OF PHP
PHP is a general-purpose scripting language originally designed for web development to
produce dynamic web pages. For this purpose, PHP code is embedded into the HTML
source document and interpreted by a web server with a PHP processor module, which
generates the web page document.
It can be used in standalone graphical applications. PHP can be deployed on most web
servers and as a standalone interpreter, on almost every operating system and platform
free of charge.
A competitor to Microsoft's Active Server Pages (ASP) server-side script engine and similar
languages, PHP is installed on more than 20 million websites and 1 million web servers.
Why use PHP?
The software development industry has sustained an unrelenting growth since its initiation
and now in this age of cut-throat competition among web developing firms, sustaining the
usability of a single application developing language had become an easier said than done.
The market is experiencing an inundation of newer technologies and programming
languages. If one looks from this perspective, the survival and popularity of Hypertext Pre-
processor (PHP), is a matter worth looking into.
PHP is widely used widely for developing websites due to certain advantages it offers.
Easily handle Dynamic Websites
Gone are the days when static websites were used where a web page exhibited fixed
brochure-style data that could be edited only by the webmaster. But PHP could offer
dynamic websites in which a user could access content from a database through an HTML
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page that is generated in real time. So PHP can develop sites that meet the requirements of
large business establishments.
Complexity is reduced
Complexity in developing an application with PHP is comparatively less because it does not
need a framework to develop an application and the required codes is also less in number.
That is why it is more user-friendly than ASP.NET, C++ or Python.
Supported by most
PHP has high integrative power too. It is user friendly with most servers and windows.
Operating systems like Windows, Linux, and Mac are fine with PHP. Also a number of
databases like Oracle, MySql and MS Access can be well managed by PHP enabled websites.
Cost Effective
Its cost effectiveness has made it beginners’ choicer, because on the one hand it is open
source language anyone can obtain it from Internet for free and learn it irrespective of
whatever background he hails from. It is so easy that even a web developing firm can train
their new recruits on this language.
INTRODUCTION OF JAVA SCRIPT
JavaScript (JS) is a dynamic computer programming language. It is most commonly used as
part of web browsers, whose implementations allow client-side scripts to interact with the
user, control the browser, communicate asynchronously, and alter the document content
that is displayed. It is also being used in server-side programming, game development and
the creation of desktop and mobile applications.
JavaScript is a prototype-based scripting language with dynamic typing and has first-class
functions. Its syntax was influenced by C. JavaScript copies many names and naming
conventions from Java, but the two languages are otherwise unrelated and have very
different semantics. The key design principles within JavaScript are taken from the self and
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Scheme programming languages. It is a multi-paradigm language, supporting object-
oriented, imperative, and functional programming styles.
The application of JavaScript in use outside of web pages for example, in PDF documents,
site-specific browsers, and desktop widgets is also significant. Newer and faster JavaScript
VMs and platforms built upon them (notably Node.js) have also increased the popularity of
JavaScript for server-side web applications. On the client side, JavaScript was traditionally
implemented as an interpreted language but just-in-time compilation is now performed by
recent (post-2012) browsers.
JavaScript was formalized in the ECMA Script language standard and is primarily used as
part of a web browser (client-side JavaScript). This enables programmatic access to
computational objects within a host environment.
INTRODUCTION OF CSS
Cascading Style Sheets (CSS) is a style sheet language used for describing the look and
formatting of a document written in a markup language. While most often used to style
web pages and interfaces written in HTML and XHTML, the language can be applied to any
kind of XML document, including plain XML, SVG and XUL. CSS is a cornerstone
specification of the web and almost all web pages use CSS style sheets to describe their
presentation.
Cascading Style Sheets (CSS) is a style sheet language used for describing the look and
formatting of a document written in a mark up language. While most often used to style
web pages and interfaces written in HTML and XHTML, the language can be applied to any
kind of XML document, including plain XML, SVG and XUL. CSS is a cornerstone
specification of the web and almost all web pages use CSS style sheets to describe their
presentation.
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CSS is designed primarily to enable the separation of document content from document
presentation, including elements such as the layout, colors, and fonts. This separation can
improve content accessibility, provide more flexibility and control in the specification of
presentation characteristics, enable multiple pages to share formatting, and reduce
complexity and repetition in the structural content (such as by allowing for table less web
design).
CSS can also allow the same mark up page to be presented in different styles for different
rendering methods, such as on-screen, in print, by voice (when read out by a speech-based
browser or screen reader) and on Braille-based, tactile devices. It can also be used to allow
the web page to display differently depending on the screen size or device on which it is
being viewed. While the author of a document typically links that document to a CSS file,
readers can use a different style sheet, perhaps one on their own computer, to override the
one the author has specified. However if the author or the reader did not link the document
to a specific style sheet the default style of the browser will be applied.
CSS specifies a priority scheme to determine which style rules apply if more than one rule
matches against a particular element. In this so-called cascade, priorities or weights are
calculated and assigned to rules, so that the results are predictable.
The CSS specifications are maintained by the World Wide Web Consortium (W3C). Internet
media type (MIME type) text/css is registered for use with CSS by RFC 2318 (March 1998),
and they also operate a free CSS validation service.
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INTRODUCTION OF AJAX
Ajax (also AJAX an acronym for Asynchronous JavaScript and XML) is a group of
interrelated Web development techniques used on the client-side to create asynchronous
Web applications. With Ajax, Web applications can send data to, and retrieve data from, a
server asynchronously (in the background) without interfering with the display and
behavior of the existing page. Data can be retrieved using the XMLHttpRequest object.
Despite the name, the use of XML is not required; JSON is often used instead (see AJAJ), and
the requests do not need to be asynchronous.
Ajax is not a single technology, but a group of technologies. HTML and CSS can be used in
combination to mark up and style information. The DOM is accessed with JavaScript to
dynamically display, and allow the user to interact with, the information presented.
JavaScript and the XMLHttpRequest object provide a method for exchanging data
asynchronously between browser and server to avoid full page reloads.
INTRODUCTION OF HTML
HTML or Hyper Text Markup Language is the standard markup language used to create
web pages.
HTML is written in the form of HTML elements consisting of tags enclosed in angle brackets
(like <html>). HTML tags most commonly come in pairs like <h1> and </h1>, although
some tags represent empty elements and so are unpaired, for example <img>. The first tag
in a pair is the start tag, and the second tag is the end tag (they are also called opening tags
and closing tags).
The purpose of a web browser is to read HTML documents and compose them into visible
or audible web pages. The browser does not display the HTML tags, but uses the tags to
interpret the content of the page. HTML describes the structure of a website semantically
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along with cues for presentation, making it a markup language rather than a programming
language.
HTML elements form the building blocks of all websites. HTML allows images and objects
to be embedded and can be used to create interactive forms. It provides a means to create
structured documents by denoting structural semantics for text such as headings,
paragraphs, lists, links, quotes and other items. It can embed scripts written in languages
such as JavaScript which affect the behavior of HTML web pages.
Web browsers can also refer to Cascading Style Sheets (CSS) to define the look and layout
of text and other material. The W3C, maintainer of both the HTML and the CSS standards,
encourages the use of CSS over explicit presentational HTML.
HTML5 is a markup language used for structuring and presenting content for the World
Wide Web and a core technology of the Internet. It is the fifth revision of the HTML
standard (created in 1990 and standardized as HTML 4 as of 1997) and, as of December
2012, is a candidate recommendation of the World Wide Web Consortium (W3C). Its core
aims have been to improve the language with support for the latest multimedia while
keeping it easily readable by humans and consistently understood by computers and
devices (web browsers, parsers, etc.). HTML5 is intended to subsume not only HTML 4, but
also XHTML 1 and DOM Level 2 HTML.
Following its immediate predecessors HTML 4.01 and XHTML 1.1, HTML5 is a response to
the fact that the HTML and XHTML in common use on the World Wide Web are a mixture of
features introduced by various specifications, along with those introduced by software
products such as web browsers, those established by common practice, and the many
syntax errors in existing web documents. It is also an attempt to define a single markup
language that can be written in either HTML or XHTML syntax. It includes detailed
processing models to encourage more interoperable implementations; it extends, improves
and rationalizes the mark up available for documents, and introduces mark up and
application programming interfaces (APIs) for complex web applications. For the same
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reasons, HTML5 is also a potential candidate for cross-platform mobile applications. Many
features of HTML5 have been built with the consideration of being able to run on low-
powered devices such as smart phones and tablets. In December 2011, research firm
Strategy Analytics forecast sales of HTML5 compatible phones would top 1 billion in 2013.
In particular, HTML5 adds many new syntactic features. These include the new <video>,
<audio> and <canvas> elements, as well as the integration of scalable vector graphics (SVG)
content (that replaces the uses of generic <object> tags) and MathML for mathematical
formulas. These features are designed to make it easy to include and handle multimedia
and graphical content on the web without having to resort to proprietary plugging and
APIs. Other new elements, such as <section>, <article>, <header> and <nav>, are designed
to enrich the semantic content of documents. New attributes have been introduced for the
same purpose, while some elements and attributes have been removed. Some elements,
such as <a>, <cite> and <menu> have been changed, redefined or standardized. The APIs
and Document Object Model (DOM) are no longer afterthoughts, but are fundamental parts
of the HTML5 specification. HTML5 also defines in some detail the required processing for
invalid documents so that syntax errors will be treated uniformly by all conforming
browsers and other user agents.
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APPENDIX A
PROJECT PLANNING
Project Planning includes project plan activities and project development approach
followed during the making of project. It also entails the details of different milestones
achieved and roles and responsibilities assigned to us.
Project Plan
Planning before any activity is very much important. And if it is planned nicely, then
success is guaranteed. Community Forum has 3 major modules of Administration,
Moderation and User Interaction. We analyzed the overall complexity of each of these
modules and it was found that the project would require approximately 16 weeks to
complete, so we planned accordingly.
We decided to follow the SDLC i.e. Software Development Life Cycle while planning various
phases of our project. This method consists of following activities:
1. Preliminary Investigation
2. Determination of system requirements
3. System Analysis
4. Design of system
5. Development of software
6. Systems Testing
7. Implementation and Evaluation
The first we have done analysis of the system what are the requirement of the market and
what is the market value for this system and how it will be help full to the user. First three
weeks we have learn PHP concepts. Mean while primary investigation is going on. Then for
requirement gathering and system analysis process we gave around two week. For
designing of system, we gave two weeks. Then coding was a more time-consuming process,
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so I gave around eight weeks for coding part. For testing we gave around two weeks, which
was sufficient for our system. More or less, during our project work we followed this
planning.
MILESTONES AND DELIVERABLES
Management needs information. As software is intangible, this information can only be
provided as documents that describe the state of the software being developed. When
planning a project series of milestones are established.
Milestones
 Milestone is an end-point of the software process activity.
 At each milestone there should be formal output that can be represented to the
management.
 Milestone output need not be large document; they are the short output of
achievements in software project activity.
Deliverables
 Deliverable is a project report that is delivered to the customer.
 Deliverables are delivered to the customer at the end of some major project phase
such as specification, design, etc.
RISK MANAGEMENT
Risk management is a central part of any organization’s strategic management. It is the
process whereby organizations methodically address the risks attaching to their activities
with the goal of achieving sustained benefit within each activity.
Project Risk Management involves conducting risk management planning, engaging in risk
identification, completing risk analysis, creating a risk response action plan, and
monitoring and controlling risk on a project.
Project Risk Management is a continuous process to be engaged in throughout the entire
project. A key point to remember is that risk is not always bad. There are opportunities and
there are threats. The opportunities are the good risks. The threats are the bad risks.
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The purpose of project risk management is to increase the likelihood and impact of positive
events and to decrease the probability and impact of negative events.
Risk Identification
Risk Identification is a systematic attempt to specify threats to the project plan. By
identifying the known and predictable risks, the project manager takes a first step towards
avoiding them when possible and controlling them when necessary.
One method of identifying risks is to create a risk item checklist. The checklist can be used
for risk identification and focuses on some subset of known and predictable risks in the
following subcategories.
Risk Analysis
Regardless of the prevention techniques employed, possible threats that could arise inside
or outside the organization need to be assessed.
Although the exact nature of potential disasters or their resulting consequences are
difficult to determine, it is beneficial to perform a comprehensive risk assessment of all
threats that can realistically occur to the organization.
ESTIMATION
The estimation of various project parameters is a basic project planning activity. The
important project parameters that are estimated include: project size, effort required to
develop the software, project duration and cost. The estimates not only help in quoting the
project cost to the customer, but also prove in resource planning and scheduling.
PROGRAM/MODULES SPECIFICATION
The various distribution of the application into phases is given below:
 Admin user flow
 Non user flow
Virtual Place Chat
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Full admin control panel gives you complete control for editing/monitoring activities
within the Avatar Chat. Admin can also assign moderator logins with limited access for
when an admin is not available.
The non admin user is the end user and this module consists of the following parts:
 New Avatar registration
 Login Avatar
 Avatar enter default in public room
 Avatar change room if wants
 Make your own room
 Make own room public & private
 Chatting public and private
 Send friend request
 Send message
 Avatar chat with other room
Virtual Place Chat
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BIBLIOGRAPHY
 www.imvu.com
 www.secoundlife.com
 www.php.net
 www.w3schools.com
 www.chatzy.com
 www.twinity.com
 www.moove.com

Project Report

  • 1.
    Virtual Place Chat 1 PREFACE Themain objective of any computer science student is to get as much of practical knowledge as possible. Being an able to have a practical knowledge by developing a project is a lifetime experience. As practical knowledge is as important as theoretical knowledge we are thankful of having a project. Through the development of the project we had a great experience of various strategies that can be applied in development of project. This project is the stepping stone for our carrier. We are pleased to present this project. Proper care has been taken while organizing the project so that it is to comprehend. Also, various software engineering concepts have been implemented.
  • 2.
    Virtual Place Chat 2 ACKNOWLEDGEMENT Iam grateful for being provided an opportunity to work at Noble Infotech. Working in such an esteemed organization has not only honed our skills in the Management as well Technical context, but has also contributed in making more complete individuals out of us. I would like to express my deep sense of profound gratitude to my honorable, esteemed guide Mr. Amit Andipara, Project Manager, Noble Infotech for providing me with all the necessary hardware and software and helping us in gaining undividable practical experience as well dedicated guidance throughout the project development. I extend my thanks to our HOD. Prof. V. A. Gandhi and Prof. Kapil Shukla for his valuable advices and encouragement. I would like to thank all my friends for all the thoughtful and mind stimulating discussions we had, which prompted us to think beyond the obvious. I cannot end without thanking my lovely family, on whose encouragement, support, and love, I have relied throughout my studies. I would like to think to all those who are directly or indirectly supported me in carrying out this thesis work successfully. - Sakariya Bhavin D. 115030693022
  • 3.
    Virtual Place Chat 3 TABLEOF CONTENTS Table of Contents PREFACE........................................................................................................................................................1 ACKNOWLEDGEMENT...................................................................................................................................2 TABLE OF CONTENTS.....................................................................................................................................3 COMPANY PROFILE .......................................................................................................................................7 HISTORY ....................................................................................................................................................8 MISSION....................................................................................................................................................8 VISION.......................................................................................................................................................8 CORE VALUES OF COMPANY.....................................................................................................................9 LIST OF FIGURE............................................................................................................................................10 LIST OF TABLE..............................................................................................................................................11 1. INTRODUCTION.......................................................................................................................................13 1.1 PROJECT DETAILS ..............................................................................................................................13 1.2 SCOPE................................................................................................................................................13 1.3 OBJECTIVE .........................................................................................................................................14 1.4 HARDWARE AND SOFTWARE REQUIREMENTS.................................................................................14 2. PROJECT MANAGEMENT.........................................................................................................................15 2.1 FEASIBILITY STUDY ............................................................................................................................15 2.1.1 Technical Feasibility ...................................................................................................................15 2.1.2 Time Scheduling Feasibility........................................................................................................16 2.1.3 Operational Feasibility ...............................................................................................................16 2.2 LIMITATIONS OF THE EXISTING SYSTEMS.........................................................................................16 2.3 SCOPE OF THE PROPOSED SYSTEMS.................................................................................................16 2.4 LIMITATIONS OF THE PROPOSED SYSTEMS ......................................................................................19 2.5 USE CASES .........................................................................................................................................19 2.5.1 User............................................................................................................................................20 2.5.2 Admin.........................................................................................................................................21 3. DESIGN ....................................................................................................................................................22
  • 4.
    Virtual Place Chat 4 3.1.ACTIVITY DIAGRAM..........................................................................................................................22 3.1.1 Admin Activity............................................................................................................................23 3.2. SEQUENCE DIAGRAM.......................................................................................................................24 3.2.1 Login...........................................................................................................................................25 3.3. DATA DICTIONARY (RELATIONAL MODEL).......................................................................................25 3.3.1 avatarchat_admin_contact........................................................................................................26 3.3.2 avatarchat_announce ...............................................................................................................26 3.3.3 avatarchat_banned....................................................................................................................26 3.3.4 avatarchat_blocked....................................................................................................................27 3.3.5 avatarchat_friends.....................................................................................................................27 3.3.6 avatarchat_images.....................................................................................................................27 3.3.7 avatarchat_mail .........................................................................................................................28 3.3.8 avatarchat_message ..................................................................................................................28 3.3.9 avatarchat_rooms......................................................................................................................28 3.3.10 avatarchat_shop ......................................................................................................................29 3.3.11 avatarchat_shop_accounts......................................................................................................29 3.3.12 avatarchat_shop_payments ....................................................................................................29 3.3.13 avatarchat_user .......................................................................................................................30 4. TESTING AND IMPLEMENTATION ...........................................................................................................32 4.1. INPUT SCREEN..................................................................................................................................32 Home Page..........................................................................................................................................32 Sign Up (Registration) .........................................................................................................................33 Login....................................................................................................................................................34 Default Room......................................................................................................................................35 Room List.............................................................................................................................................37 Private Room.......................................................................................................................................38 Chatting...............................................................................................................................................40 Search User .........................................................................................................................................41 Left click menu....................................................................................................................................42 Friend List............................................................................................................................................43 Admin Announce.................................................................................................................................44 Chatting Log ........................................................................................................................................45
  • 5.
    Virtual Place Chat 5 RoomSetting.......................................................................................................................................46 Kick and Banned Avatar ......................................................................................................................47 Request to admin................................................................................................................................48 Admin Login ........................................................................................................................................49 Admin Home Page...............................................................................................................................50 View User............................................................................................................................................51 Chat transcription management.........................................................................................................52 User contact........................................................................................................................................53 Admin announcement ........................................................................................................................54 4.2. TEST CASES.......................................................................................................................................55 4.2.1 Testing Plan................................................................................................................................55 4.2.1 Testing Strategy .........................................................................................................................56 4.2.2 Testing Methods ........................................................................................................................56 4.3. PROPOSED EXTENSIONS (FUTURE ENHANCEMENTS)......................................................................58 5. CONCLUSION...........................................................................................................................................59 5.2 DISCUSSION.....................................................................................................................................59 5.2.1 Self analysis of project viabilities .............................................................................................59 5.2.2 Problem encountered and possible solutions..........................................................................59 5.2.3 Summary of project work.........................................................................................................59 ABOUT THE TOOL........................................................................................................................................60 INTRODUCTION OF PHP..........................................................................................................................60 Why use PHP?.....................................................................................................................................60 Complexity is reduced.........................................................................................................................61 Supported by most..............................................................................................................................61 Cost Effective ......................................................................................................................................61 INTRODUCTION OF JAVA SCRIPT ............................................................................................................61 INTRODUCTION OF CSS...........................................................................................................................62 INTRODUCTION OF AJAX.........................................................................................................................64 INTRODUCTION OF HTML.......................................................................................................................64 APPENDIX A.................................................................................................................................................67 PROJECT PLANNING................................................................................................................................67 Project Plan.........................................................................................................................................67
  • 6.
    Virtual Place Chat 6 MILESTONESAND DELIVERABLES...........................................................................................................68 Milestones...........................................................................................................................................68 Deliverables.........................................................................................................................................68 RISK MANAGEMENT................................................................................................................................68 Risk Identification................................................................................................................................69 Risk Analysis........................................................................................................................................69 ESTIMATION............................................................................................................................................69 PROGRAM/MODULES SPECIFICATION....................................................................................................69 BIBLIOGRAPHY ............................................................................................................................................71
  • 7.
    Virtual Place Chat 7 COMPANYPROFILE We would like to take this opportunity of briefly introducing Noble Infotech, one of the fastest growing IT Company of Rajkot, Gujarat. Noble Infotech is well established IT Infrastructure Company for the last decade, with business transactions being carried out in INDIA, UK, USA. The company deals with a varied range of Products & Services, namely – Web & Desktop Application Development, IT Consultancy, Customized Flash Presentation and Much more... Noble Infotech prides itself as one of the growing Company in IT Industry. We provide the latest technology and solution that allowing us to give our customers the best service possible on-site and through other media. We provide flexible end-to-end solutions that assist companies and professionals to meet their objectives by giving the best possible service at an affordable price with higher customer satisfaction. We believe in quality and offers Web Development Services, Desktop Applications and Software Development. We also provide IT training for students in Universities and Colleges. Our highly professional Technocrats and State of Art Development Centre are the pillars behind the name and business strength earned by our organization. Our Technocrats have a varied experience in IT industries and good knowledge of serving the customers to their satisfaction. This is further enhanced by the innovative ideas of the management, who strive from time to time in creating awareness and keeping the company at par to the latest development of today's world.
  • 8.
    Virtual Place Chat 8 NobleInfotech strongly believes in long term relationship with its all customers. We just not listening to our customers’ complaints but do resolve their complaints in their favor. Our clients would like to keep continue business with us just because we resolve their problems on the spot. HISTORY Established in 2008, Noble Infotech has continued to grow with a staff of more than 10 professionals and powerful physical presence at Rajkot (India). Today, we lead in the “next generation” of web development with almost all web technology. (PHP, ASP, ASP.net, HTML, Java Script etc.). We have added feathers to our hat by providing outstanding solutions in content management systems, web maintenance, optimization services and open source technologies. MISSION “To become a highly renowned offshore development solution provider in India, serving customers across the world. Noble is dedicated to provide best quality services to its customers with trust, confidentiality and transparency”. VISION We at Noble aim high of becoming the highly recommended company among the global customers going beyond their satisfaction levels and helping them to gain maximum business success. Noble is working on developing a wide range of satisfied client base in other parts of the world along with satisfying its current customers.
  • 9.
    Virtual Place Chat 9 COREVALUES OF COMPANY  100% customer satisfaction.  More than 5 years of web solutions experience.  One place for all your web solutions and services.  Customized solutions targeting the actual customer requirements.  Highly affordable and flexible price structures.  Compatibility to latest technologies.  High quality services at each step.  Dedicated and highly committed team.  Highly skilled professionals.  Timely delivery of solutions.  24X7 customer support.
  • 10.
    Virtual Place Chat 10 LISTOF FIGURE FIGURE 1 USER 20 FIGURE 2 ADMIN 21 FIGURE 3 ADMIN ACTIVITY 23 FIGURE 4 LOGIN 25 FIGURE 5 HOME PAGE 32 FIGURE 6 SIGN UP (REGISTRATION) 33 FIGURE 7 LOGIN 34 FIGURE 8 DEFAULT ROOM 35 FIGURE 9 ROOM LIST 37 FIGURE 10 PRIVATE ROOM 38 FIGURE 11 PRIVATE CHATTING 39 FIGURE 12 CHATTING 40 FIGURE 13 SEARCH USER 41 FIGURE 14 LEFT CLICK MENU 42 FIGURE 15 FRIEND LIST 43 FIGURE 16 ADMIN ANNOUNCE 44 FIGURE 17 CHATTING LOG 45 FIGURE 18 ROOM SETTING 46 FIGURE 19 BANNED USER 47 FIGURE 20 REQUEST TO ADMIN 48 FIGURE 21 ADMIN LOGIN 49 FIGURE 22 ADMIN HOME PAGE 50 FIGURE 23 VIEW USER 51 FIGURE 24 CHAT TRANSITION 52 FIGURE 25 USER CONTACT 53 FIGURE 26 ADMIN ANNOUNCE 54 FIGURE 27 TESTING 56
  • 11.
    Virtual Place Chat 11 LISTOF TABLE TABLE 1 AVATAR ADMIN CONTACT 26 TABLE 2 AVATAR ANNOUNCE 26 TABLE 3 AVATAR BANNED 26 TABLE 4 AVATAR BLOCKED 27 TABLE 5 AVATAR FRIEND 27 TABLE 6 AVATAR IMAGES 27 TABLE 7 AVATAR MAIL 28 TABLE 8 AVATAR MESSAGE 28 TABLE 9 AVATAR ROOMS 29 TABLE 10 AVATAR SHOP 29 TABLE 11 AVATAR SHOP ACCOUNTS 29 TABLE 12 AVATAR SHOP PAYMENTS 30 TABLE 13 AVATAR USER 31
  • 12.
    Virtual Place Chat 12 NOTATIONS SequenceDiagram: Actor: Object and Lifeline: Activation: Message: Message (call): Message (return): Use Case Diagram: Actor: Use Case: Communicates: <<Extends>>
  • 13.
    Virtual Place Chat 13 1.INTRODUCTION 1.1 PROJECT DETAILS “Virtual Place Chat” The Pro Chat Rooms - Avatar Chat is a browser based 'Virtual World' where users can design their own avatar character, create their own private rooms, explore the virtual world by moving their characters around, real-time chat and interact with other Avatar Chat users. Compatible with any device that has a web browser (eg. Desktops, Laptops, Tablets, etc). Admin user takes care of configuring and managing the site content. Admin user takes care of adding. Modifying and deleting Rooms and User. He also takes care of adding new Public Room. Non-admin or we can say user flow of “Virtual Place Chat” is an online Chatting Script .User can move there avatar and modify. User can customize their own room e.g. Change background Image, Change avatar Image, set background music. Kick and Band the user, change Room access , private and public chat. Basically this application is made for the users who want to view and purchase the own product from their own place. User can create their account on the Vplacechat by the registration process and after that can manage their account details and the chatting information of the order they have made. After the registration user is able to add the your product. As the registered user, he/she is able to purchase any number of items. 1.2 SCOPE The Avatar Chat includes its own virtual shop where users can exchange credits for avatar items, private room backgrounds, etc. Admin can add/edit/delete shop items, set individual prices for each shop item, set items as 'featured' (featured items appear first in the shop listings) and much more!
  • 14.
    Virtual Place Chat 14 1.3OBJECTIVE  User can chat with other people.  User can change room setting.  User change it room environment like room background, room music, room permission.  Go to other people room and send friend request.  Purchase and buy any image in shop.  User can set it room public or private.  Move it avatar in any direction.  Go to any user room if it set to public.  Chat with people.  Send message to friend. 1.4 HARDWARE AND SOFTWARE REQUIREMENTS Hardware Requirement  Processor: Any Pentium IV or compatible  RAM: Minimum 512 MB  Hard disk: Minimum 20 GB Software Requirement  Operating System: Windows XP, Windows 7  Minimum Browser: IE7, Firefox 3.x.x, Opera 9.x, Safari 4.x.x, Google Chrome 3.0.x.x  Java script must be enabled.
  • 15.
    Virtual Place Chat 15 2.PROJECT MANAGEMENT 2.1 FEASIBILITY STUDY The feasibility study is one of the most important steps at early stage of the project development. This stage requires the large amount of effort. To understand the main aspects of the system answer to the question “Is the project feasible?” In this stage the possibilities of project development is identified by conducting technical, economical and operational feasibility of the proposed system. We gave presentation of proposed system to Project Manager, Project Leader and other senior authorities with purpose of getting feedback and suggestions that helped us in refining the requirements for different modules. 2.1.1 Technical Feasibility Technical feasibility corresponds to determination of whether it is technically feasible to develop the software. It refers to the ability of the process to take advantage of the current state of the technology in pursuing further improvement. The technical capability of the available technology should be considered. The following technical feasibility areas were probed during the feasibility study phase:  The necessary technology i.e. front-end development tools, back-end database technology for developing the system are already available within the organization.  The front-end tool proposed in easily compatible with the current hardware configuration in the organization.  The back-end tool proposed has the capacity to hold the data required for using the new system.  The System is expandable in many dimensions with respect to addition of more functionality, featured, etc.  The front-end and back-end technologies provide a way to preserve the accuracy, reliability and ease of access and data security.
  • 16.
    Virtual Place Chat 16 2.1.2Time Scheduling Feasibility Each task to be scheduled must be allocated some number of work units. In our system, e noted start date and completion date in activity charts as well as we also noted the working days in our chart. Project Guide is also having Knowledge of both tools as well as GIS so technically it is feasible to complete project within time. 2.1.3 Operational Feasibility Proposed projects are beneficial only if they can be turned into information system that will meet the organization’s operating requirements. The following areas declare the proposed project as operationally feasible.  There is sufficient support from the management and from the intended users of the system.  As it backbone developing for all the modules it was necessary that all other people developing other modules agree and due to their support it is operationally feasible. 2.2 LIMITATIONS OF THE EXISTING SYSTEMS There are current chat application is available in text base, audio base, and video base chatting. And there have an following limitation shown in bellow.  It is only text base chatting.  Only use to send and receive text.  It is only one to one chatting are available and some case group chat are available.  User can show only other user basic information.  User can communicate and share information but not set it personal environment. 2.3 SCOPE OF THE PROPOSED SYSTEMS Virtual place Chat is a browser based 'Virtual World' where users can design their own avatar character, create their own private rooms, explore the virtual world by moving their
  • 17.
    Virtual Place Chat 17 charactersaround, real-time chat and interact with other Avatar Chat users. Compatible with any device that has a web browser (eg. Desktops, Laptops, Tablets etc).  World Environment - Users can explore multiple environments including The Beach, The Club, The Coffee Bar, The Park and The Alley (additional public rooms can be created by admin users, there are no limits on the amount of additional rooms that can be created).  Avatar Creator - Fully customizable avatars. Users can choose hair styles, skin colors, eyes, tops, bottoms, accessories and much more!  Virtual Shop - The Avatar Chat includes its own virtual shop where users can exchange credits for avatar items, private room backgrounds, etc. - Members can purchase additional credits via Paypal. - Admin can add/edit/delete shop items, set individual prices for each shop item, set items as 'featured' (featured items appear first in the shop listings) and much more!  Credits System - Users can earn credits by doing activities, - Logging into the Avatar Chat daily. - Referring their friends. - Visiting members profiles daily. - Sending Hearts, Thumbs Up and Stars to other users. - Users can also transfer their credits to other members.  Keyboard Movement - Press the arrow keys on your keyboard to move your avatar character around the avatar chat virtual world.  Multi-Level Memberships - Allows both free memberships and paid memberships. Choose from Guest, Basic Member, VIP Members and Admin. Guests can choose their own name on login.
  • 18.
    Virtual Place Chat 18 Friends List (IM) - All users can add friends to their friends list. All friend requests require user approval before the friend is added. Friends lists include an online/offline status so you can see where your friends are at a glance. Send mail messages from your friends list and instant chat anywhere even if your not in the same room!  Private Rooms - All users have their own private rooms which can be fully customized. Edit backgrounds, add live audio streams (via embedded music players in web pages, eg. Shout cast, WMP, etc) and choose who enters the room (friends only or anyone). Includes additional admin options so each user can admin their own room.  Internal Mail System - Users can send mail messages to each other via an internal private mail system. Messages are automatically saved in a users inbox so users can send messages to each other even when the other user is offline!  Private Chat - User can chat privately in 121 private chat windows using an easy tabbing system that cant be blocked by popup blockers. Chat window tabs flash orange to alert the user they have a new message waiting.  Profile System - Includes an inbuilt profile system which allows users to create their own user profiles and upload photos.  Paypal Integration - Admin can assign their own subscription payment rates for VIP memberships and private room packages. Full Paypal IPN integration for automated payments.  Admin Control Panel - Full admin control panel gives you complete control for editing/monitoring activities within the Avatar Chat. Admin can also assign moderator logins with limited access for when an admin is not available.
  • 19.
    Virtual Place Chat 19 2.4LIMITATIONS OF THE PROPOSED SYSTEMS  User must need internet connection.  User cannot allow more than 25 people in their personal room.  Users can not audio and video chat. 2.5 USE CASES The Use Case diagram models the user’s expectation for using the system. The people and systems that interact with the target system are called actors. The features of the system that the actors use are called use cases. Some use cases interact with other use cases, a relationship modeled using dependency arrows. The goal of the Use Case diagram is to identify all the features that the clients expect the system to support, but it does not reveal any details about the implementation of these features. Use Case diagrams are valuable because they  Identify the clients' expectations for the system.  Identify specific features of the system.  Identify shared behavior among system features.  Provide a simple and easily understood way for clients to view their requirements.
  • 20.
    Virtual Place Chat 20 2.5.1User Figure 1 User
  • 21.
    Virtual Place Chat 21 2.5.2Admin Figure 2 Admin
  • 22.
    Virtual Place Chat 22 3.DESIGN 3.1. ACTIVITY DIAGRAM The Activity diagram models logic-any logic-from work flow to use cases to methods. It borrows most of its notation from flowcharts, but has added the concept of concurrency to support many modern applications. Activity diagrams are valuable because they  Represent the logic required to implement system.  Behaviors  Represent logic at any level the design needs, from system  Workflow to individual method implementations.  Are simple enough to learn quickly  Are relatively familiar to users since they are often used in  Business training and procedures manuals
  • 23.
    Virtual Place Chat 23 3.1.1Admin Activity Figure 3 Admin Activity
  • 24.
    Virtual Place Chat 24 3.2.SEQUENCE DIAGRAM The sequence diagram is used primarily to show the interactions between objects in the sequential order that those interactions occur. Much like the class diagram, developers typically think sequence diagrams were meant exclusively for them. However, an organization's business staff can find sequence diagrams useful to communicate how the business currently works by showing how various business objects interact. Besides documenting an organization's current affairs, a business-level sequence diagram can be used as a requirements document to communicate requirements for a future system implementation. During the requirements phase of a project, analysts can take use cases to the next level by providing a more formal level of refinement. When that occurs, use cases are often refined into one or more sequence diagrams. An organization's technical staff can find sequence diagrams useful in documenting how a future system should behave. During the design phase, architects and developers can use the diagram to force out the system's object interactions, thus fleshing out overall system design. One of the primary uses of sequence diagrams is in the transition from requirements expressed as use cases to the next and more formal level of refinement. Use cases are often refined into one or more sequence diagrams. In addition to their use in designing new systems, sequence diagrams can be used to document how objects in an existing (call it "legacy") system currently interact. This documentation is very useful when transitioning a system to another person or organization.
  • 25.
    Virtual Place Chat 25 3.2.1Login Figure 4 Login 3.3. DATA DICTIONARY (RELATIONAL MODEL) In database management systems a file that defines the basic organization of a database. A data dictionary contains a list of all files in the database, the number of records in each file, and the names and types of each field. Most database management systems keep the data dictionary hidden from users to prevent them from accidentally destroying its contents. Data dictionaries do not contain any actual data from the database, only book keeping information for managing it. Without a data dictionary, however, a database management system cannot access data from the database. Following are the database tables with the fieldnames, data types, length, key field, and description.
  • 26.
    Virtual Place Chat 26 3.3.1avatarchat_admin_contact Field Name Data Type Constraints Default Value Description Id Int(10) PRIMARY KEY N/A Identify room (auto increment ) Roomname Varchar(200) N/A user room name username Varchar(200) N/A user name status Varchar(10) N/A user status Date_time Varchar(100) N/A show current time Table 1 Avatar Admin Contact Above table is use to store user record which need help. 3.3.2 avatarchat_announce Field Name Data Type(size) Constraints Default Value Description Id Int(10) PRIMARY KEY N/A Identify announce (auto increment ) Username Varchar(200) N/A user name Msg Varchar(2000) N/A admin announcement Table 2 Avatar Announce All announce note is store in this table. User can see note at login time. 3.3.3 avatarchat_banned Field Name Data Type(size) Constraints Default Value Description Id Int(10) PRIMARY KEY N/A Identify banned user (auto increment ) User Varchar(200) N/A user name Banid Int(10) N/A other user id banuser Varchar(200) N/A other user name Table 3 Avatar Banned store all banned user record which is banded by other user.
  • 27.
    Virtual Place Chat 27 3.3.4avatarchat_blocked Field Name Data Type(size) Constraints Default Value Description Id Int(11) PRIMARY KEY N/A Identify blocked user (auto increment ) Userid Varchar(64) N/A user id Username Varchar(250) N/A user name Blockid Varchar(64) N/A other user id blockname Varchar(250) N/A other user name Table 4 Avatar Blocked 3.3.5 avatarchat_friends Field Name Data Type Constraints Default Value Description Id Int(11) PRIMARY KEY N/A Identify friend user (auto increment ) Userid Varchar(64) N/A user id Username Varchar(250) N/A user name Friendid Varchar(64) N/A friend id Friendname Varchar(250) N/A friend username Room Varchar(64) N/A room id Roomname Varchar(32) N/A room name Online Varchar(3) 1 1-online 0-offline Table 5 Avatar Friend 3.3.6 avatarchat_images Field Name Data Type Constraints Default Value Description Id Int(100) PRIMARY KEY N/A Identify users images (auto increment ) Username Varchar(300) N/A user name Our_images Varchar(1000) N/A user images Images Varchar(500) N/A images path Table 6 Avatar Images
  • 28.
    Virtual Place Chat 28 3.3.7avatarchat_mail Field Name Data Type Constraints Default Value Description Id Int(11) PRIMARY KEY N/A Identify user mail (auto increment ) Userid Varchar(64) N/A sender id Username Varchar(250) N/A sender user name Touserid Varchar(64) N/A receiver id Tousername Varchar(250) N/A receiver username Message text N/A message Senttime Varchar(64) N/A sending time Status Varchar(3) N/A 1-read 0-unread Table 7 Avatar Mail 3.3.8 avatarchat_message Field Name Data Type Constraints Default Value Description Id Int(11) PRIMARY KEY N/A Identify chat log (auto increment ) Action Varchar(64) N/A define action Refid Varchar(100) N/A reference id Userid Varchar(64) N/A user id Username Varchar(64) N/A username To_username Varchar(64) N/A receiver username Room Varchar(50) N/A current room name Message Text NULL message Avatar Varchar(100) N/A avatar photo Avatar_x Varchar(10) N/A avatar x position Avatar_y Varchar(10) N/A avatar y position Post_time Varchar(50) N/A sending time Table 8 Avatar Message 3.3.9 avatarchat_rooms Field Name Data Type Constraints Default Value Description Id Int(11) PRIMARY KEY N/A Identify room (auto increment ) Roomname Varchar(24) N/A public room name
  • 29.
    Virtual Place Chat 29 UroomVarchar(3) N/A user room Background_url Varchar(255) N/A room background image Music_url Varchar(255) N/A online mp3 url enableMusic Varchar(3) N/A 0-disable 1-enable Table 9 Avatar Rooms 3.3.10 avatarchat_shop Field Name Data Type Constraints Default Value Description id Int(11) PRIMARY KEY N/A Identify room (auto increment ) Username Varchar(100) N/A user name Item Varchar(250) N/A item name Image Varchar(250) N/A image path Description Varchar(250) N/A image description Cost Varchar(250) N/A image cost Featured Varchar(3) N/A featured section Varchar(250) N/A image section Table 10 Avatar Shop 3.3.11 avatarchat_shop_accounts Field Name Data Type Constraints Default Value Description Id Int(11) PRIMARY KEY N/A Identify shop account (auto increment ) Username Varchar(250) N/A username Credits Varchar(250) N/A user credits lastLogin Varchat(100) N/A last login record Table 11 Avatar Shop Accounts 3.3.12 avatarchat_shop_payments Field Name Data Type Constraints Default Value Description Id Int(11) PRIMARY KEY N/A Identify shop payment (auto increment )
  • 30.
    Virtual Place Chat 30 UsernameVarchar(250) N/A username Purchase Varchar(250) N/A purchase credits Credits varchar(250) N/A credits Table 12 Avatar Shop Payments 3.3.13 avatarchat_user Field Name Data Type Const raints Default Value Description id Int (11) PRIMA RY KEY N/A Identify shop payment (auto increment ) userid varchar(64) 0 user id username varchar(16) N/A user name password varchar(32) N/A password(MD5 encryption mode) userIP varchar(32) N/A user IP address gender varchar(3) 0 user gender email varchar(255) N/A user email status varchar(1) 0 0- offline 1-online adminID varchar(3) 0 admin id room varchar(50) N/A current room myroomID varchar(250) N/A myroomIMG varchar(250) templates/ default/bac kground.jpg room background image roomaccess varchar(3) 1 0-private 1-public roomname varchar(32) N/A roomname roommax varchar(4) 100 maximum user limit music varchar(255) music/inde x.php mp3 music url avatar varchar(1000) N/A avatar image path avatar_x varchar(10) N/A avatar x position avatar_y varchar(10) N/A avatar y position age varchar(3) N/A user age location varchar(255) N/A user location hobbies varchar(255) N/A user hobbies aboutme text N/A about user photo varchar(255) nopic.jpg online_time varchar(50) 0 current time
  • 31.
    Virtual Place Chat 31 security_quevarchar(200) N/A security question security_ans varchar(200) N/A security answer Table 13 Avatar User
  • 32.
    Virtual Place Chat 32 4.TESTING AND IMPLEMENTATION 4.1. INPUT SCREEN Home Page Figure 5 Home Page 1. Sign In - If you are not registered user then click on the Signup link and it will redirect you to the Registration page where the user needs to fill up the information and register himself/ herself. After filling up the information the user needs to click the submit button so that data gets saved in the database. 2. Chat Now & Login - For login enter the username and password if you are registered user in the respective fields and then after click the login button. 3. Forget Password - If the user forgets the password then there is the link of “FORGOT PASSWORD” as user will click on the link he/ she will be redirected to the forgot password page and there the user needs to enter the e-mail in the textbox and needs to click the submit button. Admin will send the password to the user on his/ her email id. 2 3 1 2
  • 33.
    Virtual Place Chat 33 SignUp (Registration) Figure 6 Sign Up (Registration) Sign Up - If you are not registered user then click on the Signup link and it will redirect you to the Registration page where the user needs to fill up the information and register himself/ herself. After filling up the information the user needs to click the submit button so that data gets saved in the database.
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    Virtual Place Chat 34 Login Figure7 Login 1. Chat Now & Login - For login enter the username and password if you are registered user in the respective fields and then after click the login button. 2. Forget Password - If the user forgets the password then there is the link of “FORGOT PASSWORD” as user will click on the link he/ she will be redirected to the forgot password page and there the user needs to enter the e-mail in the textbox and needs to click the submit button. Admin will send the password to the user on his/ her email id.
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    Virtual Place Chat 35 DefaultRoom Figure 8 Default Room 1 2 3 4 5 6 7 8 9 10 11 12 13 14
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    Virtual Place Chat 36 1.Room Name – Display user current room name. 2. User Name and user credit – Show login user name and credit. 3. Avatars  Edit Profile - All users have their own avatar profiles where they can add upload their own photo (or image) and add a little bit of information about themselves. Click your avatar to edit your profile.  Moving - To move your chat avatar during the chat, press the arrow keys (up, down, left & right) on your PC keyboard. 4. Room Map - List of Public and private room. 5. Logout 6. Message Bar - This is where you type your message to send to other chat users. To send the message either press the 'enter' key on your keyboard or click the green arrow icon. 7. User Search – Search user by user name. 8. Avatar Image – Change avatar profile image. 9. Your Inbox - From time to time you may receive mail from your friends or other members and clicking this icon allows you to access your inbox. You can then read the message and choose to reply or delete it. All messages are saved in your inbox. A number will appear on top of the inbox icon which tells you how many new mails you have received. 10. Your Friends List - Everytime you add a new friend their details will appear in your friends list. 11. Announcement - User any text post. 12. Chatting Log – You can download chatting log or read it. 13. Blocked Users - When you choose to ignore/block a user, they will appear in your blocked users list. Any blocked users will not be able to see you, contact you or enter your own private room. To block a user left click on their avatar and click 'block'. To unblock a user click your blocked users icon then click 'remove' next to their username to remove them from your blocked list. 14. Admin Announce - Admin announcement by every user.
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    Virtual Place Chat 37 RoomList Figure 9 Room List There are many different places (rooms) your avatar can visit. 1. Home - Avatar place on own private room. 2. Search - Avatar can both side search username and room name wise. 3. Room Name - Display the name of room. 4. Goto Room - Avatar place on that room. 5. Room Status - Display the room are private or public. 1 3 5 2 4
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    Virtual Place Chat 38 PrivateRoom Figure 10 Private Room Private Rooms - There are also many additional private rooms to explore in Avatar Chat. Every user has there own private room which they can fully customise and design to suit their own tastes. You can change the room background, add your own music stream, name your room and even decide whose allowed to enter!
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    Virtual Place Chat 39 PrivateChatting Figure 11 Private Chatting 1. User Name - Click on username button and avatar can private chat. 2. Message Bar - This is where you type your message to send to other chat users. To send the message either press the 'enter' key on your keyboard or click the green arrow icon. 3. Chat Window - Private chat window that window display avatar name and message. 1 3 2
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    Virtual Place Chat 40 Chatting Figure12 Chatting 1. Speech Bubbles - Any Private messages you send will also appear in speech bubbles above your avatars head. 1
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    Virtual Place Chat 41 SearchUser Figure 13 Search User Search User - Avatar can search the another avatar with detail of that avatar place and you can direct join that place.
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    Virtual Place Chat 42 Leftclick menu Figure 14 Left Click Menu 1, View Profile - View profile details about the user. 2, Private Chat - Chat privately with the user. 3, Add To Friends - Add the user to your friends list. 4, Send Interaction - Allows you to interact with the other users. Choose interactions (eg. poke). 5, Block User - Block the user from contacting you. 1 2 3 4 5
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    Virtual Place Chat 43 FriendList Figure 15 Friend List You will then see the following information and a choice of options, Friends Name Friends Location - Where they are in the game, eg The Club, The Beach, etc Online/Offline Status - A blue icon will appear if the user is online. A white icon will appear if the user is offline. Join User - Clicking the room icon instantly transports you to the room your friend was last in (or still is). Private Chat - Clicking the speech bubble will open a new tab and chat window so you can chat privately (one to one). Profile Link - Clicking the magnifying glass will load the users profile page. Send Mail - Clicking the mail icon allows you to send mail to your friend. Delete Friend - Clicking the bin icon will remove the friend from your friends list.
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    Virtual Place Chat 44 AdminAnnounce Figure 16 Admin Announce
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    Virtual Place Chat 45 ChattingLog Figure 17 Chatting Log
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    Virtual Place Chat 46 RoomSetting Figure 18 Room Setting Your private room has a room editor that allows you to customise your room. Below is a list of options you will see when clicking the room editor icon in your private room. Room Name - Enter your room name. Room Access - Allow anyone or friends only to access your private room. Who Can Access My Room? - This depends on which option you have selected,  Allow All - This allows anyone to enter your private room.  Friends Only - Only the users in your friends list can access your own private room (and any friends of your friends too). Background Image Url - The url to where your custom background image is hosted. Background Music Url - The url to the web page where your music stream is hosted (eg. radio player for shoutcast stream). Avatar Start Position - This is where the avatars will first appear when entering your room.
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    Virtual Place Chat 47 Kickand Banned Avatar Figure 19 Banned User
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    Virtual Place Chat 48 Requestto admin Figure 20 Request to Admin
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    Virtual Place Chat 49 AdminLogin Figure 21 Admin Login An administrator needs to enter the Username and Password first then only the administrator will able to manage the several operations.
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    Virtual Place Chat 50 AdminHome Page Figure 22 Admin Home Page
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    Virtual Place Chat 51 ViewUser Figure 23 View User
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    Virtual Place Chat 52 Chattranscription management Figure 24 Chat Transition
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    Virtual Place Chat 53 Usercontact Figure 25 User Contact
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    Virtual Place Chat 54 Adminannouncement Figure 26 Admin Announce
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    Virtual Place Chat 55 4.2.TEST CASES 4.2.1 Testing Plan “Errors are more common, more pervasive and more troublesome in software than with other technologies” Software testing is the process used to help identify the correctness, completeness, security and quality of developed computer software. With that in mind, testing can never completely establish the correctness of arbitrary computer software. In computability theory, a field of computer science, an elegant mathematical proof concludes that it is impossible to solve the halting problem, the question of whether an arbitrary computer program will enter an infinite loop, or halt and procedure output. In other words, testing is criticism or comparison that is comparing the actual value with an expected one. There are many approaches to software testing, but effective testing of complex products is essentially a process of investigation, not merely a matter of investigation, not merely a matter of creating and following rote procedure. One definition of testing is “The process of questioning a product in order to evaluate it”, where the "questions" are things the tester tries to do with the product, and the product answers with its behaviour in reaction to the probing of the tester. Although most of the intellectual processes of testing are nearly identical to that of review or inspection, the word testing is connoted to mean the dynamic analysis of the product—putting the product through its paces. Analyze and check system representations such as the requirements document, design diagrams and the program source code. They may be applied at all stages of the process.
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    Virtual Place Chat 56 Figure27 Testing 4.2.1 Testing Strategy There are three types of testing that we implement. They are as follows:  Unit Testing - Software products are normally tested first at the individual component (unit) level. Unit testing (or module testing) is the testing of different units (or modules) of a system in isolation.  Integration Testing - After testing all the components individually the components are slowly integrated and tested at each level of integration. That is called integration testing.  System Testing - Finally the fully integrated system is tested that is called system testing. 4.2.2 Testing Methods Software Testing involves executing an implementation of the software with test data and examining the outputs of the software and its operational 56ehavior to check that it is performing as required. Unit Testing Module Testing Sub-System Testing System Testing Acceptance Testing
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    Virtual Place Chat 57 4.2.2.1Statistical Testing Statistical Testing is used to test the program’s performance and reliability and to check how it works under operational conditions. Tests are designed to reflect the actual user inputs and their frequency. The stages involved in the static analysis for this system are follows.  Control flow analysis - Unreachable code - Unconditional branches into loops  Data use analysis - Variable used before initialization - Variables declared but never used - Variables assigned twice but never used between assignments - Possible array bound violations - Declared variables  Interface analysis - Parameter type mismatches - Parameter number mismatches - Non-usage of the results of functions - Uncalled functions and procedures 4.2.2.2 Defect Testing Defect Testing is intended to find inconsistencies between a program and its specification. These inconsistencies are usually due to the program faults or defects. Black-box Testing In Black-Box Testing or Functional Testing, Developer are concerned about the output of the module and software, i.e. whether the software gives proper output as per the requirements or not. In another words , these testing aims to test a program's behavior against it specification without making any reference to the internal structure of the program or the algorithms used. Therefore the source code is not needed, and so even
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    Virtual Place Chat 58 purchasedmodules can be tested. The program just gets a certain input and its functionality is examined by observing the output. This can be done in the following way:  Input Interface  Processing  Output Interface The tested program gets certain inputs. Then the program does its job and generates a certain output, which is collected by a second interface. This result is then compared to the expected output, which has been determined before the test. White Box Testing White Box testing is used as an important primary testing approach. Here code is inspected to see what it does , tests are designed to exercise the code. Code is tested using code scripts, driver, etc which are employed to directly interface with and drive the code. The tester can analyze the code and use the knowledge about the structure of a component to derive the test data. 4.2.2.3 Structural Testing Developer has done path testing to exercise every independent execution path through a component or program. If every independent path is executed then all statements in the components must have been executed at least once. The structure of our program is also checked. 4.3. PROPOSED EXTENSIONS (FUTURE ENHANCEMENTS) Virtual place chat is browser base chatting system. In the feature we want to add audio and video chat. Add some new product in shop like mobile and computer.
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    Virtual Place Chat 59 5.CONCLUSION No project can be termed as ‘perfect’ in real sense and there always remains scope for future improvement and so that helps to develop a new version of the software. We are always eager to know some new points and validation related to projects which give us more knowledge and help us to create new version. The “Virtual place chat” website has been developed by me and also done enhancement in application through applying our knowledge gained in class room, referring to certain books, browsing some sites and through the help of external and internal faculties and using our knowledge related to subject it. I am very thankful to the project guide and organization staffs that extended all their support and helped us complete this project successfully. 5.2 DISCUSSION 5.2.1 Self analysis of project viabilities Given project “Virtual place chat” is mainly developed for only chatting purpose. Now after developing this system it provide new way of chatting. 5.2.2 Problem encountered and possible solutions The main problem occurred when we tried to run this project on system containing any other browser other than Internet Explorer. The possible solution is to make this system browser compatible. The another problem which we faced was that work all the features without refresh. 5.2.3 Summary of project work At the end of this report we would like to conclude that we have successfully implemented “Virtual place chat” which have many new functionalities and which overcome come the difficulties of keeping the records in book manually.
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    Virtual Place Chat 60 ABOUTTHE TOOL INTRODUCTION OF PHP PHP is a general-purpose scripting language originally designed for web development to produce dynamic web pages. For this purpose, PHP code is embedded into the HTML source document and interpreted by a web server with a PHP processor module, which generates the web page document. It can be used in standalone graphical applications. PHP can be deployed on most web servers and as a standalone interpreter, on almost every operating system and platform free of charge. A competitor to Microsoft's Active Server Pages (ASP) server-side script engine and similar languages, PHP is installed on more than 20 million websites and 1 million web servers. Why use PHP? The software development industry has sustained an unrelenting growth since its initiation and now in this age of cut-throat competition among web developing firms, sustaining the usability of a single application developing language had become an easier said than done. The market is experiencing an inundation of newer technologies and programming languages. If one looks from this perspective, the survival and popularity of Hypertext Pre- processor (PHP), is a matter worth looking into. PHP is widely used widely for developing websites due to certain advantages it offers. Easily handle Dynamic Websites Gone are the days when static websites were used where a web page exhibited fixed brochure-style data that could be edited only by the webmaster. But PHP could offer dynamic websites in which a user could access content from a database through an HTML
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    Virtual Place Chat 61 pagethat is generated in real time. So PHP can develop sites that meet the requirements of large business establishments. Complexity is reduced Complexity in developing an application with PHP is comparatively less because it does not need a framework to develop an application and the required codes is also less in number. That is why it is more user-friendly than ASP.NET, C++ or Python. Supported by most PHP has high integrative power too. It is user friendly with most servers and windows. Operating systems like Windows, Linux, and Mac are fine with PHP. Also a number of databases like Oracle, MySql and MS Access can be well managed by PHP enabled websites. Cost Effective Its cost effectiveness has made it beginners’ choicer, because on the one hand it is open source language anyone can obtain it from Internet for free and learn it irrespective of whatever background he hails from. It is so easy that even a web developing firm can train their new recruits on this language. INTRODUCTION OF JAVA SCRIPT JavaScript (JS) is a dynamic computer programming language. It is most commonly used as part of web browsers, whose implementations allow client-side scripts to interact with the user, control the browser, communicate asynchronously, and alter the document content that is displayed. It is also being used in server-side programming, game development and the creation of desktop and mobile applications. JavaScript is a prototype-based scripting language with dynamic typing and has first-class functions. Its syntax was influenced by C. JavaScript copies many names and naming conventions from Java, but the two languages are otherwise unrelated and have very different semantics. The key design principles within JavaScript are taken from the self and
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    Virtual Place Chat 62 Schemeprogramming languages. It is a multi-paradigm language, supporting object- oriented, imperative, and functional programming styles. The application of JavaScript in use outside of web pages for example, in PDF documents, site-specific browsers, and desktop widgets is also significant. Newer and faster JavaScript VMs and platforms built upon them (notably Node.js) have also increased the popularity of JavaScript for server-side web applications. On the client side, JavaScript was traditionally implemented as an interpreted language but just-in-time compilation is now performed by recent (post-2012) browsers. JavaScript was formalized in the ECMA Script language standard and is primarily used as part of a web browser (client-side JavaScript). This enables programmatic access to computational objects within a host environment. INTRODUCTION OF CSS Cascading Style Sheets (CSS) is a style sheet language used for describing the look and formatting of a document written in a markup language. While most often used to style web pages and interfaces written in HTML and XHTML, the language can be applied to any kind of XML document, including plain XML, SVG and XUL. CSS is a cornerstone specification of the web and almost all web pages use CSS style sheets to describe their presentation. Cascading Style Sheets (CSS) is a style sheet language used for describing the look and formatting of a document written in a mark up language. While most often used to style web pages and interfaces written in HTML and XHTML, the language can be applied to any kind of XML document, including plain XML, SVG and XUL. CSS is a cornerstone specification of the web and almost all web pages use CSS style sheets to describe their presentation.
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    Virtual Place Chat 63 CSSis designed primarily to enable the separation of document content from document presentation, including elements such as the layout, colors, and fonts. This separation can improve content accessibility, provide more flexibility and control in the specification of presentation characteristics, enable multiple pages to share formatting, and reduce complexity and repetition in the structural content (such as by allowing for table less web design). CSS can also allow the same mark up page to be presented in different styles for different rendering methods, such as on-screen, in print, by voice (when read out by a speech-based browser or screen reader) and on Braille-based, tactile devices. It can also be used to allow the web page to display differently depending on the screen size or device on which it is being viewed. While the author of a document typically links that document to a CSS file, readers can use a different style sheet, perhaps one on their own computer, to override the one the author has specified. However if the author or the reader did not link the document to a specific style sheet the default style of the browser will be applied. CSS specifies a priority scheme to determine which style rules apply if more than one rule matches against a particular element. In this so-called cascade, priorities or weights are calculated and assigned to rules, so that the results are predictable. The CSS specifications are maintained by the World Wide Web Consortium (W3C). Internet media type (MIME type) text/css is registered for use with CSS by RFC 2318 (March 1998), and they also operate a free CSS validation service.
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    Virtual Place Chat 64 INTRODUCTIONOF AJAX Ajax (also AJAX an acronym for Asynchronous JavaScript and XML) is a group of interrelated Web development techniques used on the client-side to create asynchronous Web applications. With Ajax, Web applications can send data to, and retrieve data from, a server asynchronously (in the background) without interfering with the display and behavior of the existing page. Data can be retrieved using the XMLHttpRequest object. Despite the name, the use of XML is not required; JSON is often used instead (see AJAJ), and the requests do not need to be asynchronous. Ajax is not a single technology, but a group of technologies. HTML and CSS can be used in combination to mark up and style information. The DOM is accessed with JavaScript to dynamically display, and allow the user to interact with, the information presented. JavaScript and the XMLHttpRequest object provide a method for exchanging data asynchronously between browser and server to avoid full page reloads. INTRODUCTION OF HTML HTML or Hyper Text Markup Language is the standard markup language used to create web pages. HTML is written in the form of HTML elements consisting of tags enclosed in angle brackets (like <html>). HTML tags most commonly come in pairs like <h1> and </h1>, although some tags represent empty elements and so are unpaired, for example <img>. The first tag in a pair is the start tag, and the second tag is the end tag (they are also called opening tags and closing tags). The purpose of a web browser is to read HTML documents and compose them into visible or audible web pages. The browser does not display the HTML tags, but uses the tags to interpret the content of the page. HTML describes the structure of a website semantically
  • 65.
    Virtual Place Chat 65 alongwith cues for presentation, making it a markup language rather than a programming language. HTML elements form the building blocks of all websites. HTML allows images and objects to be embedded and can be used to create interactive forms. It provides a means to create structured documents by denoting structural semantics for text such as headings, paragraphs, lists, links, quotes and other items. It can embed scripts written in languages such as JavaScript which affect the behavior of HTML web pages. Web browsers can also refer to Cascading Style Sheets (CSS) to define the look and layout of text and other material. The W3C, maintainer of both the HTML and the CSS standards, encourages the use of CSS over explicit presentational HTML. HTML5 is a markup language used for structuring and presenting content for the World Wide Web and a core technology of the Internet. It is the fifth revision of the HTML standard (created in 1990 and standardized as HTML 4 as of 1997) and, as of December 2012, is a candidate recommendation of the World Wide Web Consortium (W3C). Its core aims have been to improve the language with support for the latest multimedia while keeping it easily readable by humans and consistently understood by computers and devices (web browsers, parsers, etc.). HTML5 is intended to subsume not only HTML 4, but also XHTML 1 and DOM Level 2 HTML. Following its immediate predecessors HTML 4.01 and XHTML 1.1, HTML5 is a response to the fact that the HTML and XHTML in common use on the World Wide Web are a mixture of features introduced by various specifications, along with those introduced by software products such as web browsers, those established by common practice, and the many syntax errors in existing web documents. It is also an attempt to define a single markup language that can be written in either HTML or XHTML syntax. It includes detailed processing models to encourage more interoperable implementations; it extends, improves and rationalizes the mark up available for documents, and introduces mark up and application programming interfaces (APIs) for complex web applications. For the same
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    Virtual Place Chat 66 reasons,HTML5 is also a potential candidate for cross-platform mobile applications. Many features of HTML5 have been built with the consideration of being able to run on low- powered devices such as smart phones and tablets. In December 2011, research firm Strategy Analytics forecast sales of HTML5 compatible phones would top 1 billion in 2013. In particular, HTML5 adds many new syntactic features. These include the new <video>, <audio> and <canvas> elements, as well as the integration of scalable vector graphics (SVG) content (that replaces the uses of generic <object> tags) and MathML for mathematical formulas. These features are designed to make it easy to include and handle multimedia and graphical content on the web without having to resort to proprietary plugging and APIs. Other new elements, such as <section>, <article>, <header> and <nav>, are designed to enrich the semantic content of documents. New attributes have been introduced for the same purpose, while some elements and attributes have been removed. Some elements, such as <a>, <cite> and <menu> have been changed, redefined or standardized. The APIs and Document Object Model (DOM) are no longer afterthoughts, but are fundamental parts of the HTML5 specification. HTML5 also defines in some detail the required processing for invalid documents so that syntax errors will be treated uniformly by all conforming browsers and other user agents.
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    Virtual Place Chat 67 APPENDIXA PROJECT PLANNING Project Planning includes project plan activities and project development approach followed during the making of project. It also entails the details of different milestones achieved and roles and responsibilities assigned to us. Project Plan Planning before any activity is very much important. And if it is planned nicely, then success is guaranteed. Community Forum has 3 major modules of Administration, Moderation and User Interaction. We analyzed the overall complexity of each of these modules and it was found that the project would require approximately 16 weeks to complete, so we planned accordingly. We decided to follow the SDLC i.e. Software Development Life Cycle while planning various phases of our project. This method consists of following activities: 1. Preliminary Investigation 2. Determination of system requirements 3. System Analysis 4. Design of system 5. Development of software 6. Systems Testing 7. Implementation and Evaluation The first we have done analysis of the system what are the requirement of the market and what is the market value for this system and how it will be help full to the user. First three weeks we have learn PHP concepts. Mean while primary investigation is going on. Then for requirement gathering and system analysis process we gave around two week. For designing of system, we gave two weeks. Then coding was a more time-consuming process,
  • 68.
    Virtual Place Chat 68 soI gave around eight weeks for coding part. For testing we gave around two weeks, which was sufficient for our system. More or less, during our project work we followed this planning. MILESTONES AND DELIVERABLES Management needs information. As software is intangible, this information can only be provided as documents that describe the state of the software being developed. When planning a project series of milestones are established. Milestones  Milestone is an end-point of the software process activity.  At each milestone there should be formal output that can be represented to the management.  Milestone output need not be large document; they are the short output of achievements in software project activity. Deliverables  Deliverable is a project report that is delivered to the customer.  Deliverables are delivered to the customer at the end of some major project phase such as specification, design, etc. RISK MANAGEMENT Risk management is a central part of any organization’s strategic management. It is the process whereby organizations methodically address the risks attaching to their activities with the goal of achieving sustained benefit within each activity. Project Risk Management involves conducting risk management planning, engaging in risk identification, completing risk analysis, creating a risk response action plan, and monitoring and controlling risk on a project. Project Risk Management is a continuous process to be engaged in throughout the entire project. A key point to remember is that risk is not always bad. There are opportunities and there are threats. The opportunities are the good risks. The threats are the bad risks.
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    Virtual Place Chat 69 Thepurpose of project risk management is to increase the likelihood and impact of positive events and to decrease the probability and impact of negative events. Risk Identification Risk Identification is a systematic attempt to specify threats to the project plan. By identifying the known and predictable risks, the project manager takes a first step towards avoiding them when possible and controlling them when necessary. One method of identifying risks is to create a risk item checklist. The checklist can be used for risk identification and focuses on some subset of known and predictable risks in the following subcategories. Risk Analysis Regardless of the prevention techniques employed, possible threats that could arise inside or outside the organization need to be assessed. Although the exact nature of potential disasters or their resulting consequences are difficult to determine, it is beneficial to perform a comprehensive risk assessment of all threats that can realistically occur to the organization. ESTIMATION The estimation of various project parameters is a basic project planning activity. The important project parameters that are estimated include: project size, effort required to develop the software, project duration and cost. The estimates not only help in quoting the project cost to the customer, but also prove in resource planning and scheduling. PROGRAM/MODULES SPECIFICATION The various distribution of the application into phases is given below:  Admin user flow  Non user flow
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    Virtual Place Chat 70 Fulladmin control panel gives you complete control for editing/monitoring activities within the Avatar Chat. Admin can also assign moderator logins with limited access for when an admin is not available. The non admin user is the end user and this module consists of the following parts:  New Avatar registration  Login Avatar  Avatar enter default in public room  Avatar change room if wants  Make your own room  Make own room public & private  Chatting public and private  Send friend request  Send message  Avatar chat with other room
  • 71.
    Virtual Place Chat 71 BIBLIOGRAPHY www.imvu.com  www.secoundlife.com  www.php.net  www.w3schools.com  www.chatzy.com  www.twinity.com  www.moove.com