Student Staff Feedback System Project Report

This framework is for the most part utilized by four sorts of users:

  •         Student
  •          Staff
  •          Head of sections
  •          Principal

The provision may as well have a database of survey which can be given to the understudies following a secured login. A mechanism may as well be there to include, alter or erase an issue to/from the database. The requisition might as well assess the responses given by the people dependent upon the reaction (which could be given by a no. 1 – 5) and a percentile / review needs to be created to every last trace of the staff parts of a specific office.

This criticism report was checked by the HOD. He can see generally speaking evaluations and see the evaluations acquired to the speakers and give this article to the central and he can give advising to the school staff. We have improved Student Staff Feedback System to give input in a basic and fast way to the university foremost and HOD. So we call it as Student Staff Feedback System which conveys by means of the person staff interfaces as connected framework which functioning as a Service Provider. By utilizing this connected framework we improve it and brisk way.

  • Cut your time – by giving input on connected framework when contrasted with the manual procedure this recoveries time of user.
  • Manage the whole method – the whole procedure of giving input and survey that report in the wake of giving input can maintain effectively
  • Enhance the staff – spot the parts concerning the teacher’s investment in instructing to the learners
  • Meet network models – a simple to utilize framework that efficaciously consolidates shape with role

Utilizing the most recent Microsoft engineering, the .Net structure and ASP.Net, our framework is a complete criticism administration and staff communication framework with constructed-in headliners proofing that effectively backs Integration with the last scholar staff sentiment framework providers.          

This framework is composed to be basic to utilize, straightforward to comprehend and simple to enable and arrange to fit. It’s given as an Application Service Provision hence offering easy setup prices.

Practical Training Report on Basic Networking and Microsoft Windows Server

Introduction to Basic Networking and Microsoft Windows Server Project:

Basic networking is a concept which is based on the internet and also in the use of computer technology too. It is also based on the local development which is one of the main parts of the networking concept. In this basic networking user accomplish many authoritative terms by which they can work in a proper way. Here each and every single provides us the information about the authoritative power and the authentication modes.

Basically networks are the accumulation of each single personal computer by a part of networking devices. These accumulations later then work as the abundant networks. These networks are then connected to the computers by a device called as HUB which normally hosts the servers. Internet work has a concept called as Router which is used to join the server networks together to share the data from one computer to another. Packet switching, packet filtering, communication and path choice are the functions that a router can perform.

Another topic is the Topology which is the updates which are made to the material layout of the systems. There are various types of topology and some of them are Single node topology which is always joined with the servers, Bu8s topology which is joined to a common tabled which is named as trunk. Ring topology is which where all networks and devices are associated in a closed loop. Star topology is which every single device is associated with the HUB. Mesh topology is which every device is associated to the other devices.

Networks play an important role in this concepts and LAN, VAN, VPN San are the various types of networks. Layered approach is the part of OSI model which contains application layer, presentation layer, session layer, transport layer, network layer, data link layer and physical layer are the sub types of reference layers. There are various other topics that are related to the basic networking which is written in detail in various reference books.

Download  Practical Training Report on Basic Networking and Microsoft Windows Server .

Final Year CSE Computer Network Project Report

Introduction to Computer Network Project Topic:

It is a bunch of computers that are adjoined by photo-electric boundary or other act of transporting of many sketches and machinery with the by interchanging data or information for users.

Networks may be classified according to a wide variety of characteristics. This article provides a general overview of types and categories and also shows the basic components of a network.

Networks are built with adjoin of computer hardware and software.

Types of Computer Network:-


Some Basic Components are:-

  1. These networks are formulated on basic hardware building blocks by linking nodes of network, such as (NICs), Routers etc…
  2. In addition, some method of connecting these building blocks is required, usually in the form of galvanic cable.
  3.  Less random are microwave links or optical cable (“optical fiber”). 

Some of the basic components required for adjoining the network nodes: –

  2.    REPEATERS.
  3.    NETWORK HUB.
  6.    ROUTER.

Bridges are sub divided in three types:-

  1. Local bridges: It connects to LAN.
  2. Remote bridges: WAN can be developed by this bridge. Link between LANs. Remote bridges, where the adjoining link is less than the end networks, largely have been displaced.
  3. Wireless bridges: It can be used to join LAN or connect to LAN.

Download  Final Year CSE Computer Network Project Report .

Test Cases for Chess Game

Test Case 1:

Input given: To compile the program without the errors.

Status: changed

Output: The program is compiled properly without any errors if any errors are occurred it will be displayed below the compilation input, so in this test case there are no errors so the compilation was successful and was preceded to the next step.

Test Case 2:

Input given: To execute the applet by giving the command.

Status: applet displayed

Output: After entering the code for execution of the program the command prompt will automatically pop up an applet which as shown below, if there are any internal errors in the program the applet will not appear.

After entering the command in the command prompt as shown above and executed it will be redirected to the applet which is shown below

Test Case 3:

Input given: Check whether all the pieces of the both sides are available or not and also check whether they are properly organised or not.

Status:  Performed

Output: All the pieces are available and fairly organised for both sides which are satisfying the basic rules of the game is shown below.

Before going to play the chess a proper check for the moves of each and every piece is tested and the test cases of them and their results are shown below

Test Case 4:

Input: checking the move of the pawn.

Status: Performed

Output: It is satisfying the rules of the game if any other move that is not a valid move of pawn is performed an dialog box will be displayed, the dialog boxes for the test cases are shown below the screen shots for the test cases.

The above screen shots shows the valid moves of the pawn, and if any other moves for the pawn are the dialog box appears as shown below.

Test Case 5:

Input: checking the move of the knight.

Status: Performed

Output: It is satisfying the rules of the game if any other move that is not a valid move of Knight is performed an dialog box will be displayed, the dialog boxes for the test cases are shown below the screen shots for the test cases.

The above screen shots shows the valid moves of the Knight, and if any other moves for the Knight are the dialog box appears as shown below

Test Case 6:

Input: checking the move of the Rook.

Status: Performed

Output: It is satisfying the rules of the game if any other move that is not a valid move of Rook is performed an dialog box will be displayed, the dialog boxes for the test cases are shown below the screen shots for the test cases.

The above screen shots shows the valid moves of the Rook, and if any other moves for the Rook are the dialog box appears as shown below

Chess Game Design Java

Design of this chess game is divided in to following modules: 

  1. Board representation
  2. Move representation
  3. Piece representation
  4. Analyzer

Move representation: 

Representing the possible moves is really an important aspect in designing the chess game and this section explains the actual procedure followed to handle all the possible moves in this application. A separate module known as chess engine is designed in this program to handle all the possible moves and a separate module of code is required as the possible moves are really high in a chess game. Move against the human move from the computer side need lot of estimations and eliminations and in there, typical tree search algorithm can be used to search for the best move possible. These moves are mainly decided by the position of the piece on the chess board and few predefined moves are assigned to the piece based on the nature of the piece on the board. A typical switch and case condition loop is used to check the type of piece initially and then based on the case identified the moves are defined. The moves are assigned to these pieces based on the square positions, the corresponding characters assigned to the squares and position of the square on the total board. All the possible conditions are checked for all the pieces with respect to the position of the board initially and later the actual moves against the human moves are done in a separate way. The famous tree search algorithm known as alpha beta pruning algorithm is used to decide the best move for the computers from all the possible moves in front of the computer. To proceed with this algorithm, initially alpha and beta variables are considered and an initial depth is assigned as an integer and then these values are incremented or decremented and compared to follow the tree search process. Moves are represented based on the depth value of the alpha and beta and the kind of piece with respect to this depth position on the chess board. Alpha and beta are used to represent the current square position of the piece that need to be moved and the beta represents the target move and thus from the value of the depth calculated as discussed above, the actual move of the desired piece is decided. Once the best move is decided from all the possible moves, the actual move is shown to the users using the same graphic class of the Java Applet package. All the required action listeners are added to the piece movements and the most common among them are the mouse listeners and the computer always recognizes the moves made by the human player using the mouse action listeners and the moves are compared to the predefined moves saved at the memory with the moves made by the human player and as discussed these moves are identified using the mouse action listeners and even the validity of the moves made by the human player is also checked against many conditions. 

Piece representation: 

The very next once the move representation is done is to represent the graphical user interface of the pieces and the corresponding moves of them on the chess board considered. All the images of the required pieces are taken in the same folder where the coding files are maintained and the reference to them are made using the file path in the design process. All these pieces are placed on the squares of the chess board based on the characters assigned to the squares using the character array as discussed in the board representation section of this document. A separate method is used to represent the pieces on the board and is named as drawFigure and the parameters given to this method are like character for the square assigned, x-axis position and y-axis position. Board design takes care of the square positions and the corresponding square positions are designed with respect to the pieces and their respective placement on the squares. Properties for the pieces are assigned at the chess engine level and the corresponding hash codes are assigned as the constant values with respect to these pieces at the backend of the chess engine design. Few methods are defined these pieces in the form of a separate interface and these methods holds the required properties for the corresponding pieces used across the board. Moment of these pieces is defined with respect to the changing positions of the board and the required attributes are set accordingly in these methods. 


Design of the analyzer include the time controls used across the chess game and a detailed coding aspects to the alpha beta pruning algorithm based on the time limits imposed across the chess game. Five different time intervals are considered in this design like 50, 100, 300, 600 and 1800 and the corresponding limitations with respect to the time are given based on the human moves. As discussed in the previous section, the human player moves are captured by the mouse action listeners and the corresponding moves are compared against the time limits set across this design.  Time frame allocated in this design is incremented using exponential functions and if the time limit is reached the corresponding action to be taken by the computer program are also defined in this analyzer module. A minimum time limit is given to the human player during the initial moves and gradually the game process, more time limits is allocated to the player in the middle of the game, as the player need more time to analyze the moves and make the right move. A multi threading program is designed in this case to handle the time limits assigned to the human players.