Help me in my project

I've got a task from my teacher. We're working on an C#.NET application that makes it possible to send free SMS through a gateway. I found an information and Ozeki NG SMS gateway on that page ozekisms.com that seems to be working. Here a C#.NET SMS demo project is provided with full source code. Do you have any suggestions to my project? Any useful idea?
Many Thanks
Will

Well, your question has nothing whatsoever to do with Oracle.
(I had to look up "Capstone project" http://edglossary.org/capstone-project/)
If you can't imagine what your project will be or a good title for it, maybe you should repeat your years of school

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  • PLEASE HELP ME FOR MY PROJECT

    Hello.
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    I typed some code, but have no idea what to do anymore. No clue...
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    In a single source file named App.java, define an Employee class to encapsulate employee data and an App class defining an applet to maintain a collection of Employee objects.
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    Define a small, non-public class named Employee that encapsulates private instance variables for name (String) and pay rate (double). The class needs a single constructor to instantiate an Employee object with values received for both instance variables. It also needs minimal set() and get() methods (such as setName(), getPayRate(), etc.) that allow a class client to store and retrieve the value of each instance variable. Do not be concerned with editing the data within this class. It is used only to support the testing of your applet.
    Code this class inside your App.java source file but after the definition of the App class. Be sure to omit the specification of public in the class header (because Java only allows one public class per source file).
    App class
    This public class will define the processing of your applet. Its required features are as follows:
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    Pay rate (a TextField). For entering or displaying an employee's pay rate. When used for input, the value must be edited (see the processing notes below). If the value is invalid, display an appropriate error message.
    First (a button). When clicked, triggers the display of the name and pay rate of the first employee in the collection. If the collection is empty, display an appropriate message.
    Next (a button). When clicked, triggers the display of the name and pay rate of the next employee in the collection. If there are no more objects in the collection, display an appropriate message.
    Find (a button). When clicked, triggers the display of the name and pay rate of the employee whose name currently appears in the name text field. If the requested employee doesn't exist, display an appropriate error message.
    Add (a button). When clicked, triggers the construction of an Employee object having the currently displayed name and pay rate and the addition of the object to the collection. Display appropriate error messages if input data is missing or incorrect or if the employee already exists within the collection.
    Delete (a button). When clicked, triggers the deletion of the Employee object having the currently displayed name from the collection. If the specified employee doesn't exist, display an appropriate error message.
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    Message area (a TextArea). For displaying messages.
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    The applet must get the value of an HTML parameter named "maxRate". Convert the associated value string to a double and use it to edit a pay rate entered by the user. It represents the maximum allowable pay rate for an employee. If an attempt is made to enter a larger pay rate, display an appropriate error message.
    Use GridBagLayout for the applet's components. The arrangement of components is up to you.
    Use a SortedMap implemented as a TreeMap for the collection. It is to be maintained in ascending order based upon employee name.
    When the user moves the mouse to touch one of the buttons, its color or font should change. When the mouse exits the button, its color or font should return to normal.
    The following is the code I have so far
    <CODE>
    import java.util.*;
    import java.awt.*;
    import java.awt.event.*;
    import java.applet.*;
    public class App extends Applet implements ActionListener, MouseListener,
    MouseMotionListener{
    // Instance variables for the employees' name and pay rate.
    private String name;
    private double payRate;
    // Instance variables for referencing the Employee name heading and its text field.
    private Label nameLabel;
    private TextField nameField;
    // Instance variables for referencing the pay rate heading and its text field.
    private Label payRateLabel;
    private TextField payRateField;
    // Instance variables for referencing the number of employees' heading and
    // its text field.
    private Label empNumLabel;
    private TextField empNumField;
    // Instance variables for referencing the "First", "Next", "Find", "Add", and
    // "Delete" button.
    private Button firstBtn;
    private Button nextBtn;
    private Button findBtn;
    private Button addBtn;
    private Button deleteBtn;
    // Instance variables for referencing the message area.
    private TextArea msg;
    public static void main(String[] args){
    SortedMap m = new TreeMap();
    // This method defines initial (one-time) applet processing.
    public void init(){
    // Set the size and background/foreground color for the applet window.
    setSize(250, 350);
    setBackground(Color.lightGray);
    setForeground(Color.green);
    // Choose GridBagLayout and create a GridBagConstraints object for use in
    // laying out components to be added to hte container.
    setLayout(new GridBagLayout());
    GridBagConstraints c = new GridBagConstraints();
    // Initialize constraints to stretch small components to fill their entire
    // display area, give all rows equal height when distributing extra vertical
    // space, and give all columns equal width when distributing extra horizontal
    // space.
    c.fill=GridBagConstraints.BOTH;
    c.anchor = GridBagConstrainst.CENTER;
    c.weightx = 1;
    c.weighty = 1;
    // Build Employee Name label and add it to the top-left cell in the layout.
    nameLabel = new Label ("Employee Name");
    c.gridx = 0;
    c.gridy = 0;
    c.gridwidth = 1;
    c.gridheight = 1;
    add (nameLabel, c);
    // Build Employee Name text field and add it to x=1, y=0 in the layout.
    nameField = new TextField (30);
    c.gridx = 1;
    c.gridy = 0;
    c.gridwidth = 1;
    // or c.gridwidth = GridBagConstraints.REMAINDER; //Last on row.
    c.gridheight = 1;
    add (nameField, c);
    // Build Pay Rate label and add it to the second row, first column in the layout.
    payRateLabel = new Label ("Pay Rate");
    c.gridx = 0;
    c.gridy = 1;
    c.gridwidth = 1;
    c.gridheight = 1;
    add (payRateLabel, c);
    // Build Pay Rate text field and add it to x=1, y=1 in the layout.
    payRateField = new TextField (8);
    c.gridx = 1;
    c.gridy = 1;
    c.gridwidth = 1;
    // or c.gridwidth = GridBagConstraints.REMAINDER; //Last on row.
    c.gridheight = 1;
    add (payRateField, c);
    // Build number of employee label and add it to x=1, y=2 in the layout.
    empNumLabel = new Label ("Number of Employees");
    c.gridx = 1;
    c.gridy = 2;
    c.gridwidth = 1;
    c.gridheight = 1;
    add(empNumLabel, c);
    // Build number of employee text field and add it to x=2, y=2 in the layout.
    empNumField = new TextField (5);
    c.gridx = 2;
    c.gridy = 2;
    c.gridwidth = 1;
    c.gridheight = 1;
    add(empNumField, c);
    // Create the "ADD" button and add it to the x=1, y=3 in the layout.
    addBtn = new Button ("Add");
    addBtn.setBackground(Color.red);
    addBtn.setForeground(Color.black);
    addBtn.addActionListener(
    new ActionListener() {
    public void actionPerformed (ActionEvent e){
    c.gridx = 1;
    c.gridy = 3;
    c.gridwidth = 1;
    c.gridheight = 1;
    add(addBtn, c);
    // Create the "DELETE" button and add it to the x=2, y=3 in the layout.
    deleteBtn = new Button ("Delete");
    deleteBtn.setBackground(Color.red);
    deleteBtn.setForeground(Color.black);
    deleteBtn.addActionListener(
    new ActionListener() {
    public void actionPerformed (ActionEvent e){
    c.gridx = 2;
    c.gridy = 3;
    c.gridwidth = 1;
    c.gridheight = 1;
    add(deleteBtn, c);
    // Create the "FIRST" button and add it to the x=0, y=4 in the layout.
    firstBtn = new Button ("First");
    firstBtn.setBackground(Color.red);
    firstBtn.setForeground(Color.black);
    firstBtn.addActionListener(
    new ActionListener() {
    public void actionPerformed (ActionEvent e){
    c.gridx = 0;
    c.gridy = 4;
    c.gridwidth = 1;
    c.gridheight = 1;
    add(firstBtn, c);
    // Create the "NEXT" button and add it to the x=1, y=4 in the layout.
    nextBtn = new Button ("Next");
    nextBtn.setBackground(Color.red);
    nextBtn.setForeground(Color.black);
    nextBtn.addActionListener(
    new ActionListener() {
    public void actionPerformed (ActionEvent e){
    c.gridx = 1;
    c.gridy = 4;
    c.gridwidth = 1;
    c.gridheight = 1;
    add(nextBtn, c);
    // Create the "FIND" button and add it to the x=2, y=4 in the layout.
    findBtn = new Button ("Find");
    findBtn.setBackground(Color.red);
    findBtn.setForeground(Color.black);
    findBtn.addActionListener(
    new ActionListener() {
    public void actionPerformed (ActionEvent e){
    c.gridx = 2;
    c.gridy = 4;
    c.gridwidth = 1;
    c.gridheight = 1;
    add(findBtn, c);
    // Create message are and add it to x=0, y=5 in the layout.
    msg = new TextArea (5, 20);
    c.gridx = 0;
    c.gridy = 5;
    c.gridwidth = GridBagConstraints.REMAINDER; // Last on row
    c.gridheight = 1;
    add(msg, c);
    //???????????????????????????????????????????????/////////////////////////???????????????????????????????????????????????///////////////////////public void setName (String newName){
    name = newName;
    public void setPayRate (double newPayRate){
    payRate = newPayRate;
    public void getName () {
    return name;
    public void getPayRate() {
    return payRate;
    //Change color of Button
    public void mouseEntered (MouseEvent e){
    Color oldBackground = addBtn.getBackground();
    addBtn.setBackground(addBtn.getForeground());
    addBtn.setForeground(oldBackground);
    public void mouseExited (MouseEvent e){
    Color oldBackground = addBtn.getBackground();
    addBtn.setBackground(addBtn.getForeground());
    addBtn.setForeground(oldBackground);
    </CODE>
    I don't know where to put Employee class.
    I don't know what to do anymore...
    I'm soooooooooooooo stuck and just want to cry...
    Please give me any suggestion/help so that I could move on.
    Thank you so much in advance

    Step 1 (analying your specs).
    In a single source file named App.java, define an Employee class to encapsulate employee data and an App class defining an applet to maintain a collection of Employee objects.
    You are given lots of usefule information.
    Name of the primary (source) class to create App
    Primary class (source) will include an employee class.
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        Vector myEmps = new Vector();// will hold the employee objects;
        Employee emp;      // single instance of an employee object
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           myEmps.add(new Employee("davey",1,70000.25));
           myEmps.add(new Employee("harry",1,90000.15));
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    // define employee data as variables
       String name;
       int ID;
       double payRate;
          Employee(String n, int ID, double pr) {
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            this.ID = ID;
            this.payRate = pr;
         public void setName(String n) {  // can set/change emps name
            name = n;
         public void setPayRate(double pr) {  // can set/change payRate
              payRate = pr;
    }this is just a start

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    I'm working on a project where we are developing a text based version of the game hangman. For every project we add a new piece to the game. Well for my project i have to test for a loser and winner for the game and take away a piece of the game when the user guesses incorrectly. these are the instrcutions given by my professor:
    This semester we will develop a text based version of the Game Hangman. In each project we will add a new a piece to the game. In project 4 you will declare the 'figure', 'disp', and 'soln' arrays to be attributes of the class P4. However do not create the space for the arrays until main (declaration and creation on separate lines). If the user enters an incorrect guess, remove a piece of the figure, starting with the right leg (looking at the figure on the screen, the backslash is the right leg) and following this order: the left leg (forward slash), the right arm (the dash or minus sign), the left arm (the dash or minus sign), the body (vertical bar), and finally the head (capital O).
    Not only will you need to check for a winner, but now you will also check to see if all the parts of the figure have been removed, checking to see if the user has lost. If the user has lost, print an error message and end the program. You are required to complete the following operations using for loops:
    intializing appropriate (possible) variables, testing to see if the user has guessed the correct solution, testing to see if the user has guessed a correct letter in the solution, and determining / removing the next appropriate part of the figure. All other parts of the program will work as before.
    Declare figure, disp, and soln arrays as attributes of the class
    Creation of the arrays will remain inside of main
    Delete figure parts
    Check for loss (all parts removed)
    Implement for loops
    Init of appropriate arrays
    Test for winner
    Test if guess is part of the solution
    Removal of correct position from figure
    Output must be
    C:\jdk1.3.1\bin>java P3
    |
    |
    O
    -|-
    Enter a letter: t
    |
    |
    O
    -|-
    t _ _ t
    Enter a letter: a
    |
    |
    O
    -|-
    t _ _ t
    Enter a letter: e
    |
    |
    O
    -|-
    t e _ t
    Enter a letter: l
    |
    |
    O
    -|-
    t e _ t
    Enter a letter: s
    |
    |
    O
    -|-
    t e s t
    YOU WIN!
    C:\jdk1.3.1\bin>java P3
    Pete Dobbins
    Period 5, 7, & 8
    |
    |
    O
    -|-
    Enter a letter: a
    |
    |
    O
    -|-
    Enter a letter: b
    |
    |
    O
    -|-
    Enter a letter: c
    |
    |
    O
    -|
    Enter a letter: d
    |
    |
    O
    |
    Enter a letter: e
    |
    |
    O
    |
    _ e _ _
    Enter a letter: f
    |
    |
    O
    _ e _ _
    Enter a letter: g
    |
    |
    _ e _ _
    YOU LOSE!
    Well i have worked on this and come up with this so far and am having great dificulty as to i am struggling with this class. the beginning is just what i was suppose to comment out. We are suppose to jave for loops for anything that can be put into a for loop also.
    /* Anita Desai
    Period 5
    P4 description:
    1.Declare figure, disp, and soln arrays as attributes of the class
    2.Creation of the arrays will remain inside of main
    3.Delete figure parts
    4.Check for loss (all parts removed)
    5.Implement for loops
    A.Init of appropriate arrays
    B.Test for winner
    C.Test if guess is part of the solution
    D.Removal of correct position from figure
    //bringing the java Input / Output package
    import java.io.*;
    //declaring the program's class name
    class P4
    //declaring arrays as attributes of the class
    public static char figure[];
    public static char disp[];
    public static char soln[];
    // declaring the main method within the class P4
    public static void main(String[] args)
    //print out name and period
    System.out.println("Anita Desai");
    System.out.println("Period 5");
    //creating the arrays
    figure = new char[6];
    soln = new char[4];
    disp = new char[4];
    figure[0] = 'O';
    figure[1] = '-';
    figure[2] = '|';
    figure[3] = '-';
    figure[4] = '<';
    figure[5] = '>';
    soln[0] = 't';
    soln[1] = 'e';
    soln[2] = 's';
    soln[3] = 't';
    //for loop for disp variables
    int i;
    for(i=0;i<4;i++)
    disp='_';
    //Using a while loop to control program flow
    while(true)
    //drawing the board again!
    System.out.println("-----------");
    System.out.println(" |");
    System.out.println(" |");
    System.out.println(" " + figure[0]);
    System.out.println(" " + figure[1] + figure[2] + figure[3]);
    System.out.println(" " + figure[4] + " " + figure[5]);
    System.out.println("\n " + disp[0] + " " + disp[1] + " " + disp[2] + " " + disp[3]);
    //getting input
    System.out.print("Enter a letter: ");
    //declaring a string variable
    String data = " ";
    // call the readString method
    data = readString();
    //retrieves the character at position zero
    char temp;
    temp=data.charAt(0);
    int h;
    for(h=0;h<4;h++)
    if(temp==soln[h])
    disp[h]=soln[h];
    return;
    if(disp[h]==soln[h])
    System.out.println("You Win");
    else
    for(h=0;h<6;h++)
    if(temp!=soln[h])
    figure[h] = ' ';
    return;
    if(disp[h]!=soln[h])
    System.out.println("You Lose");
    ///Test if statements to replace user input with soln if correct
    int j;
    for(j=0;j<4;j++)
    if(temp==soln[j])
    disp[j]=soln[j];
    //declared the readString method, we specified that it would
    //be returning a string
    public static String readString()
    //make connection to the command line
    BufferedReader br = new BufferedReader(new InputStreamReader(System.in));
    //declaring a string variable
    String s = " ";
    //try to do something that might cause an error
    try
    //reading in a line from the user
    s = br.readLine();
    catch(IOException ex)
    //if the error occurs, we will handle it in a special way
    //give back to the place that called us
    //the string we read in
    return s;
    If anyone cann please help me i would greatly appreciate it. I have an exam coming up on wednesday also so i really need to understand this material and see where my mistakes are. If anyoone knows how to delete the parts of the hangman figure one by one each time user guessesincorrectly i would appreciate it greatly. Any other help in solving this program would be great help. thanks.

    Hi thanks for responding. Well to answer some of your questions. The professors instructions are the first 2 paragraphs of my post up until the ende of the output which is You lose!. I have to have the same output as the professor stated which is testing for a winner and loser. Yes the program under the output is what i have written so far. This is the 3rd project and in each we add a little piece to the game. I have no errors when i run the program my problem is when it runs it just prints the hangman figure, disp and then asks user ot enter a letter. Well once i enter a letter it just prints that letter to the screen and the prgram ends.
    As far as the removal of the parts. the solution is TEST. When the user enters a letter lets say Tthen the figure should display again with the disp and filled in solution with T. Then ask for a letter again till user has won and TEST has been guessed correctly. Well then we have to test for a loser. So lets the user enters a R, well then the right leg of the hangman figure should be blank indicating a D the other leg will be blank until the parts are removed and then You lose will be printed to the screen.
    For the program i am suppose to use a FOR LOOPto test for a winner, to remove the parts one at a time, and to see if the parts have been removed if the user guesses incorrectly.
    so as u can see in what i have come up with so far i have done this to test for a winner and loser:
    //declaring a string variable
    String data = " ";
    // call the readString method
    data = readString();
    //retrieves the character at position zero
    char temp;
    temp=data.charAt(0);
    int h;
    for(h=0;h<4;h++)
    if(temp==soln[h])
    disp[h]=soln[h];
    return;
    if(disp[h]==soln[h])
    System.out.println("You Win");
    else
    for(h=0;h<6;h++)
    if(temp!=soln[h])
    figure[h] = ' ';
    return;
    if(disp[h]!=soln[h])
    System.out.println("You Lose");
    Obviously i have not writtern the for loops to do what is been asked to have the proper output. the first for loop i am trying to say if the user input is equal to the soln thencontinue till all 4 disp are guessed correctly and if all the disp=soln then the scrren prints you win.
    then for the incorrect guesses i figured if the user input does not equal the soln then to leave a blank for the right leg and so on so i have a blank space for the figure as stated
    :for(h=0;h<6;h++)
    if(temp!=soln[h])
    figure[h] = ' ';
    well this doesnt work and im not getting the output i wanted and am very confused about what to do. I tried reading my book and have been trying to figure this out all night but i am unable to. I'm going to try for another hr then head to bed lol its 4am. thanks for your help. Sorry about posting in two different message boards. I wont' do it again. thanks again, anita

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