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1. INTRODUCTION 1.

1 PROBLEM STATEMENT To develop a GPRS (General Packet Radio Service) based Personal Computer accessing system using mobile that enables user to access and modify data on the remote PC and to take complete control over it. The conventional systems use only the blue tooth technology. But our proposed system is designed to be operated over the GPRS which eliminates the distance measurement of the mobile from the PC except for the presence of GPRS facility. 1.2 EXPLANATION OF THE PROBLEM The system is developed using Sun Java application Server and J2ME midlet. The system is developed in different modules to enable reusability and flexibility of modification. The first module is to establish a http connection between the server and the client using the IP address and port number. The second module is to authenticate the user based upon the username and password given by the user. Once the connection and authentication is performed the next module is to respond to the client with the desktop images every t second time interval. In the succeeding module all the event capturing and event handling functions are implemented. Certain hot keys are provided for easy accessing of the various functions.

1.3 OBJECTIVE OF THE PROJECT The major objective of our project is to make the handheld devices more versatile and constructive by making it possible to access the remote PC from them using the GPRS technology. This empowers the user with access to his PC on the go from anywhere in the world with just a mobile. 1.4 SCOPE OF THE PROJECT The system is developed to serve as the empowering tool for the users. The system enables remote desktop access from just a GPRS enabled mobile. The connection can be established provided the system is in the switched on state and the server running on it. 1.5 ORGANIZATION OF THE REPORT CHAPTER 2: LITERATURE REVIEW This chapter gives an idea of the software and the tools used to develop our project. This chapter also explains briefly about the domain of the project. CHAPTER 3: SYSTEM DESIGN This chapter moves through the design phase of the project.It Illustrates the consummate structural frame work of the project. The various sequence of steps that takes place in order are
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explained diagrammatically in this section. The scenarios are also illustrated pictorially. The individual functions along with the attributes are clearly explained. CHAPTER 4: IMPLEMENTATION This chapter gives a detailed description about the modules implemented in our project. It further includes the algorithms used to implement the modules. CHAPTER 5: CODING AND TESTING This chapter illustrates the various methods and classes used in the implementation of the project and the testing strategies adopted to test the software. CHAPTER 6: CONCLUSION AND FUTURE ENHANCEMENT This chapter gives an overview of the project completion and also about the future enhancements that shall be included in the project in the near future.

CHAPTER 2 LITERATURE SURVEY

The mobile client must be loaded with an application which makes it possible to communicate with the server and access the Personal Computer. Various environments/languages are available for client-side handheld programming. Five of the most popular are (i) BREW, (ii) J2ME, (iii) Palm OS, (iv) Symbian OS, and (v) Windows Mobile. They apply different approaches to accomplish the development of mobile applications. 2.1 BREW (Binary Runtime Environment for Wireless) BREW is an application development platform created by Qualcomm Inc. for CDMA based mobile phones (Qualcomm Inc., 2003). CDMA is a digital wireless telephony transmission technique and its standards used for 2G mobile telephony are the IS-95 standards championed by Qualcomm. BREW is a complete, end-to-end solution for wireless applications development, device configuration, application distribution, and billing and payment. The complete BREW solution includes BREW SDK (software development kit) for application developers, BREW client software and porting tools for device manufacturers, and BREW Distribution System (BDS) that is controlled and managed by operators enabling them to easily get applications from developers to market and coordinate the billing and payment process. 2.2 Palm OS

Palm OS, developed by Palm Source Inc., is a fully ARM-native, 32bit operating system running on handheld devices (Palm Source Inc., 2002). Palm OS runs on almost two out of every three PDAs. Its popularity can be attributed to its many advantages, such as its long battery life, support for a wide variety of wireless standards, and the abundant software available. The plain design of the Palm OS has resulted in a long battery life, approximately twice that of its rivals. It supports many important wireless standards, including Bluetooth and 802.11b local wireless and GSM, Mobitex, and CDMA wide area wireless networks. Two major versions of PalmOS are currently under development: Palm OS Garnet: It is an enhanced version of Palm OS 5 and provides features such as dynamic input area, improved network communication, and support for a broad range of screen resolutions including QVGA. Palm OS Cobalt: It is Palm OS 6, which focuses on enabling faster and more efficient development of smart phones and integrated wireless (WiFi/Bluetooth) handhelds. 2.3 Symbian OS Symbian Ltd. is a software licensing company that develops and supplies the advanced, open, standard operating systemSymbian OSfor data-enabled mobile phones (Symbian Ltd., 2005). It is an independent, forprofit company whose mission is to establish Symbian OS as the world standard for mobile digital data systems, primarily for use in cellular telecommunication. Symbian OS includes a multi-tasking multithreaded

core, a user interface framework, data services enablers, application engines, integrated PIM functionality, and wireless communications. It is a descendant of EPOC, which is a range of operating systems developed by Psion for handheld devices. 2.4 Windows Mobile Windows Mobile is a compact operating system for mobile devices based on the Microsoft Win32 API (Microsoft Corp., 2005). It is designed to be similar to desktop versions of Windows. In 1996, Microsoft launched Windows CE, a version of the Microsoft Windows operating system designed specially for a variety of embedded products, including handheld devices. However, it was not well received primarily because of batteryhungry hardware and limited functionality, possibly due to the way that Windows CE was adapted for handheld devices from other Microsoft 32-bit desktop operating systems. Windows Mobile includes three major kinds of software: 2.5 Pocket PCs: Pocket PC enables you to store and retrieve e-mail, contacts, appointments, games, exchange text messages with MSN Messenger, browse the Web, and so on. Smartphones: Smartphone supplies functions of a mobile phone, but also integratesPDA-type functionality, such as emails, instant messages, music, and Web surfing, into a voice-centric handset. Portable Media Centers:

Portable Media Centers let users take recorded TV programs, movies, home videos, music, and photos transferred from Microsoft Windows XP based PC anywhere. What makes our project feasible? Handheld Device: A handheld device as a computerized, electronic machine that is designed to be held in one hand. The definition clearly includes calculators, organizers, pagers, mobile phones (generally called cell phones in the US), and Personal Digital Assistants (PDAs) such as the Newton, Palm and PocketPC. Advances with handhelds Handheld devices are getting more powerful. Todays PDAs often run at 400 MHz, which is as fast as the PCs of just 4 years ago. In fact, the speed of the processors for handhelds, and the size of their memories, is following the well-known Moores law for computers; doubling about every year and a half. Therefore, almost any application that could be imagined running on a PC will find adequate performance on a handheld device. Processors in mobile phones are also getting faster. Phone manufacturers are adding more functions and capabilities to phones, and most mobile phones today are capable of browsing the Internet and running a Java virtual machine. Manufacturers are pushing towards so-called Smartphones for which a variety of applications can be downloaded, just like for PDAs. Some Smartphones provide PalmOS or Windows CE operating systems and user interfaces, though such devices usually have a larger form-factor than conventional mobile phones. Other devices run operating systems specially
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designed for mobile phones, such as Symbian. Newer phones also include cameras, voice recognition, touch screens, and other technologies. Advances with communication technology The first model of the Apple Newton only provided connectivity with other computers as an extra-cost option. One reason for the great success of the first Palm, released in 1996, was that it could easily synchronize all of its data with a desktop computer using a one-button HotSynce. PalmOS devices had built-in infrared wireless communication starting about 1998, which allowed Palms to beam information to each other. Limitations of IR include that the handheld must be carefully aimed at the receiver, and the IR in handhelds tend to be very short ranged. Often the sending and receiving devices need to be less than 2 ft apart. This makes communicating using IR inappropriate for most of the scenarios described in this article, where the handheld may be at some distance from the device to be controlled, and may not be pointing to it. Meanwhile, laptops were starting to get access to wireless technologies such as 802.11, which first appeared around 1994, but did not become widespread until around 2000. The most popular version is 802.11b, which is now also called Wi-Fi. Initially, getting Wi-Fi required using a PC card (also called PCMCIA) for a laptop. Few of the early handheld devices could accept a PC card, and none had driver support for Wi-Fi cards until the Compaq iPaq, in about 2000. Eventually, handhelds with built-in Wi-Fi appeared, and smaller Wi-Fi cards (such as the CompactFlash form-factor) allowed Wi-Fi to be used with more handheld devices. Now, it is possible to get Wi-Fi access on many different kinds of PDAs. A problem with Wi-Fi, however, continues to be its high power usage. Using Wi-Fi communication on a current iPaq 5455 drains the
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battery in less than an hour. Other radio technologies have addressed the power problem., the BlueTooth radio network technology was designed from the beginning to have low power usage. BlueTooth research started in 1994, but the standard was not released until 1998 with the technology not becoming widespread until 2003. Handheld devices with built-in BlueTooth are now available, and are becoming particularly common in the mobile phone market. Unlike Wi-Fi, which connects devices to the internet, BlueTooth is used primarily for connecting one device to one other device such as a handheld to a personal computer Another wireless technology is the mobile phone network or GPRS. The mobile network is increasingly able to carry data, and therefore is relevant to handhelds interfacing with other technology. Currently, it is easy to get data rates at 19.2 kbps, with some phone companies offering about 100 kbps with specialized interface cards

2.6

J2ME

2.6.1 EVOLUTION OF J2ME For the past decade or two, the computing world was entirely dominated by desktop machines. To deliver the cutting edge features in the PCs, a comparatively bulkier hardware was needed. This rendered the desktop PCs immobile. Initially these features sufficed the needs of end user. But today, the scenario has undergone a dramatic change, thus leading to the advent of mobile devices such as PDAs, palmtops and to the extent mobile phones. With the outburst in technology, the hardware size of handheld devices has gone down. Fascinatingly, this miniaturization has occurred not

at the cost of reduction in their computational ability. This has bridged the large gap that existed between the two dimensions of computing. Till few years back, even with radical changes in the desktop PCs segment, portability remained a big question mark. This is primarily due to the emergence of quite a number of operating systems like LINUX, MAC and SOLARIS etc. An application developed for a particular pattern may not be compatible with the other platforms, hampering the portability. At this juncture, the focus of developers was primarily to impart portability between the platforms. The storming entry of JAVA into the software industry broke the barrier of platform dependence. This to an extent made the desktop PC applications portable. Since this is not the case for the mobile devices as each manufacturer prefer their own operating system in their devices. And moreover, the end user cannot himself install applications to suit his needs. To do so, user needs the technical assistance offered by the device manufactures. The practical feasibility of the above procedure seemed cumbersome. This raised a question amidst the developers as to why java could not be ported into the mobile devices. The practical inability with the cloning of J2SE into a mobile device is the constraints looming over the memory. So a modified version of Java, Java 2 Micro Edition was introduced. 2.6.2 J2ME A GLANCE J2ME is aimed primarily at consumer devices with limited computational ability. Many such devices for example a mobile phone has no option to download and install software beyond what was configured
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during the manufacturing process. With the introduction of J2ME, micro devices no longer need to be static in nature. Unlike a web browser downloading Java applets, an implementation of J2ME, on a device affords the option to browse, download or install Java Applications and its content. This instigated the developers in developing applications for mobile devices which are far more portable. Now the Application installation became even simpler. The user has to just plug in the mobile device to an application platform and he can install the required application. The parallel developments in high speed wireless data communication led to the introduction of GPRS. With the availability of GPRS, the user can also install and download from remote location.

2.7 CONNECTED LIMITED DEVICE CONFIGURATION


The Connected Limited Device Configuration (CLDC) is a specification of a framework for Java ME applications targeted at devices with very limited resources such as pagers and mobile phones. The Connected Limited Device Configuration (CLDC) defines the base set of application programming interfaces and a virtual machine for resourceconstrained devices like mobile phones, pagers, and mainstream personal digital assistants. When coupled with a profile such as the Mobile Information Device Profile (MIDP), it provides a solid Java platform for developing applications to run on devices with limited memory, processing power, and graphical capabilities. The various APIs available in CLDC are: Java.io A streamlined version of the java.io package found in the standard edition for doing Input/Output operations.
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Java. Lang Contains classes thought applicable to most java programs. This package contains standard java types like Integers and Strings as well as basic exceptions, math functions, system functions, threading and security functions. Java.util A streamlined version of the java.util collection library. This package contains the collection classes like Vector and Hash table. It also contains calendar and date classes.

2.8 MOBILE INFORMATION DEVICE PROFILE (MIDP)


Mobile Information Device Profile (MIDP) is a specification published for the use of Java on embedded devices such as mobile phones and PDAs. MIDP is part of the Java Platform, Micro Edition (Java ME) framework and sits on top of Connected Limited Device Configuration, a set of lower level programming interfaces. javax.microedition.io Contains the Java ME-specific classes used for I/O operations. javax.microedition.lcdui Contains the Java ME-specific classes used for the GUI. LCDUI has a simple screen based approach where a single Displayable is always active at a time in the application user interface. LCDUI API provides a small set of displayable actions in mobile device user interfaces: List, Alert, Textbox, Form and Canvas. For all displayable the device MIDP
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implementation has control over the presentation and layout of the displayable. Canvas is a low-level graphics surface for which an application has full control over what is rendered to it, although normally some space is reserved for system areas like screen title and indicators common in mobile device UIs. In MIDP 2.0, Canvas also supports a full-screen mode that allows to make full screen graphics, which is especially useful for games. LCDUI also has quite unique approach of abstract operations, called Commands. The placement of commands added to a displayable is completely up to the device implementation of this toolkit. The application programmer uses API specified command types to indicate the usage or purpose of the command in application user interface. Common types are BACK, EXIT, ITEM, and SCREEN. The idea of the command abstraction is to make applications more portable between various mobile devices from different vendors. Application developers should use the command types properly to indicate the purpose of an operation, and device implementation then places the operation to the common location for a given type in device's specific user interface style. This may be e.g. a specific key, like "a back navigation key" for BACK commands or button on screen. The term LCDUI was actually a joke in JCP Expert Group that created it. It has not been opened up in the MIDP specifications but stands for Limited Capability Device User Interface. The joke was that no-one else really knows what it stands for. Then later the Programming Wireless Devices with the Java 2 Platform, Micro Edition book gave this term out. Other common definitions have appeared. "LCD UI" or Liquid Crystal Display User Interface would reflect the fact that mobile phones normally
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use LCD displays; however, the API is not specifically tailored to this particular display technology. It is also said that "LCD UI" stands for "lowest common denominator" due to the fact the specific UI has simplest possible design. javax.microedition.rms Record Management System Provides a form of persistent storage for Java ME. javax.microedition.midlet Contains the base classes for Java ME applications. Specialized APIs added in MIDP 2.0 MIDP 2.0 saw the introduction of gaming and multimedia APIs and some optional packages. javax.microedition.media Contains the base classes of the multimedia playback. javax.microedition.lcdui.game A gaming API aimed at simple 2D sprite based games. javax.microedition.pki Authenticate APIs for secure connections.

2.9 GPRS
General Packet Radio Service (GPRS) is a packet oriented Mobile Data Service available to users of Global System for Mobile

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Communications (GSM) and IS-136 mobile phones. It provides data rates from 56 up to 114 kbps. GPRS can be used for services such as Wireless Application Protocol (WAP) access, Short Message Service (SMS), Multimedia Messaging Service (MMS), and for Internet communication services such as email and World Wide Web access. GPRS data transfer is typically charged per megabyte of throughput, while data communication via traditional circuit switching is billed per minute of connection time, independent of whether the user actually is utilizing the capacity or is in an idle state. GPRS is a best-effort packet switched service, as opposed to circuit switching, where a certain Quality of Service (QoS) is guaranteed during the connection for non-mobile users. 2G cellular systems combined with GPRS is often described as "2.5G", that is, a technology between the second (2G) and third (3G) generations of mobile telephony. It provides moderate speed data transfer, by using unused Time division multiple access (TDMA) channels in, for example, the GSM system. Originally there was some thought to extend GPRS to cover other standards, but instead those networks are being converted to use the GSM standard, so that GSM is the only kind of network where GPRS is in use. GPRS is integrated into GSM Release 97 and newer releases. It was originally standardized by European Telecommunications Standards Institute (ETSI), but now by the 3rd Generation Partnership Project (3GPP). GPRS originally supported (in theory) Internet Protocol (IP), Point-to-Point Protocol (PPP) and X.25 connections. The last has been typically used for applications like wireless payment terminals, although it has been removed
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from the standard. X.25 can still be supported over PPP, or even over IP, but doing this requires either a router to perform encapsulation or intelligence built in to the end-device/terminal e.g. UE (User Equipment). In practice, when the mobile built-in browser is used, IPv4 is being utilized. In this mode PPP is often not supported by the mobile phone operator, while IPv6 is not yet popular. But if the mobile is used as a modem to the connected computer, PPP is used to tunnel IP to the phone. This allows DHCP to assign an IP Address and then the use of IPv4 since IP addresses used by mobile equipment tend to be dynamic. Services Provided By GPRS GPRS upgrades GSM data services providing:

Multimedia Messaging Service (MMS) Push to talk over Cellular PoC / PTT Instant Messaging and Presence -- Wireless Village Internet Applications for Smart Devices through Wireless Application Protocol (WAP) Point-to-point (PTP) service: internetworking with the Internet (IP protocols) Short Message Service (SMS) Future enhancements: flexible to add new functions, such as more capacity, more users, new accesses, new protocols, new radio networks.

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CLASSES Class A Can be connected to GPRS service and GSM service (voice, SMS), using both at the same time. Such devices are known to be available today. Class B Can be connected to GPRS service and GSM service (voice, SMS), but using only one or the other at a given time. During GSM service (voice call or SMS), GPRS service is suspended, and then resumed automatically after the GSM service (voice call or SMS) has concluded. Most GPRS mobile devices are Class B. Class C Are connected to either GPRS service or GSM service (voice, SMS). Must be switched manually between one or the other service. 2.9.1 GPRS ARCHITECTURE

Figure 1: GPRS ARCHITECTURE

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GPRS can be thought of as an overlay network onto the GSM network. The data overlay network provides packet data transport from 9.6 to 171 Kbps. Multiple users can share the same air-interface resources. GPRS uses most of existing GSM network elements, plus new network elements, interface, and protocols for building a packet-based mobile cellular network. Addition of two Network elements

1. Serving GPRS Support Node (SGSN): A Serving GPRS Support Node (SGSN) is responsible for the delivery of data packets from and to the mobile stations within its geographical service area. Its tasks include packet routing and transfer, mobility management (attach/detach and location management), logical link management, and authentication and charging functions. The location register of the SGSN stores location information (e.g., current cell, current VLR) and user profiles (e.g., IMSI, address(es) used in the packet data network) of all GPRS users registered with this SGSN. 2. Gateway GPRS Support Node (GGSN): A Gateway GPRS Support Node (GGSN) is a network node that acts as a gateway between a GPRS wireless data network and other networks such as the Internet or private networks. The GGSN is the anchor point that enables the mobility of the user terminal in the GPRS/UMTS networks. In essence, it carries out the role in GPRS equivalent to the Home Agent in

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Mobile IP. It maintains routing necessary to tunnel the Protocol Data Units (PDUs) to the SGSN that service a particular MS (Mobile Subscriber). GPRS subscriber terminals Only GPRS terminals (TEs) can access GPRS Servers GPRS enabled phones, PDAs with embedded GSM, PC Cards for laptops
These terminals will be backward compatible with GSM for voice

calls, because existing GSM phones: cannot handle the enhanced air interface cannot packetize data directly GPRS BSS
A software upgrade is required in the existing Base Transceiver

Station (BTS). The Base Station Controller (BSC) also requires software Upgrade and the installation of a new piece of hardware called a packet control unit (PCU). The PCU directs the data traffic to the GPRS network and can be a separate hardware element associated with BSC. The PCU provides a physical and logical data interface out of BSS for packet data traffic. Databases (VLR and HLR)
All the databases involved in the network requires software upgrades

to handle the new call models and functions introduced by GPRS.

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The home Location Register (HLR) and Visitor Location Register

(VLR) especially require upgrades to functionally service GPRS. 2.10 Run-length encoding (RLE) Run-length encoding (RLE) is a very simple form of data compression in which runs of data (that is, sequences in which the same data value occurs in many consecutive data elements) are stored as a single data value and count, rather than as the original run. This is most useful on data that contains many such runs: for example, relatively simple graphic images such as icons, line drawings, and animations. For example, consider a screen containing plain black text on a solid white background. There will be many long runs of white pixels in the blank space, and many short runs of black pixels within the text. Let us take a hypothetical single scan line, with B representing a black pixel and W representing white: WWWWWWWWWWWWBWWWWWWWWWWWWBBBWWW WWWWWWWWWWWWWWWWWWWWWBWWWWWWWW WWWWWW If we apply the run-length encoding (RLE) data compression algorithm to the above hypothetical scan line, we get the following: 12WB12W3B24WB14W Interpret this as twelve W's, one B, twelve W's, three B's, etc.

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The run-length code represents the original 67 characters in only 16. Of course, the actual format used for the storage of images is generally binary rather than ASCII characters like this, but the principle remains the same. Even binary data files can be compressed with this method; file format specifications often dictate repeated bytes in files as padding space. However, newer compression methods such as DEFLATE often use LZ77based algorithms, a generalization of run-length encoding that can take advantage of runs of strings of characters (such as BWWBWWBWWBWW). Common formats for run-length encoded data include PackBits, PCX and ILBM. Run-length encoding performs lossless data compression and is well suited to palette-based iconic images. It does not work well at all on continuoustone images such as photographs, although JPEG uses it quite effectively on the coefficients that remain after transforming and quantizing image blocks. Run-length encoding is used in fax machines (combined with other techniques into Modified Huffman coding). It is relatively efficient because most faxed documents are mostly white space, with occasional interruptions of black. Data that have long sequential runs of bytes (such as lower-quality sound samples) can be RLE compressed after applying a predictive filter such as delta encoding.

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2.11 DLL DLLs are Dynamic Link Libraries, which means that they're linked into your program at run time instead of build time. There are three parts to a DLL:

the exports the code and data the import library

The code and data are the parts you write - functions, variables, etc. All these are merged together, like if you were building one big object files, and put into the dll. They are not put into your .exe at all. The exports contains a list of functions and variables that the dll makes available to other programs. Think of this as the list of "global" symbols, the rest being hidden. Normally, you'd create this list by hand with a text editor, but it's possible to do it automatically from the list of functions in your code. The dlltool program creates the exports section of the dll from your text file of exported symbols. The import library is a regular UNIX-like .a library, but it only contains the tiny bit of information needed to tell the OS how your program interacts with ("imports") the dll. This information is linked into your .exe. This is also generated by dlltool. Hal.dll is the core file of the Windows NT family of operating systems that provides and handles the interaction of software and hardware via the Hardware Abstraction Layer. Without hal.dll being present, any machine

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running a Windows NT based operating system will fail to function, if it even boots. Windows includes several HALs to support different kinds of hardware; the appropriate HAL is chosen during the initial installation of Windows. Generally speaking, the determining factors for HAL selection are uni- vs. multi-processor CPU, ACPI vs. non-ACPI, and APIC vs. PIC. User32.dll user32.dll is a DLL that implements the Windows User API Client Library. It is a core file for several versions of the Microsoft Windows operating system. If this file is damaged or deleted, the operating system will not work. 2.12 Gzip: Gzip is based on the DEFLATE algorithm, which is a combination of LZ77 and Huffman coding. DEFLATE was intended as a replacement for LZW and other patent-encumbered data compression algorithms which, at the time, limited the usability of compress and other popular archivers. gzip is often also used to refer to the gzip file format, which is:

a 10-byte header, containing a magic number, a version number and a timestamp optional extra headers, such as the original file name, a body, containing a DEFLATE-compressed payload an 8-byte footer, containing a CRC-32 checksum and the length of the original uncompressed data
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Although its file format also allows for multiple such streams to be concatenated together (these are simply decompressed concatenated as if they were one), gzip is normally used to compress just single files. Compressed archives are typically created by assembling collections of files into a single tar archive, and then compressing that archive with gzip. The final .tar.gz or .tgz file is usually called a tarball. gzip is not to be confused with the ZIP archive format, which also uses DEFLATE. The ZIP format can hold collections of files without an external archiver, but is less compact than compressed tarballs holding the same data because it compresses files individually and cannot take advantage of redundancy between files (solid compression). zlib is an abstraction of the DEFLATE algorithm in library form which includes support both for the gzip file format and a lightweight stream format in its API.

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CHAPTER 3 SYSTEM DESIGN 3.1 USECASE DIAGRAM: Mobile Client

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Figure 2 use case diagram 1

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Remote Server:

Figure 3 use case diagram 2

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Use Case Description Authentication:


Use Case Name Mobile Client Actors Description Flow of Events Alternative Flow Mobile phone The client can login and get connected to server (system).if the username and passwords are correct. Login Get Authenticated from server(system) If there is no such username and password connection is denied. message is displayed

Use Case Name Image Response Actor Server Description Flow of Event Server reduce Desktop image resolution and send it to mobile(client) Desktop image response for every t sec

Image Response:

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Use Case Name Event Trigger Actors Description Flow of Events Server The Server Triggers the key event in HAL Typing Characters, Numbers. Mouse operation like leftclick, Rightclick.

Keys &Mouse events:

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File Operation:

Use Case Name File operation Actor Server Description Flow of Event The various file manipulation like open, modify are done File open, file modification is carried out

Desktop Capture:

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Use Case Name Mobile Client Actors Description Flow of Event Mobile phone The desktop image that is sent from the server is displayed in the mobile and updated every time interval Image decrypted Image Displayed according to resolution Image Updated

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3.2Activity Diagram Login:

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Image Response

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Event Response

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3.3 Sequence Diagram

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Figure 5 Sequence Diagram

3.4 Deployment Diagram

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J2ME <<client>> VEWS

KERNEL <<server>>

Figure 6 .Deployment Diagram

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3.5 System Architecture:-

GPRS

CLIENT

SERVER

Figure 4: System Architecture

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CHAPTER 4 IMPLEMENTATION

4.1 SYSTEM REQUIREMENTS

Operating System: Windows 98 or above or Linux Network Facilities: Good connection to the Internet facility and GPRS connection. More suitable for static IP systems Server: Sun Java Application Server Platform: JDK 1.5 or above, JRE(Java Runtime Environment) Tool: Sun Java Wireless Toolkit.

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4.2 IMPLEMENTATION DETAILS Steps to develop J2ME Program This sub-section gives an example of J2ME programming (Sun Microsystem Inc., 2004). Other client-side handheld programming is similar to this. Figure 3 shows the Sun Java Wireless Toolkit, which is a toolbox for developing wireless applications that are based on J2ME's Connected Limited Device Configuration (CLDC) and Mobile Information Device Profile (MIDP), and designed to run on cell phones, mainstream personal digital assistants, and other small mobile devices. The toolkit includes the emulation environments, performance optimization and tuning features, documentation, and examples that developers need to bring efficient and successful wireless applications to market quickly. The following steps showing how to develop an MIDP application, a simple Hello, World! program, under Microsoft Windows XP: 1. Download Sun Java Wireless Toolkit 2.3 Beta, which includes a set of tools and utilities and an emulator for creating Java applications that run on handheld devices, at http://java.sun.com/products/sjwtoolkit/download-2_3.html. 2. Run MIDlet, an MIDP application, development environment KToolbar as shown in Figure 3 by selecting the following Windows commands: Start All Programs Sun Java Wireless Toolkit 2.3 Beta KToolbar (Figure 7 step creating j2me application)

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3. Create a new project by giving a project name such as HelloSuite and a class name such as HelloMIDlet as shown in Figure 4. After the project HelloSuite is created, the KToolbar will display the message shown in Figure 5, which tells where to put the Java source files, application resource files, and application library files.

4. Create a J2ME source program and put it in the directory C:\WTK23\apps\HelloSuite\src\. Figure 6 gives a J2ME example, which displaysthe text Hello, World! and a ticker with a message Greeting, world. 5. Build the project by clicking on the Build button. The Build includes compilation and pre-verifying. 6. Run the project by clicking on the Run button. An emulator will be popped up and displays the execution results of the built project. For example, Figure 7 shows an emulator displays the execution results of HelloSuite.
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7. Upload the application to handheld devices by using USB cables, infrared ports, or Bluetooth wireless technology. By using the above steps a J2ME application can be developed now let us see how the application is developed for our project. 4.3 CLIENT MODULES: 4.3.1 Server Access This module enables the client to establish a connection with the server. The server is located using the socket address which comprises of its IP address and its corresponding port number. Then for the Authentication purpose the user needs to provide the client with the username and password of the corresponding system which is going to be accessed. The connection is established in J2ME using the connector() function. The steps involved in connection establishment are: 1. The application requests the Connector class to open and return a connection to a network resource. 2. The Connector.open() factory method parses the URI and returns a Connection object. The returned Connection object holds references to input and output streams to the network resource. 3. The application obtains the InputStream or the OutputStream object from the Connection object. 4. The application reads from the InputStream or writes to the OutputStream as part of its processing.

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5.The application closes the Connection when finished.

Figure 8 connection establishment

4.3.2 Corresponding Event Capture and transfer The various events triggered by the user is grasped and its corresponding request is sent to the client. The various keys and its usages correspond to various events that need to be done on the server system. So the events are captured and it is transferred to the server with the corresponding ASCII codes.

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4.3.3 Updating Display The Display of the system on the client needs to be constantly updated and it is done by replacing the desktop image sent from the server every t seconds. The image to be displayed needs to be of proper resolution of the mobile and also decryption of the data needs to be done. The decryption is done using gzip decompression.

4.4 SERVERMODULE 4.4.1 Connection Establishment To establish a connection, TCP uses a three-way handshake. Before a client attempts to connect with a server, the server must first bind to a port to open it up for connections: this is called a passive open. Once the passive open is established, a client may initiate an active open. To establish a connection, the three-way (or 3-step) handshake occurs: 1. The active open is performed by the client sending a SYN to the server. 2. In response, the server replies with a SYN-ACK. 3. Finally the client sends an ACK back to the server. At this point, both the client and server have received an acknowledgment of the connection.

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4.4.2 Authentication The Server checks its Socket information and its status using the netstat. Netstat provides statistics for the following:

Proto - The name of the protocol (TCP or UDP). Local Address - The IP address of the local computer and the port number being used. The name of the local computer that corresponds to the IP address and the name of the port is shown unless the -n parameter is specified. If the port is not yet established, the port number is shown as an asterisk (*).

Foreign Address - The IP address and port number of the remote computer to which the socket is connected. The names that corresponds to the IP address and the port are shown unless the -n parameter is specified. If the port is not yet established, the port number is shown as an asterisk (*).

State - Indicates the state of a TCP connection. The possible states are as follows: CLOSE_WAIT, FIN_WAIT_2, CLOSED, ESTABLISHED, LISTEN, FIN_WAIT_1, LAST_ACK,

SYN_RECEIVED, SYN_SEND, and TIME_WAIT. For more information about the states of a TCP connection. 4.4.3 Desktop Capture & Resolution matching: The Screen capture is done from the kernel services. The screen is captured for every t seconds and then t and t+1 images are compared using XOR technique.
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The Screen is captured as a bitmap image and the dimensions of the

screen is obtained for resolution matching.

Desktop Capture

Image Capture

Snapshot at t Second

Snapshot at t+1 second

Separate RGB Component

Separate RGB Component

Subtraction

Final Screen

Figure 9 Desktop capture

The Resolution of the Captured bitmap is reduced to 1/4th of its original resolution. This is done by using the Color Quantization Technique Helps to display images on low memory devices

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4.4.4 Event Handling: The various Keyboard and Mouse events are handled by using the kernel level services
The event requests from the client are transferred to the HAL and it is

then handled by the kernel itself.


Hal.dll is the core file of the Windows NT family of operating

systems that provides and handles the interaction of software and hardware via the Hardware Abstraction Layer

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4.5 Snapshot: Sun Java Application Server

Figure 10 SJAS server

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Login Page

Server Connection

Figure 11 Login Page &Server Connection

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Desktop Capture

Figure 12 Desktop Capture

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Menu options

Mouse Events

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Figure 13 Menu Options & Mouse Events

Keyboard Events

Shortcut keys

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Figure 14 Keyboard Events & Shortcut Keys

Listing the Drives

Opening the File

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`
Figure 15 Listing the Drives & Opening the File

CHAPTER 5 CODING AND TESTING


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5.1 CODING: CLIENT SIDE: SERVER ACCESS private Command exit; private SM1 parent; private Image image=null; private Display display; public Image getImageFromUrl(String url) { InputStream is = null; HttpConnection hc = null; Image img = null; try { hc = (HttpConnection)Connector.open(url); if (hc.getResponseCode() == HttpConnection.HTTP_OK) { is = hc.openInputStream(); int len = (int)hc.getLength(); byte[] data = new byte[len]; int actual = is.read(data); img = Image.createImage(data, 0, len); } } catch (Exception e) { System.out.println("IO Exception+"+e); } finally { if (is != null) { try { is.close(); } catch (Exception e) { } } if (hc != null) { try { hc.close(); }
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catch (Exception e) { } } return img; } } public LoginMidlets() { userName = new TextField("LoginID:", "", 10, TextField.ANY); password = new TextField("Password:", "", 10, TextField.PASSWORD); ipaddr = new TextField("IP-ADDR:", "", 15, TextField.ANY); portno = new TextField("Port-NO::", "", 10, TextField.ANY); form = new Form("Sign in"); cancel = new Command("Cancel", Command.CANCEL, 2); login = new Command("Login", Command.OK, 2); connect = new Command("Connect", Command.OK, 2); form1= new Form("Connect"); } public void startApp() { display = Display.getDisplay(this); form.append(userName); form.append(password); form.addCommand(cancel); form.addCommand(login); form.setCommandListener(this); display.setCurrent(form); } Corresponding Event Capture and transfer public void commandAction(Command c, Displayable s) { if (c == exitCommand) { destroyApp(false); notifyDestroyed(); } else if(c == ScreenCommand){ nt = new ntclient(this);

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} else if(c == MouseCommand){ MouseForm = new Form("Mouse Movement"); tx = new TextField("Enter x","",4,TextField.NUMERIC); ty = new TextField("Enter y","",4,TextField.NUMERIC); MouseForm.append(tx); MouseForm.append(ty); MouseForm.addCommand(BackCommand); MouseForm.setCommandListener(this); MouseForm.addCommand(MPressCommand); MouseForm.setCommandListener(this); MouseForm.addCommand(MRClickCommand); MouseForm.setCommandListener(this); MouseForm.addCommand(MLClickCommand); MouseForm.setCommandListener(this); MouseForm.addCommand(MLDClickCommand); MouseForm.setCommandListener(this); Display.getDisplay(this).setCurrent(MouseForm); } else if(c==BackCommand){ Display.getDisplay(this).setCurrent(displayForm); } else if(c==MPressCommand){ mc = new MouseClient(this,"http://127.0.0.1:8080/MouseClick.html? x="+tx.getString()+"&y="+ty.getString()+"&type=move"); } else if(c==MRClickCommand){ mc = new MouseClient(this,"http://127.0.0.1:8080/MouseClick.html? x="+tx.getString()+"&y="+ty.getString()+"&type=right"); } else if(c==MLClickCommand){ mc = new MouseClient(this,"http://127.0.0.1:8080/MouseClick.html? x="+tx.getString()+"&y="+ty.getString()+"&type=left"); } else if(c==MLDClickCommand){ mc = new MouseClient(this,"http://127.0.0.1:8080/MouseClick.html? x="+tx.getString()+"&y="+ty.getString()+"&type=left-double"); }

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Updating Display uncompressedBufferLength = BitConverter.ToInt32(uncompressedBufferLengthBytes,0); byte[] y = new byte[uncompressedBufferLength]; MemoryStream ms = new MemoryStream(x); GZipStream gz = new GZipStream(ms, CompressionMode.Decompress, true); gz.Read(y, 0, y.Length); gz.Close(); gz.Dispose(); ms.Close(); ms.Dispose(); Console.WriteLine(" Buffer Length " + uncompressedBufferLength); return y; } internal static void ExclusiveOR(byte[] x) { int k = x.Length; int i; for (i = 0; i < k; i++) { xoredBytes[i] = (byte)(xoredBytes[i] ^ x[i]); } public byte[] a(byte abyte0[], byte abyte1[], byte abyte2[], int i1) throws am { byte abyte3[] = new byte[20]; byte abyte5[] = new byte[4]; byte abyte6[] = new byte[48];
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boolean flag = false; for(int j1 = 0; j1 < 3; j1++) { for(int k1 = 0; k1 <= j1; k1++) abyte5[k1] = (byte)(i1 + j1); F.a(abyte5, 0, j1 + 1); F.a(abyte0, 0, 48); F.a(abyte1, 0, 32); F.a(abyte2, 0, 32); byte abyte4[] = F._mthdo(); F._mthif(); _fldgoto.a(abyte0, 0, 48); _fldgoto.a(abyte4, 0, 20); System.arraycopy(_fldgoto._mthdo(), 0, abyte6, j1 * 16, 16); } return abyte6; } public byte[] _mthif(byte abyte0[], byte abyte1[], byte abyte2[], int i1) throws am { _fldgoto.a(abyte0, i1, 16); _fldgoto.a(abyte1, 0, 32); _fldgoto.a(abyte2, 0, 32); return _fldgoto._mthdo(); } public void _mthdo(byte abyte0[]) { abyte0[0] = -47; abyte0[1] = 38; abyte0[2] = -98; } class MyCanvas extends Canvas implements CommandListener { private Command exit;
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private SM1 parent; private Image image=null; private Display display; public Image getImageFromUrl(String url) { InputStream is = null; HttpConnection hc = null; Image img = null; try { hc = (HttpConnection)Connector.open(url); if (hc.getResponseCode() == HttpConnection.HTTP_OK) { is = hc.openInputStream(); int len = (int)hc.getLength(); byte[] data = new byte[len]; int actual = is.read(data); img = Image.createImage(data, 0, len); } } catch (Exception e) { System.out.println("IO Exception+"+e); } finally { if (is != null) { try { is.close(); } catch (Exception e) { } } if (hc != null) { try { hc.close(); } catch (Exception e) { } } return img; } } public MyCanvas(SM1 parent) { this.parent = parent;
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exit=new Command("Exit", Command.EXIT,1); addCommand(exit); setCommandListener(this); try { image = getImageFromUrl("http://127.0.0.1:8080/screen.jpg"); } catch(Exception err) { Alert alert=new Alert("Failure","Can't open the image file",null,null); err.printStackTrace(); alert.setTimeout(Alert.FOREVER); Display.getDisplay(parent).setCurrent(alert); } } protected void paint(Graphics g) { if(image!=null) { g.drawImage(image,0,0,Graphics.TOP|Graphics.LEFT); } } public void commandAction(Command command,Displayable display) { if(command==exit) { Display.getDisplay(parent).setCurrent(parent.displayForm); } } } SERVER
Connection Establishment & Authentication

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internal static void CreateIPEndPoints() { imagePort = RDSController.port1; eventPort = RDSController.port2; ipAddress = IPAddress.Any ; imageEndPoint = new IPEndPoint(ipAddress,imagePort); eventEndPoint = new IPEndPoint(ipAddress,eventPort); Console.WriteLine("IPEndPoints Created"); } internal static void CreateTcpSockets() { imageSocketListener = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); eventSocketListener = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); Console.WriteLine("TCPSockets Created"); } internal static void SetSocketOptions(Socket s) { s.SendBufferSize = 100000; s.NoDelay = true; } internal static void BindSocket(Socket s,IPEndPoint ipEnd) { s.Bind(ipEnd); Console.WriteLine("Binded Socket"); } internal static void StartListening(Socket s) {
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s.Listen(2); Console.WriteLine("Listening Started"); } internal static void AcceptFirstConnection(Socket s) { imageSocket = s.Accept(); Console.WriteLine("Connection Accepted"); } internal static void AcceptSecondConnection(Socket s) { eventSocket = s.Accept(); Console.WriteLine("Connection Accepted"); } internal static void SendResponse() { responseBytes = Encoding.ASCII.GetBytes(response); imageSocket.Send(responseBytes,0,responseBytes.Length,Socket Flags.None); if (String.Compare(response, "ye", true) == 0) { connectionAccepted = true; EventProcessor.InitializeByteArrays(); ImageProcessor.canContinue = true; EventProcessor.canContinue = true; } }

Desktop Capture & Resolution matching:internal static byte[] ColorQuantize(Bitmap bmp) { #if IMAGE System.out.println("Color quantizing starts"); #endif

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byte[] bmpArray = new byte[bmp.Width * bmp.Height]; int w = bmp.Width; int h = bmp.Height; BitmapData bmpData;

{ byte* bmpPtr = (byte*)bmpData.Scan0.ToPointer(); for (int i = 0; i < bmpData.Height; i++) { int k = i * DesktopScreen.screenWidth ; for (int j = 0; j < bmpData.Width; j++) { bmpArray[k + j] = (byte)((32 * (bmpPtr[2] / 32)) + (4 * (bmpPtr[1] / 32)) + (bmpPtr[0] / 64)); bmpPtr += 3; } } } #if IMAGE System.out.println ("Length of the Array returned : " + bmpArray.Length ); #endif internal static byte[] ExclusiveOR(byte[] x, byte[] y) { byte[] xorBytes = new byte[DesktopScreen.screenWidth * DesktopScreen.screenHeight]; int j = DesktopScreen.screenWidth * DesktopScreen.screenHeight; for (int i = 0; i < j; i++) {
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xorBytes[i] = (byte)(x[i] ^ y[i]); } #if IMAGE System.out.println ("EXORed Image Size : " + xorBytes.Length ); #endif return xorBytes; } internal static byte[] RLEEncoderShortBoundary(byte[] x) { #if IMAGE System.out.println ("RLE Encoder short boundary starts"); #endif int i = 0, j = 0, xl = x.Length; byte[] y = new byte[1024 * 1000]; byte f, s; ushort r = 0; f = x[i]; i += 1; s = x[i]; i += 1; while (i < xl) { if (f == s) { y[j] = f; j += 1; y[j] = s;
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j += 1;

while (i < xl) { if (f == x[i] && r < 65535) { r += 1; i += 1; } else break; } byte[] t = BitConverter.GetBytes(r); y[j] = t[0]; j += 1; y[j] = t[1]; j += 1; r = 0; if (i < xl - 1) { f = x[i]; i += 1; s = x[i]; i += 1; } else if (i == xl - 1) { y[j] = x[i]; j += 1; break;
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} } else { y[j] = f; j += 1; f = s; if (i < xl) { s = x[i]; i += 1; } else { y[j] = s; j += 1; break; } } } byte[] output = new byte[j]; Array.ConstrainedCopy(y, 0, output, 0, j); #if IMAGE System.out.println ("Length of the Array returned : : " + output.Length); #endif #if IMAGE System.out.println ("RLEEncoder short boundary ends "); #endif return output; }

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internal static byte[] GzipCompress(byte[] data) { #if IMAGE System.out.println ("GZipCompress starts "); #endif uncompressedBufferLength = data.Length; MemoryStream ms = new MemoryStream(); GZipStream gz = new GZipStream(ms, CompressionMode.Compress, true); gz.Write(data, 0, data.Length); gz.Close(); #if IMAGE System.out.println ("Length of the Array returned : " + ms.ToArray().Length ); #endif #if IMAGE System.out.println ("GZipCompress ends "); #endif return ms.ToArray(); } Event Handling: class EventProcessor { #region Fields Import dmouse1.dll Import dkey1.dll Import hal.dll internal enum MouseEventFlags { LEFTDOWN = 0x00000002, LEFTUP = 0x00000004,
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MIDDLEDOWN = 0x00000020, MIDDLEUP = 0x00000040, MOVE = 0x00000001, ABSOLUTE = 0x00008000, RIGHTDOWN = 0x00000008, RIGHTUP = 0x00000010, MOUSEWHEEL = 0x00000800 } internal enum InputEvent { NoEvent, KeyUp, KeyDown, MouseUp, MouseDown, MouseMove, MouseWheel } internal enum MButton { NotAssigned, Left, Middle, Right } internal static MButton mouseButton = MButton.NotAssigned ; internal static InputEvent inputEvent = InputEvent.NoEvent; internal static byte[] eventBytes = null; internal static byte[] mouseButtonBytes = null; internal static byte[] keyValueBytes = null;
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internal static byte[] mouseXposBytes = null; internal static byte[] mouseYposBytes = null; internal static byte[] mouseDeltaBytes = null; internal static short mouseXpos = 0; internal static short mouseYpos = 0; internal static short mouseDelta = 0; internal static Point point; internal static byte[] syncBytes = null; internal volatile static bool canContinue = false; internal volatile static bool shouldStop = false; internal volatile static bool shouldExit = false; internal volatile static bool pausedByClient = false; #endregion #region Methods #region DLLImport Methods [DllImport("user32.dll")] private static extern void mouse_event(uint dwFlags, uint dx, uint dy, int dwData, UIntPtr dwExtraInfo); [DllImport("user32.dll")] private static extern void keybd_event(byte bvk, byte bScan, uint dwFlags, UIntPtr dwExtraInfo); #endregion internal static void InitializeByteArrays() { eventBytes = new byte[1]; mouseButtonBytes = new byte[1]; keyValueBytes = new byte[1];
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mouseXposBytes = new byte[2]; mouseYposBytes = new byte[2]; mouseDeltaBytes = new byte[2]; syncBytes = new byte[1]; point = new Point(); } internal static void ReceiveEvent(Socket s) {

if (RDSSocket.connectionAccepted ) { #if EVENT System.out.println ("Receiving Event "); #endif while (true) { (s.Available > 0) { s.Receive(eventBytes, 0, eventBytes.Length, SocketFlags.None); break; } if (eventBytes[0] == 1) { inputEvent = InputEvent.KeyUp; s.Receive(keyValueBytes, 0, keyValueBytes.Length, SocketFlags.None); }
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else if (eventBytes[0] == 2) { inputEvent = InputEvent.KeyDown; s.Receive(keyValueBytes, 0, keyValueBytes.Length, SocketFlags.None); } else if (eventBytes[0] == 3) { inputEvent = InputEvent.MouseUp; s.Receive(mouseButtonBytes, 0, mouseButtonBytes.Length, SocketFlags.None); if (mouseButtonBytes[0] == 1) { mouseButton = MButton.Left; } else if (mouseButtonBytes[0] == 2) { mouseButton = MButton.Middle; } else if (mouseButtonBytes[0] == 3) { mouseButton = MButton.Right; } } else if (eventBytes[0] == 4) { inputEvent = InputEvent.MouseDown; s.Receive(mouseButtonBytes, 0, mouseButtonBytes.Length, SocketFlags.None); if (mouseButtonBytes[0] == 1) { mouseButton = MButton.Left; }
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else if (mouseButtonBytes[0] == 2) { mouseButton = MButton.Middle; } else if (mouseButtonBytes[0] == 3) { mouseButton = MButton.Right; } } else if (eventBytes[0] == 5) { inputEvent = InputEvent.MouseMove; s.Receive(mouseXposBytes, 0, mouseXposBytes.Length, SocketFlags.None); s.Receive(mouseYposBytes, 0, mouseYposBytes.Length, SocketFlags.None); mouseXpos = BitConverter.ToInt16(mouseXposBytes, 0); mouseYpos = BitConverter.ToInt16(mouseYposBytes, 0); point.X = mouseXpos; point.Y = mouseYpos; } else if (eventBytes[0] == 6) { inputEvent = InputEvent.MouseWheel; s.Receive(mouseDeltaBytes, 0, mouseDeltaBytes.Length, SocketFlags.None); mouseDelta = BitConverter.ToInt16(mouseDeltaBytes, 0); } #if EVENT System.out.println (" Received Event : " + eventBytes[0]);
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#endif

5.2 TESTING The various testing strategies used in our code are: Functional Test Stress Test Structure Test Black box Test White box Test 5.2.1 Functional Test We have exercised the code with normal input values for which expected results were obtained. 5.2.2 Stress Test We are concerned with exercising the internal logic of the program and so we traversed particular execution paths and we exercised test cases. 5.2.3 Structure Test In the structure test we found the exact flow of the program and tested for incremental test cases. 5.2.4 Black box Test In the black box test we found that for the given input values the required output values were obtained. 5.2.5 White box Test In the white box test temporary variables were used in the functional to test the execution of the process and the required output has been obtained
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successfully. We tested the code unit by unit and it was efficient in integrating into the required software product and finally performing the possible test scenarios performed the integration testing to the product and the perfect output was obtained without any error.

CHAPTER 6 CONCLUSION AND FUTURE ENHANCEMENTS

In this system the Personal Computer is accessed from remote location with just the handheld devices. The system uses GPRS as the medium through which the communication takes place. The mobile client is capable of accessing system from anywhere in the world provided there is GPRS
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connectivity, unlike the existing systems which just makes use of Bluetooth connectivity and limits the communication distance to few meters which is practically of little use. Thus by running the server on the system and the client application on the mobile, it is possible to control and perform tasks on the system from remote locations on the move. The performance of the system is dependent on the GPRS bandwidth available. This system requires the system to be on, with the server running for establishing communication. In the future we have proposed to enhance this feature by using the mobile itself to switch on the system and then to establish the connection. This can be done by calling on to the landline which is connected to the system and from the line a circuit is designed to induce a 5Volt trigger to boot the system on and the server is made default in the system startup services. Thus this makes this remote desktop accessing system practically more viable.

CHAPTER 7 REFERENCES

1. Brad A.Myers Using handhelds for wireless remote control of PCs, June 2004.

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2. Brad A.Myers, Using handhelds and PCs together by, November 2001.
3. CMWare, Inc White Paper: The Emergence of PC Place

Shifting, 2007.
4. Copenhagen, Inc White Paper: NetOp Mobile, September

2006. 5. Soma Gosh MIDlet deployment: Learn to deploy remotely and locally to J2ME devices April 2006.
6. Wen-Chen Hu, Yapin Zhong, Chung-wei Lee, et al., Client side

handheld computing and Java 2 platform Micro Edition.

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