Social Media Management System Project Report
Social Media Management System Project Report
INTERNSHIP REPORT
ON
SOCIAL MEDIA MANAGEMENT SYSTEM
PROJECT
BY
KAMAL ACHARYA
(Tribhuvan University)
Date: 2022/01/01
ABSTRACT
The project "Social Media Platform in Object-Oriented Modeling" aims to design
and model a robust and scalable social media platform using object-oriented
modeling principles. In the age of digital communication, social media platforms
have become indispensable for connecting people, sharing content, and fostering
online communities. However, their complex nature requires meticulous planning
and organization.This project addresses the challenge of creating a feature-rich and
user-friendly social media platform by applying key object-oriented modeling
concepts. It entails the identification and definition of essential objects such as
"User," "Post," "Comment," and "Notification," each encapsulating specific
attributes and behaviors. Relationships between these objects, such as friendships,
content interactions, and notifications, are meticulously established.The project
emphasizes encapsulation to maintain data integrity, inheritance for shared behaviors
among objects, and polymorphism for flexible content handling. Use case diagrams
depict user interactions, while sequence diagrams showcase the flow of interactions
during critical scenarios. Class diagrams provide an overarching view of the system's
architecture, including classes, attributes, and methods .By undertaking this project,
we aim to create a modular, maintainable, and user-centric social media platform that
adheres to best practices in object-oriented modeling. Such a platform will offer users
a seamless and secure online social experience while facilitating future enhancements
and adaptability to changing user needs.
Chapter – 1
INTRODUCTION
1
1. INTRODUCTION
The Unified Modeling Language (UML) is a graphical language for visualizing, specifying,
constructing and documenting the artifacts of a software intensive system.
A successful software organization is one that consistently deploys a quality software that
meets the needs of its users . An organization that can deploy that software in a timely and
predictable fashion, with an effective use of resources, is one that has a sustainable business.
Modeling is a central part of all the activities that lead up to the deployment of good software.
We build models to communicate the desired structure and behavior of our system.
Unsuccessful software projects fail in their unique way, but all successful projects are alike in
many ways. There are many elements that contribute to a successful software organization;
one common thread is the use of modeling.
The UML gives us the standard way to write system’s blue prints that covers the conceptual
things, such as business processes and system functions as well as concrete things, such as
classes written in a specific programming language, database schemas, and reusable software
components.
The UML addresses the documentation of a system’s architecture and all of its details. The
UML also provides a language for expressing requirements and for tests.
The UML is appropriate for modeling systems ranging from enterprise information systems
to distributed web-based applications and even to the hard real time embedded systems. UML
also provides a language for modeling the activities of project planning and release
management.
2
Models consist of objects that interact by sending message. Think an object as alive. Objects
have things they know (attributes) and the things they can do (methods or operations). The
values of an object’s attributes determine its state.
Classes are the blue prints for objects. A class wraps attributes and methods into a single
distinct entity. Objects are instances of classes. UML is process independent, although it
should be used in a process that is use case driven, architecture-centric and iterative and
incremental.
THINGS:
Things are abstractions that are first-class citizens in a model; relationships tie these things
together; diagram group interesting collections of things. There are four kinds of things in
UML. They are:
1. Structural things
2. Behavioral things
3. Grouping things
4. Annotational things
RELATIONSHIPS:
A Relationship is a connection among things. In object-oriented modeling, the four most
important relationships are dependencies, generalizations, associations and realizations. These
relationships are the basic relational building blocks of the UML. We use them to write well-
formed models.
DEPENDENCY:
A Dependency is a using relationship specifying that a change in the
specification of one thing may affect another thing that uses it, but not necessarily the reverse.
3
Fig: Dependency
GENERALIZATION:
A Generalization is a relationship between a general thing (super class or parent)
and a more specific kind of that thing (subclass or child).
▷
Fig: Generalization
ASSOCIATION:
An Association is a structural relationship, specifying that objects of one thing are
connected to objects of another.
0…1 *
Employer Employee
Fig: Association
REALIZATION:
A Realization is a semantic relationship between classifiers in which one classifier
specifies a contract that another classifier guarantees to carry out. We will encounter these
relationships in two places: between interfaces and the classes or components that realize them.
Fig: Realization
DIAGRAMS:
A Diagram is the graphical presentation of a set of elements, most often rendered as a
connected graph of vertices (things) and arcs (relationships). We draw diagrams to visualize
a system from different perspectives, so a diagram is a projection into a system.
4
UML includes 9 such diagrams. They are:
1. Use Case diagram
2. Class diagram
3. Object diagram
4. Sequence diagram
5. Collaboration diagram
6. Activity diagram
7. State Chart diagram
8. Component diagram
9. Deployment diagram
5
Chapter – 2
UML VIEWS AND
DIAGRAMS
6
2. UML VIEWS AND DIAGRAMS
Class, association,
Static view Class diagram Generalization,
dependency,
realization,
interface
Structural
Use case view Use case Use case, actor,
diagram association, extend,
include, use case
generalization
7
Chapter – 3
PROJECT DESCRIPTION
8
3. PROBLEM STATEMENT
PROBLEM STATEMENT:
Problem Statement:
In today's interconnected world, there is a growing need for a social media platform that addresses
various shortcomings and concerns that users and society as a whole face in the current landscape.
To create a successful and socially responsible social media platform, the following problem
statement is outlined:
"The existing social media platforms suffer from a range of issues, including but not limited to
privacy breaches, cyberbullying, misinformation, echo chambers, and addiction-driven designs. To
address these challenges, there is a need for a new social media platform that fosters genuine
connections, prioritizes user privacy, promotes accurate information, and provides a healthier
digital environment while ensuring a sustainable business model."
This problem statement highlights the key problems in existing social media platforms and the
need for a new platform that can serve as a better alternative, emphasizing responsible and ethical
practices.
OBJECTIVES:
Creating effective objectives for your social media platform can help guide your strategy and
measure your success. When setting objectives, it's often helpful to use the SMART criteria, which
stands for Specific, Measurable, Achievable, Relevant, and Time-bound. Here are some sample
social media objectives:
9
2. Drive Website Traffic:
- Specific: Drive more visitors to your website.
- Measurable: Increase website referral traffic from social media by 30%.
- Achievable: Share more links to your site and optimize content.
- Relevant: Boosting website traffic can lead to more sales or leads.
- Time-bound: Achieve the goal within three months.
3. Generate Leads:
- Specific: Collect contact information from potential customers.
- Measurable: Obtain 100 new email leads per month through social media.
- Achievable: Run targeted lead generation campaigns.
- Relevant: Building a customer database for email marketing.
- Time-bound: Achieve the goal ongoing for the next 12 months.
6. Boost Sales:
- Specific: Increase product or service sales through social media.
- Measurable: Achieve a 10% increase in monthly sales directly attributed to social media.
- Achievable: Run targeted promotions and optimize your e-commerce process.
10
- Relevant: Increasing revenue is a core business goal.
- Time-bound: Achieve the goal within the next six months.
Remember to adapt these objectives to your specific business goals, target audience, and social media
platforms. Regularly assess your progress and adjust your strategy as needed to achieve your
objectives.
11
Chapter – 4
USE CASE DIAGRAM
12
4. USE CASE DIAGRAM
A Use Case Diagram shows a set of use cases and actors and their relationships. Use case
diagrams address the static use case view of a system. For the most part, this involves modeling
the context of a system, subsystem, or class, or modeling the requirements of the behavior of
these elements. These diagrams are especially important in organizing and modeling the
behaviors of a system. These diagrams are important for visualizing, specifying and
documenting the behavior of an element.
COMMON PROPERTIES:
A Use Case Diagram is a just a special kind of diagram and shares the same common
properties as do all other diagrams. A use case diagram differs from all other kinds of diagrams
in its particular content.
CONTENTS:
Use case diagram commonly contains the following things:
♦ Use Case
♦ Actor
♦ Relationships
USE CASE:
Use Case is a description of set of sequence of actions that a system performs that yields an
observable result of value to a particular actor. A use case is used to structure the behavioral
things in a model. A use case is realized by collaboration. Graphically a Use Case is rendered
as an ellipse with solid lines, usually including only its name, as shown below.
Place order
13
ACTOR:
Actor is the user of the system, who performs action on the system and to whom the
system yields an observable result of value. Graphically, Actor is rendered as Stick Figure.
Fig: Actor
RELATIONSHIPS:
Fig: Dependency
0….1 *
Employer Employee
Fig: Association
▷
Fig: Generalization
14
● Like all other diagrams, use case diagram may contain notes and constraints. Use case
diagram may also contain packages, which are used to group elements of your model into
larger chunks.
COMMON USES:
TO MODEL THE CONTEXT OF A SYSTEM:
Modeling the context of a system involves drawing a line around the whole system and
asserting which actor lie outside the system and interacts with it. Here, use case diagrams are
used to specify the actors and the meaning of their roles.
15
To model the requirements of a system,
⮚ Establish the context of the system by identifying the actors that surround it.
⮚ For each actor, consider the behavior that each expects or requires the system to
provide.
⮚ Name this common behavior as use cases.
⮚ Factor common behavior into new use cases that are used by others.
⮚ Model these use cases, actors, and their relationships in a use case diagram.
Reverse engineering is the process of transforming code into a model through a mapping from
a specific implementation language.
To reverse engineer a use case diagram:
❖ Identify each actor that interacts with the system.
❖ For each actor consider the manner in which that actor interacts with the system,
changes the state of the system or its environment, or responds to some event.
❖ Trace the flow of events in the executable system relative to each actor. Start with
primary flows and only later consider alternative paths.
16
❖ Cluster related flows by declaring a corresponding use case. Consider modeling
common flows by applying include relationships.
❖ Render these actors and use cases in a use case diagram, and establish their
relationships.
17
USE CASE DIAGRAM
18
USE CASE DIAGRAM DESCRIPTION FOR SOCIAL MEDIA
PLATFORM:
ACTORS:
♦ User
♦ Admin.
USECASES:
♦ Register
♦ Login.
♦ Create Post
♦ Edit Post
♦ Delete Post
♦ View Feed
♦ Manage Users
♦ Manage Posts
19
Table 4.6.3.3: Description for the use case Create post.
21
Chapter – 5
CLASS DIAGRAM
22
5. CLASS DIAGRAM
A Class Diagram shows a set of classes, interfaces and collaborations and their relationships.
These diagrams are the most common diagram found in modeling object-oriented systems.
COMMON PROPERTIES:
A Class Diagram is just like as special kind of diagram and shares the same properties as all
other diagrams. But it differs from all other diagrams in its contents.
CONTENTS:
Class diagram commonly contains the following things
♦ Classes
♦ Interfaces
♦ Collaborations
♦ Dependency, generalization and association relationships.
CLASSES:
Class is a description of a set of objects that share the same attributes, operations, relationships
and semantics. A class implements one or more interfaces. Graphically, a Class is rendered as
a rectangle, usually including its name, attributes and operations.
Window
Origin: char
Size: int
close()
move()
display()
Fig: Class
23
The above class name is Window which is represented at the top segment in the rectangle and
its attributes in the middle compartment and its operations in the last compartment.
INTERFACES:
Interface is a collection of operations that specify a service of a class or component. An
interface describes the externally visible behavior of that element. An interface might represent
the complete behavior of a class or component . Graphically, an Interface is rendered as a
circle together with its name.
ISpelling
Fig: Interface
COLLABORATION:
Collaboration defines an interaction and is a society of roles and other elements that work
together to provide some cooperative behavior. So collaborations have structural as well as
behavioral, dimensions. Graphically, Collaboration is rendered as an ellipse with dashed
lines, usually including only its name.
Chain of
responsibility
Fig: Collaboration
DEPENDENCY:
Dependency is a semantic relationship between two things in which a change to one
thing may affect the semantics of the other thing. Graphically, a Dependency is rendered as a
dashed line, possibly directed, and occasionally including a label.
Fig: Dependency
24
GENERALIZATION:
A generalization is a specialization / generalization relationship in which objects of the
specialized element (child) are substitutable for objects of the generalized element (parent). In
this way, the child shares the structure and the behavior of the parent. Graphically, a
Generalization relationship is rendered as a solid line with a hollow arrow head pointing to
the parent.
Fig: Generalization
ASSOCIATION:
An association is a structural relationship that describes a set of links, a link being a
connection among objects. Graphically, an Association is rendered as a solid line, possibly
directed, occasionally including a label.
0….1 *
Employer Employee
Fig: Association
COMMON USES:
Class diagram has mainly three uses when we model the static design view. They are:
25
♦ Identify the mechanism we would like to model. A mechanism represents some
function or behavior of the part of the system.
♦ For each mechanism identify the classes, interfaces and other collaborations that
participate in this collaboration. Also, identify the relationship among these things.
♦ Use scenarios to walk through these things to discover the missing parts of our model
and parts that are semantically wrong.
♦ Be sure to populate these elements with their contents.
For example the following diagram shows the set of classes drawn for the implementation of
an autonomous robot. The figure focuses on the classes involved in the mechanism for moving
robot along the path. We will find an abstract class (motor) with two concrete children, Steering
motor and Main motor. Both of these classes inherit the five operations of their parent, Motor.
The two classes are in turn shown as parts of another class, Driver.
PathAgent CollisionSensor
Responsibilities
--seek path Driver
1 1
SterringMotor MainMotor
Motor
move(d:Direction;s:speed)
stop() resetCount()
Status status()
26
MODELING A LOGICAL DATABASE SCHEMA:
The class diagrams are superset of the E-R diagrams, a common modeling tool for logical
database design. In E-R diagrams we focus only on data where as in class diagrams we go a
step further by the modeling of behavior. The steps involved to model logical database
schema are:
♦ Identify the classes of our model whose state must transcend the lifetime of their
applications.
♦ Create the class diagram that contains all these classes and mark them as persistent.
♦ Expand the structural details of these classes i.e., specify the details of their attributes
and focusing on the associations and their cardinalities.
♦ Watch for common patterns that complicate physical database design, such as cyclic
associations, one-to-one associations and n-array associations.
♦ Consider the behavior of these classes by expanding operations that are important for
data access and data integrity.
♦ Use tools to transform our logical design into a physical design.
School Department
{Persistent} {Persistent}
addStudent()
removeStudent() Instructor
getStudent() {persistent}
getAllStudents()
name: Name
Student Course
{persistent} {persistent}
27
For example, the above figure shows a set of classes drawn from an information system of a
school .The classes Student and Course are related to one another by association, specifying
that every student may attend any number of courses and every courses may have any number
of students. Similarly, the classes Course and Instructor are related by association. All six of
these classes are marked as persistent, indicating that their instances are intended to live in a
database or in some other form of persistent store. This diagram also exposes the attributes of
all six of these classes. Two of these classes expose operations for manipulating their parts.
These operations are included because they are important to maintain data integrity.
28
For example the following diagram illustrates a simple class diagram specifying an
instantiation of the chain of responsibility pattern. This particular instantiation involves three
classes Client, Event Handler and GUI Event Handler. Client and Event Handler are abstract
classes, whereas GUI Event Handler is concrete.
Succes
EventHandler
{java}
Client -currentEventID:Integer
{java} -source:Strings
handleRequest():void
GUIEventHandler
{java}
Reverse Engineering is the process of transforming code into a model through a mapping
from a specific implementation language. It is an incomplete process. It results in a flood of
information which is at lower level of detail.
29
CLASS DIAGRAM
30
CLASS DIAGRAM DESCRIPTION FOR SOCIAL
MEDIA PLATFORM:
CLASSES:
♦ Social media platform.
♦ Page.
♦ Group.
♦ Post.
♦ User.
RELATIONSHIPS:
♦ Association
♦ Generalization
CLASSES DESCRIPTION:
Table 5.6.3.1: Attributes and Operations for the class SOCIAL MEDIA PLATFORM
31
Attribute1: STRING NAME
Format: String
Description: The "social media platforms attribute string name" seems to be a
request for a description of an attribute related to social media
platforms.
Attribute2: LISTUS
Format: ER
Description: String
it seems like you're looking for a description of an attribute related
to social media platforms, specifically a list related to users.
Attribute3: LIST
Format: PAGES
Description: string
These pages are separate from individual user profiles and are
often used for promotional, marketing, or informational purposes..
Attribute4: LIST
Format: GROUPS
Description: string
"List Groups" is a feature on social media platforms that enables
users to create, discover, and participate in specialized online
communities or groups.
LIST POSTS
Attribute5: String
Format: Posts are one of the core components of social media platforms, and
Description this attribute is used to store and manage the posts made by users.
Create user()
Operation1: Void
Significance: Creating a user account on a social media platform is a
Description: fundamental operation that allows individuals to join and
participate in the platform's online community.
Create page()
Operation2: Void
Significance: Creating a page on a social media platform typically involves the
Description: following steps and operations.
Create group()
Operation3: Void
Significance: The operation "create group()" in the context of social media
Description: platforms typically refers to the action of creating a new group or
community within the platform.
32
CREATE POST()
Operation4: void
Significance: allows users to publish content, such as text, images, videos, or links, to
Description: share with their followers or connections.
Class: Pages
Attribute1: String
Format: name
Description: String
The "social media platforms attribute string name" seems to
be a request for a description of an attribute related to social
media platforms.
Attribute2: String
Format: descripti
Description: on string
In the context of social media platforms, such an attribute
might be used to provide a brief description of the platform.
Attribute3: List
Format: follower
Description: s string
specifically those related to followers or people who follow a
user.
List posts
Attribute4: String
Format: Social media platforms typically involve various attributes
Description: associated with posts.
Follow page()
Operation1: void
Significance: follow or subscribe to a particular page, profile, or account on the
Description: social media platform.
Create post()
Operation2: void
Significance: that allows users to create and publish new content, such as text,
Description: images, videos, or links, to their profiles or feeds.
33
Table 5.6.3.3: Attributes and Operations for the class group.
Class: group
Attribute1: String
Format: name
Description: String
The "social media platforms attribute string name" seems to
be a request for a description of an attribute related to social
media platforms.
Attribute2: String
Format: descrip
Description: tion
string
In the context of social media platforms, such an attribute
might be used to provide a brief description of the platform.
Createpost()
Operation2: void
Significance: generate and publish new content on their profiles
Description: or feeds.
String content
Attribute1: String
Format: that contains the actual textual or multimedia content of a post,
Description: message, comment, or any other user-generated contribution..
User author
Attribute2: String
Format: that has authored or created a specific piece of content, such as
Description: a post, comment, or message.
Operation1: like()
Significance: void
Description: social media platforms typically refers to the action of
expressing approval, appreciation, or interest in a piece of
content, such as a post, photo, video, or comment.
Class: user
35
Attribute2: String email
Format: string
Description: The attribute "String email" in the context of social media
platforms doesn't have a standard meaning, and it's not a
common attribute associated with social media platforms.
36
Chapter – 6
OBJECT DIAGRAM
37
6. OBJECT DIAGRAM
An Object Diagram is a diagram that shows a set of objects and their relationships at a point
in time. Graphically, an Object Diagram is a collection of vertices and arcs.
Object Diagrams are not only important for visualizing, specifying, and documenting
structural models, but also for constructing the static aspects of systems through forward and
reverse engineering.
COMMON PROPERTIES:
An Object Diagram is a special kind of diagram and shares the same common properties as
all other diagrams-that is, a name and graphical contents that are a projection into a model.
What distinguishes an object diagram from all other kinds of diagrams is its particular content.
CONTENTS:
Object diagrams commonly contain
♦ Objects
♦ Links
Like all other diagrams, object diagrams may contain notes and constraints. Object diagrams
may also contain packages or subsystems, both of which are used to group elements of your
model into larger chunks.
COMMON USES:
You use object diagrams to model the static design view or static process view of a system just
as you do with class diagrams. This view primarily supports the functional requirements of a
system. Object diagram has one use to model the static view of a system. That is:
38
Modeling object structures involves taking a snapshot of the objects in a system at a given
moment in time. An object diagram represents one static frame in the dynamic storyboard
represented by an interaction diagram. You use object diagrams to visualizing, specify,
construct, and documenting the existence of certain instances in your system, together with
their relationships to one another.
For example, below figure shows a set of objects drawn from the implementation of an
autonomous robot. This figure focuses on some of the objects involved in the mechanism used
by robot to calculate a model of the world in which it moves.
39
As this figure indicates, one object represents the robot itself(r, an instance of Robot), and r is
currently in the state marked moving. This object has a link to w, an instance of world, which
represents an abstraction of the robot's world model. This object has a link to a multi object
that consists of instances of Element, which represent entities that the robot has identified but
not yet assigned in its world view. These elements are marked as part of robot's global state.
At this moment in time, w is linked to two instances of Area. One of them (a2) is shown with
its own links to wall and one Door object. Each of these walls is marked with its current width,
and each is shown linked to its neighboring walls. As this object diagram suggests, the robot
has recognized this enclosed area, which has walls on three sides and a door on the fourth.
40
FORWARD AND REVERSE ENGINEERING:
Forward engineering (the creation of code from a model) an object diagram is theoretically
possible but pragmatically of limited value. In an object-oriented system, instances are things
that are created and destroyed by the application during run time. Therefore, you can't exactly
instantiate these objects from the outside.
Reverse engineering (the creation of a model from code) an object diagram is a very different
thing. In fact, while you are debugging your system, this is something that you or your tools
will do all the time.
41
OBJECT DIAGRAM
42
OBJECT DIAGRAM DESCRIPTION FOR SOCIAL MEDIA
PLATFORM:
OBJECTS:
♦ User
♦ Admin.
♦ Social media platform.
♦ Register.
♦ Login.
♦ Create post.
♦ Edit post.
♦ Delete post.
♦ View feed.
♦ Manage users.
♦ Manage posts.
43
Chapter – 7
SEQUENCE DIAGRAM
44
7. SEQUENCE DIAGRAM
The Sequence Diagram is an interaction diagram that emphasizes the time ordering of
messages. Graphically, a Sequence Diagram is a table that shows objects arranged along
the X axis and messages, ordered in increasing time, along the Y axis.
COMMON PROPERTIES:
The Sequence Diagram is just like as special kind of diagram and shares the same properties
as all other diagrams. But it differs from all other diagrams in its contents.
CONTENTS:
Sequence Diagram commonly contains the following things:
1. Objects
2. Links
3. Messages
OBJECTS:
Objects are typically named or anonymous instances of class. But may also represent instances
of other things such as components, collaboration and nodes. Graphically, Object is rendered
as a rectangle with underlining its name.
c: company
Fig: Object
45
LINKS:
A Link is a semantic connection among objects i.e., an object of an association is called
as a link. A Link is rendered as a line.
Fig: Link
MESSAGE:
A Message is a specification of a communication between objects that conveys the information
with the expectation that the activity will ensue.
COMMON USES:
Sequence Diagram has mainly one use when we model the dynamic aspects of a system.
That is:
7.3.1: TO MODEL FLOWS OF CONTROL BY TIME ORDERING:
Modeling a flow of control by time ordering emphasizes the passing of messages as they
unfold over time, which is a particularly useful way to visualize dynamic behaviour in the
context of a use case scenario. Sequence diagrams do a better job of visualizing simple
iteration and branching than do collaboration diagrams.
46
⮚ If we need to visualize the nesting of messages or the points in time when actual
computation is taking place, adorn each object’s lifeline with its focus of control.
⮚ If we need to specify time or space constraints, adorn each message with a timing mark
and attach suitable time or space constraints.
⮚ If we need to specify this flow of control more formally, attach pre and post conditions
to each message.
Reversing Engineering is the process of transforming code into a model through a mapping
from a specific implementation language. It is possible for both sequence and collaboration
diagrams, especially if the context of code is the body of operation. It is hard.
47
SEQUENCE DIAGRAM
MANAGEMENT SYSTEM:
7.6.1. INTERACTIONS:
♦ Register.
♦ Login.
♦ Welcome message.
♦ Create post.
♦ Post created successfully.
♦ Like post.
♦ Post liked.
♦ Comment on post.
♦ Comment added.
♦ Share post.
♦ Post shared.
♦ Notifications.
♦ Logout.
♦ Logout successful.
49
Chapter – 8
COLLABORATION
DIAGRAM
50
8. COLLABORATION DIAGRAM
COMMON PROPERTIES:
The Collaboration Diagram is just like as special kind of diagram and shares the same
properties as all other diagrams. But it differs from all other diagrams in its contents.
CONTENTS:
Collaboration Diagram commonly contains the following things
1. Objects
2. Links
3. Messages
OBJECTS:
Objects are typically named or anonymous instances of class. But may also represent instances
of other things such as components, collaboration and nodes. Graphically, Object is rendered
as a rectangle with underlining its name.
c: company
Fig: object
51
LINKS:
A Link is a semantic connection among objects i.e., an object of an association is called
as a link. A Link is rendered as a line.
Fig: Link
MESSAGES:
A Message is a specification of a communication between objects that conveys the information
with the expectation that the activity will ensue.
COMMON USES:
Collaboration Diagram has mainly one use when we model the dynamic aspects of a system.
That is,
8.3.1: TO MODEL FLOWS OF CONTROL BY ORGANIZATION:
Modeling a flow of control by organization emphasizes the structural relationships among the
instances in the interaction, along which messages may be passed. Collaboration diagram do a
better job of visualizing complex iteration and branching and of visualizing multiple
concurrent flows of control than do sequence diagram.
52
✔ Lay out other links next, and adorn them with suitable path stereotypes.
♦ Starting with the message that initiates the interaction, attach each subsequent message
to the appropriate link, setting its sequence number.
♦ If we need to specify time or space constraints, adorn each message with a timing mark
and attach suitable time or space constraints.
♦ If we need to specify this flow of control more formally, attach preconditions and post
conditions to each message.
Reversing Engineering is the process of transforming code into a model through a mapping
from a specific implementation language. It is possible for both sequence and collaboration
diagrams, especially if the context of code is the body of operation. It is hard.
53
COLLABORATION DIAGRAM
54
COLLABORATION DIAGRAM DESCRIPTION FOR
SOCIAL MEDIA PLATFORM:
INTERACTIONS:
♦ Enter registration details.
♦ Store user data.
♦ User data stored.
♦ Registration complete.
55
Chapter – 9
ACTIVITY DIAGRAM
56
9. ACTIVITY DIAGRAM
An Activity Diagram shows the flow from activity to activity. The activity diagram
emphasizes the dynamic view of a system.
An Activity Diagram is a variant of a state machine that shows the computational activities
involved in performing a calculation. An activity state represents an activity: a workflow step
or the execution of an operation. An activity graph describes both sequential and concurrent
groups of activities.
COMMON PROPERTIES:
An Activity Diagram is just a special kind of diagram and shares the same common properties
as do all other diagrams but they in their content.
CONTENTS:
Activity Diagram commonly contains three things.
1. Activity states and action states
2. Transitions
3. Objects
ProcessBill(b)
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TRANSITIONS:
A Transition specifies the path from one action or activity state to the next action or
activity state. The Transition is rendered as a simple directed line.
Fig: Transition
OBJECTS:
An Object is a concrete manifestation of an abstraction; an entity with a well defined boundary
and identity that encapsulates state and behavior; an instance of a class. Objects may be
involved in the flow of control associated with an activity diagram. The Object is rendered as
a rectangle.
c:company
Fig: Object
COMMON USES:
Activity Diagram has mainly two uses when we model the dynamic aspects of a system. They
are,
TO MODEL A WORKFLOW:
Here we will focus on activities as viewed by the actors that collaborate with the
system. Workflows often lie on the fringe of software-intensive systems and are used to
visualize, specify, construct and document business processes that involve the system we are
developing. In this use of activity diagrams, modeling object flow is particularly important.
TO MODEL AN OPERATION:
Here we will use activity diagrams as flowcharts, to model the details of a
computation. In this use of activity diagrams, the modeling of branch, fork and join states is
particularly important. The context of an activity diagram used in this may involves the
parameters of the operation and its local objects.
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COMMON MODELING TECHNIQUES:
MODELING A WORKFLOW:
To model a workflow,
♦ Establish a focus for the workflow. For nontrivial systems, it’s impossible to show all
interesting workflows in one diagram.
♦ Select the business objects that have the high –level responsibilities for parts of the
over all workflow. These may be real things from the vocabulary of the system, or they may
be more abstract. In either case, create a swim lane for each important business object.
♦ Identify the preconditions of the workflow’s initial state and the post conditions of the
final state. This is important in helping you mode the boundaries of the workflow.
♦ Beginning at the workflow’s initial state, specify the activities actions that take place
over time and render them in the activity diagram as either activity states or action states.
♦ For complicated actions, or for sets of actions that appear multiple times, collapse these
into activity states, and provide a separate activity diagram that expands on each.
♦ Render the transitions that connect this activity and action states. Start with the
sequential flows in the workflow first, next consider branching, and only then consider forking
and joining.
♦ If there are important objects that are involved in the workflow, render them in the
activity diagram, as well. Show their changing values and state as necessary to communicate
the intent of the object flow.
MODELING AN OPERATION:
To model an operation,
♦ Collect the abstractions that are involved in this operation. This includes the operation’s
parameters (including its return type, if any), the attributes of the enclosing class, and certain
neighboring classes.
♦ Identify the preconditions at the operation’s initial state and post conditions at the
operation’s final state. Also identify any invariants of the enclosing class that must hold during
the execution of the operation.
♦ Beginning at the operation’s initial state, specify the activities and actions that take
place over time and render them in the activity diagram as either activity states or action states.
59
♦ Use branching as necessary to specify conditional paths and iteration.
♦ Only if this operation is owned by an active class, use forking and joining as necessary
to specify parallel flows of control.
Reverse engineering is also possible for activity diagrams, especially if the context of the code
is the body of an operation.
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ACTIVITY DAIAGRAM
61
ACTIVITY DIAGRAM DESCRIPTION FOR SOCIAL MEDIA
PLATFORM:
9.6.1. ACTIVITIES:
♦ User.
♦ Social Media Platform.
♦ User Interactions.
♦ Post Content.
♦ Like Content.
♦ Comment Content.
♦ Share Content.
♦ Follow Content.
♦ Search for Content.
♦ View notification.
♦ Manage Profile.
♦ Report Content.
♦ Block users.
♦ Admin Actions.
♦ Delete Content.
♦ Suspend Users
♦ Manage Reports.
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Chapter – 10
STATECHART DIAGRAM
63
10. STATECHART DIAGRAM
A Statechart Diagram shows a state machine, consisting of states, transitions, events, and
activities. The state chart diagram emphasizes the dynamic view of a system.
A State Machine models the possible life history of an object of a class. A state machine
contains states connected by transitions. Each state models a period of time during the life time
of an object during which it satisfies certain conditions. When an event occurs, it may cause
the firing of a transition that takes the object to a new state .When transition fires, an action
attached to the transition may be executed. State Machines are shown as State Chart
Diagrams.
COMMON PROPERTIES:
A Statechart Diagram is just a special kind of diagram and shares the same common
properties as do all other diagrams but they differ in terms of contents.
CONTENTS:
Statechart Diagram commonly contains two things:
1. States
2. Transitions, including events and actions.
STATES:
A State is a condition or situation in the life of an object during which it satisfies some
condition, performs some activity, or waits for some event. Graphically, a State is rendered as
a rectangle with rounded corners.
Fig: State
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TRANSITIONS:
A Transition is a relationship between two states indicating that an object in the first state will
perform certain actions and enter the second state when a specified event occurs and specified
conditions are satisfied. Graphically, a Transition is rendered as a solid directed line.
Fig: Transition
EVENTS:
An Event is the specification of a significant occurrence that has a location in time and
space.
ACTIONS:
An Action an executable atomic computation that results in a change in state of the model or
the return of a value.
COMMON USES:
State Chart Diagram has mainly one use when we model the dynamic aspects of a system.
That is,
10.3.1. TO MODEL REACTIVE OBJECTS:
To model the behavior of a reactive object, we essentially specify three things: the stable
states in which that object may live, the events that trigger a transition from state to state, and
the actions that occur on each state change. Modeling the behavior of a reactive object also
involves modeling the lifetime of an object, starting at the time of the objects creation and
continuing until its destruction, highlighting the stable states in which the object may be found.
65
⮚ Decide on the stable states of the object by considering the conditions in which the
object may exist for some identifiable period of time. Start with the high-level states of the
object and only then consider its possible sub states.
⮚ Decide on the meaningful partial ordering of stable states over the life time of the
object.
⮚ Decide on the events that may trigger a transition from state to state. Model these events
as triggers to transitions that move from one legal ordering of states to another.
⮚ Attach actions to these transitions (as in a Mealy machine) and/or to these states (as in
a Moore machine).
⮚ Consider ways to simplify your machine by using sub states, branches, forks, joins, and
history states.
⮚ Check that all states are reachable under some combination of events.
⮚ Check that no state is a dead end from which no combination of events will transition
the object out of that state.
⮚ Trace through the state machine, either manually or by using tools, to check it against
expected sequences of events and their responses.
Reverse engineering is theoretically possible, but practically not very useful. Reverse
engineering tools have no capacity for abstraction and therefore cannot automatically produce
meaning full state chart diagrams.
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STATECHART DIAGRAM
67
STATECHART DIAGRAM DESCRIPTION FOR SOCIAL MEDIA
PLATFORM:
STATES:
♦ User Interface
♦ Login
♦ Signup
♦ Dashboard
♦ Onboarding
♦ Create Post
♦ View Posts
♦ Connect Accounts
♦ Publish Post
♦ View Post Details
EVENTS:
♦ Advertise the platform.
♦ Browse website.
♦ Create account.
♦ Signup.
♦ Select Dashboard or onboarding.
♦ Create post.
♦ Post submitted.
♦ Publish post and view post.
♦ Database accepts the view post details.
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Chapter – 11
COMPONENT DIAGRAM
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11. COMPONENT DIAGRAM
COMMON PROPERTIES:
A Component Diagram is just a special kind of diagram and shares the same common
properties as all the diagrams but they in terms of contents.
CONTENTS:
Component Diagram commonly contains three things:
1. Components
2. Interfaces
3. Dependency, Generalization, Association and Realization relationships
COMPONENTS:
A Component is a physical and replaceable part of a system that conforms to and provides the
realization of a set of interfaces. Graphically, a Component is rendered as a rectangle with
tabs.
Find.exe
Fig: Component
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INTERFACES:
An Interface is a collection of operations that are used to specify a service of a class or
component. Graphically, an Interface is rendered as a circle.
ISpelling
Fig: Interface
RELATIONSHIPS:
A Dependency is a using relationship that states that a change in specification of one
thing may affect another thing that uses it, but not necessarily the reverse. Graphically,
a Dependency is rendered as a dashed line.
Fig: Dependency
A Generalization is a relationship between a general thing i.e., (called the super class
or parent) and a more specific kind of that thing i.e., (called the subclass or child).
Generalization is sometimes called an “is-a-kind-of” relationship. Graphically,
Generalization is rendered as a solid directed line with open arrowhead.
Fig: Generalization
An Association is a structural relationship that specifies that objects of one thing are
connected to objects of another. Graphically, an Association is rendered as a solid line.
0….1
Employer *
Employee
Fig: Association
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Fig: Realization
COMMON USES:
Component Diagram has mainly four uses when we model the static aspects of a system.
They are,
With most contemporary object oriented programming languages, you’ll cut code using
integrated development environments that store your source code in files. You can use
component diagrams to model the configuration management of these files, which represent
work-product components.
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♦ Either by forward or reverse engineering identifies the set of source code files of
interest and model them as components stereotyped as files.
♦ For larger system, use packages to show groups of source code files.
♦ Consider exposing a tagged value indicating such information as the version number
of the source code file, its author, and the date it was last changed. Use tools to manage the
value of this tag.
♦ Model the compilation dependencies among these files using dependencies. Again, use
tools to help generate and manage these dependencies.
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♦ To visualize, specify, construct, and document your mapping, create a component
diagram that contains components stereotyped as tables.
♦ Where possible, use tools to help you transform logical design into a physical design.
MODELING ADAPTABLE SYSTEMS:
To model an adaptable system,
♦ Consider the physical distribution of components that may migrate from node to node.
You can specify the location of component instance by marking it with a location tagged value,
which you can then render in a component diagram (although, technically speaking, a diagram
that contains only instances is an object diagram).
♦ If you want to model the actions that cause a component to migrate, create a
corresponding interaction diagram that contains component instances. You can illustrate a
change of location by drawing the same instance more then once, but with different values for
its location tagged value.
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COMPONENT DIAGRAM
86
COMPONENT DIAGRAM DESCRIPTION FOR SOCIAL
MEDIA PLATFORM:
COMPONENTS:
♦ User interface
♦ Analytics
♦ Notification management
♦ Friendship management
♦ Post management
♦ Use management
♦ database
RELATIONSHIPS:
♦ Association
♦ Dependency
86
Chapter – 12
DEPLOYMENT DIAGRAM
86
12. DEPLOYMENT DIAGRAM
A Deployment Diagram shows the configuration of run-time processing nodes and the
components that live on them. Deployment Diagram addresses the static deployment view
of architecture. These are related to component diagrams.
The Deployment View of a system encompasses the nodes that form the system’s hardware
topology on which the system executes. This view primarily addresses the distribution, delivery
and installation of the parts that make up the physical system. The static aspects of this view
are captured in deployment diagrams; the dynamic aspects of this view are captured in
interaction diagrams, state chart diagrams and activity diagrams.
COMMON PROPERTIES:
A Deployment Diagram is a just a special kind of diagram and shares the same common
properties as do all other diagrams. A deployment diagram differs from all other kinds of
diagrams in its particular content.
CONTENTS:
Deployment Diagrams commonly contain these things:
1. Node
2. Relationships
NODE:
A Node is a physical element that exists at run time and represents acomputational
resource, generally having at least some memory and often, processing capability.
Graphically, a Node is rendered as a cube, usually including only its name.
serve
Fig: Node
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RELATIONSHIPS:
A Dependency is a semantic relationship between two things in which a change to one
thing may affect the semantics of the other thing. Graphically, a dependency is rendered
as a dashed line, possibly directed, and occasionally including a label.
Fig: Dependency
0….1
Employer *
Employee
Fig: Association
❖ Like all other diagrams, deployment diagrams may contain notes and constraints.
Deployment diagrams may also contain components, each of which must live on some node.
Deployment diagram may also contain packages, which are used to group elements of your
model into larger chunks.
COMMON USES:
Deployment Diagram has mainly three uses when we model the static aspects of a system.
They are,
86
TO MODEL CLIENT/SERVER SYSTEMS:
A client/server system is a common architecture focused on making a clear separation of
concerns between the system’s user interface and the system’s persistent data. Client/server
systems are one end of the continuum of distributed systems and require you to make decisions
about the network connectivity of clients to servers and about the physical distribution of your
system’s software components across the nodes. You can model the topology of such systems
by using deployment diagrams.
86
MODELING A CLIENT/SERVER SYSTEM:
To model a client/server system,
⮚ Identify the nodes that represent your system’s client and server processors.
⮚ Highlight those devices that are germane to the behavior of your system. For example,
you’ll want to model special devices, such as credit card readers, badge readers, and display
devices other than monitors, because their placement in the system’s hardware topology are
likely to be architecturally significant.
⮚ Provide visual cues for these processors and devices via stereotyping.
⮚ Model the topology of these nodes in a deployment diagram. Similarly, specify the
relationship between the components in your system’s implementation view and the nodes in
your system’s deployment view.
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FORWARD AND REVERSE ENGINEERING:
To reverse engineer a deployment diagram,
⮚ Choose the target that you want to reverse engineer.
⮚ Choose also the fidelity of your reverse engineering.
⮚ Use a tool that walks across your system, discovering its hardware topology. Record
that topology in a deployment model.
⮚ Along the way, we can use similar tools to discover the components that live on each
node, which we can also record in a deployment model.
⮚ Using modeling tools create a deployment diagram by querying the model. For
example, we might start with visualizing the basic client/server topology, and then expand on
the diagram by populating certain nodes with components of interest that live on them.
86
DEPLOYMENT DIAGRAM
86
Fig 12.5: Deployment Diagram for SOCIAL MEDIA PLATFORM
DEPLOYMENT DIAGRAM DESCRIPTION FOR SOCIAL MEDIA
PLATFORM:
NODES:
♦ SOCIAL MEDIA PLATFORM
♦ User
♦ User device
♦ Database
♦ Main function
♦ External system
RELATIONSHIPS:
♦ Association
♦ Dependency
86
Chapter – 13
CONCLUSION
86
CONCLUSION
The contents of this “MINI PROJECT” explain how to model real time project with the help
of OOA through UML.
Any project or event given to be implemented in real world to be modeled in order to:
86
Chapter – 14
BIBLIOGRAPHY
86
12. BIBLIOGRAPHY
BOOKS:
Object Oriented Analysis and Design with Applications- Pearson Edition Asia, Grady Booch 2nd Edition.
The Unified Modeling Language user guide-Addison Wesley, 1999. Grady Booch, James rum baugh, Ivar Jacobson.
Fundamentals of Object Oriented Design in UML, Addison Wesley, 2000. Meilir Page-Jones.
Object Oriented Analysis and Design, Andrew Haigh, Tata McGraw-Hill, 2001, ISBN: 0-07-047277-7.
Software Engineering, A practitioner’s Approach-Roger S. Pressman, 6th edition, McGraw-Hill International Edition.
Software Engineering-Sommerville, 7th edition, Pearson education.
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