Se Harsh
Se Harsh
Se Harsh
LAB MANUAL
Branch : AI&DS
Session : 2024-25
INDEX
Design and implement software develop life cycle by using case tools
Experiment 4
e.g. Configuration Management Tools and Program Analysis Tools.
Experiment 8 Developed all Structure UML diagram of the given project (Library
Management System, Hostel Management System, and College
Management System).
M1: Focus on evaluation of learning outcomes and motivate students to inculcate research
aptitude by project based learning.
M2: Identify, based on informed perception of Indian, regional and global needs, areas of
focus and provide platform to gain knowledge and solutions.
M4: Develop human potential to its fullest extent so that intellectually capable and
imaginatively gifted leaders can emerge in a range of professions.
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COURSE OUTCOMES
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CO-1 Understand use of various Case tools in SDLC and develop software requirements
specification documents for a given problem
CO-2 Understand various components of the DFD model and develop the DFD model and
structural design of the given project.
CO-3 Develop all Structural and behavioral UML diagrams of the given project.
C0-4 Implement various functionalities like Manage file, using ProjectLibre project
management software tool.
PROGRAM OUTCOMES
1. Engineering knowledge: Apply the knowledge of mathematics, science,
engineering fundamentals, and Computer Science & Engineering
specialization to the solution of complex Computer Science & Engineering
problems.
2. Problem analysis: Identify, formulate, research literature, and analyze
complex computer Science & Engineering problems reaching substantiated
conclusions using first principles of mathematics, natural sciences, and
engineering sciences.
3. Design/development of solutions: Design solutions for complex Computer
Science& Engineering problems and design system components or processes
that meet the specified needs with appropriate consideration for the public
health and safety, and the cultural, societal, and environmental considerations.
4. Conduct investigations of complex problems: Use research-based
knowledge and research methods including design of Computer Science &
Engineering experiments, analysis and interpretation of data, and synthesis of
the information to provide valid conclusions.
5. Modern tool usage: Create, select, and apply appropriate techniques,
resources, and modern Computer Science& Engineering and IT tools
including prediction and modeling to complex computer science engineering
activities with an understanding of the limitations.
6. The engineer and society: Apply reasoning informed by the contextual
knowledge to assess societal, health, safety, legal and cultural issues and the
consequent responsibilities relevant to the professional Computer Science &
Engineering practice.
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7
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Design and implement software develop life cycle by using case tools e.g. Configuration
4
Management Tools and Program Analysis Tools.
6 Perform the development of DFD (Data Flow Diagram) model for level-0, level-1 and
data dictionary of the project (Library Management System, Hostel Management System,
and College Management System).
7 Developed all Structure UML diagram of the given project (Library Management System,
Hostel Management System, and College Management System).
8 Develop behaviour UML diagram of the project (Library Management System, Hostel
Management System, and College Management System.
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Perform software engineering process and manage files by using ProjectLibre project
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management software tool (open source).
2 Develop Software Requirements Specification (SRS) for a given problem in IEEE template.
3 Develop DFD model (level-0, level-1 DFD and Data dictionary) of the project.
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Course Outcomes
S. Contents
COs BT*
No.
6 Perform the development of DFD (Data Flow Diagram) model for level-0, level-
1 and data dictionary of the project (Library Management System, Hostel 2
Management System, and College Management System). 6
Developed all Structure UML diagram of the given project (Library Management 3 6
7
System, Hostel Management System, and College Management System).
Develop behaviour UML diagram of the project (Library Management System,
8 3
Hostel Management System, and College Management System. 6
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* BT - Bloom's Taxonomy
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CO-1 3 2 3 2 3 - - - - - 1 1 2 2
CO-2 3 3 3 2 3 - - - - - 2 2 2 2
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CO-3 2 2 1 2 1 - 1 1 - 2 1 2 2 3
INSTRUCTIONS SHEET
We need your full support and cooperation for smooth functioning of the lab.
DO’s
1. Please switch off the Mobile/Cell phone before entering in the lab.
2. Enter in the Lab with complete preparation for programming.
3. Check whether all peripheral are available eats your desktop
before proceeding for the program.
4. Intimate the lab in charge whenever you are in compatible in
using the system or in case software get corrupted/infected by
virus.
5. Arrange all the devices / peripheral and seats before leaving the lab.
6. Properly shut down the system before leaving the lab.
7. Keep the bag outside from the lab / put bag in the given racks.
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8. Enter in the lab on schedule time and leave at proper time after
permission.
9. Maintain the decorum of the lab.
10. Utilize lab hours in the corresponding experiment.
11. Get your external storage device checked by lab in-charge before using it
in the lab.
Don’ts
1. No one is allowed to bring storage devices like external hard disk in the
lab without permission.
2. Don’t mishandle the system.
3. Don’t leave the system on standing for long time (more than 15 min.)
4. Don’t bring any external material in the lab.
5. Don’t make noise in the lab.
6. Don’t bring the mobile in the lab. If extremely necessary then keep
ringers off.
7. Don’t enter in the lab without permission of lab in-charge.
8. Don’t litter in the lab.
9. Don’t delete or make any modification in system files.
10. Don’t carry any lab equipments outside the lab.
11. Don’t eat and drink inside the lab.
12. Avoid stepping on electric wires or any other computer cables.
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15
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Experiment no 1
1. Document Purpose
2. Product Scope
The "Learn Constitution in Simple Manner" website aims to serve as an educational resource,
utilizing flowcharts and animated images to facilitate learning about the Constitution. The
primary goal is to make complex legal concepts accessible to all users, enhancing their
understanding and appreciation of the Constitution. Key benefits include user-friendly
navigation, interactive content, and a visually appealing interface. The website will cater to a
diverse audience, including students, educators, and anyone interested in constitutional
knowledge.
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The document is organized into sections that cover overall descriptions, specific
requirements, and non-functional requirements. It is recommended that readers begin with the
overview sections before delving into the more detailed specifications.
2. OVERALL DESCRIPTION
1. Product Perspective
The "Learn Constitution in Simple Manner" website is a new, self-contained product aimed at
providing educational resources about the Constitution. It does not serve as a replacement for
existing systems but rather complements traditional educational resources by offering
interactive content. The website will interact with various external systems, such as online
databases for educational resources, and will feature a responsive design to ensure compatibility
with different devices.
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| User Interface |
| (Web Browser) |
+ +
|
v
+ +
| Web Server |
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| (Node.js/Express) |
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|
v
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| Database |
| (MongoDB/MySQL) |
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2. Product Functionality
User Registration and Login: Users can create accounts and log in to track their progress.
Interactive Lessons: Engaging lessons utilizing flowcharts and animations
to explainconstitutional concepts.
Search Functionality: Users can search for specific topics or terms within the content.
Assessment and Quizzes: Users can take quizzes to test their knowledge after
completinglessons.
Feedback and Rating System: Users can provide feedback on lessons and rate their
learningexperience.
User Characteristics:
4. Operating Environment
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| User Device |
| (PC/Mobile) |
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|
v
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| Internet |
| (Web Access) |
+ +
|
v
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+ +
| Web Server |
| (Node.js/Express) |
+ +
6. User Documentation
User Manuals: Detailed guides on how to navigate and use the website.
Online Help: Contextual help available on the website for instant assistance.
Tutorials: Video and written tutorials on specific functionalities of the website.
3. SPECIFIC REQUIREMENTS
1. User Interfaces
The main interface will consist of a homepage with navigation links to various
lessons andresources.
Each lesson will have a structured layout, featuring flowcharts and animated images,
along withtext explanations.
Sample screen mockups will be provided to illustrate the user interface design.
2. Hardware Interfaces
The software will run on standard web servers without requiring special hardware.
The website will interact with user devices via standard web protocols (HTTP/HTTPS).
2. Software Interfaces
Web Framework: Node.js with Express for handling requests and serving content.
3. Communications Interfaces
The website will use standard communication protocols (HTTP/HTTPS) for data transfer.
User data will be encrypted during transmission to ensure privacy and security.
4. Functional Requirements
User Registration: Users must be able to create accounts using email and password.
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| Student | | Educator |
+ + + +
| |
| |
| <Register/Login> |
| <Access Lessons> |
| <Take Quizzes> |
| <Provide Feedback> |
1. The website should load within 3 seconds for users with a standard internet connection.
2. The system should handle at least 500 concurrent users without performance degradation.
3. Data retrieval from the database should take no longer than 2 seconds.
A Reliability
6. The system should have an uptime of 99.5%, ensuring users can access content
wheneverneeded.
B Usability
7. The website should be intuitive, requiring no more than two clicks to access any lesson.
C Maintainability
D Adaptability
The system should be designed to easily integrate new lessons and features
based on userfeedback.
E Performance
The website should remain responsive even when serving high traffic volumes, ensuring a smooth user
experience
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Experiment No. 2
AIM - Perform function-oriented designing/development using SA/SD
(Structured Analysis/Structured Design) and object-oriented design using
UML (Unified ModellingLanguage).
Problem Analysis
Definition: The process of understanding the real-world problems and user needs related to
learning the constitution and proposing abstract solutions to make it simpler.
Goal:
Write a simple and clear definition of the problem, such as "Users find the
constitution difficult to understand due to complex language and concepts."
Establish an order of importance for all features of the system (e.g., clarity,
engagement, accessibility).
Reach an agreement with all stakeholders, including educators and students.
Resolve conflicts through discussion and negotiation.
Identify team members involved in the project, detailing roles such as:
o Content Developers: Design user-friendly chat flows and responses.
o Designers: Develop the interface for the chatbot and payment integration.
o IT/Technical Team: Handle backend setup, payment gateway integration, and
system testing.
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The system must interact with its environment, including digital platforms
and classrooms.
The system boundary includes:
o The educational platform itself (website/app) and its functionalities.
o External resources like videos, articles, and interactive quizzes.
Actors:
o Users (students) who will engage with the content.
o Educators who will guide learning.
Constraints: Restrictions that limit the solution’s design, such as budget, time,
and technological limitations.
Identify constraints like:
o Limited funding for resources.
o Time constraints for project delivery.
o Accessibility requirements for diverse learners.
Summary
Achieve a clear understanding of the problem and its causes.
Identify stakeholders whose input will shape the learning system.
Define the system boundary and its interfaces.
Understand the constraints imposed on the project.
Project Planning
Project planning and management is essential for the success of the "Learn Constitution in
Simple Manner" project. This project will involve planning, organizing, and managing resources
effectively to achieve its educational goals.
Objectives
Gain a deeper understanding of project management principles.
Learn to prepare a comprehensive project plan tailored to educational content.
Identify and manage project risks effectively.
The project is successful when the learning needs of students are met. Key
stakeholders include:
o The project sponsor (educational institution).
o Students who will utilize the learning materials.
o Educators who will deliver the content.
Conduct stakeholder interviews to uncover true learning needs, prioritizing them based on their
impact on the project’s objectives. Apply the SMART principle to define measurable goals,
such as:
Use project management tools to visualize the schedule, ensuring realistic timelines
and deadlines.
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Identify team members involved in the project, detailing their roles and
responsibilities, such as:
o Content developers: Create simplified constitutional materials.
o Designers: Develop the website/app interface.
o Educators: Provide input on educational effectiveness.
Establish a communication plan detailing who needs updates about the project and how
they will receive information (e.g., weekly progress reports, meetings)
Identify potential risks and develop strategies to mitigate them, such as:
o Time constraints due to tight deadlines.
o Insufficient stakeholder engagement leading to misaligned content.
o Changes in educational regulations affecting content approval.
Experiment No. 3
AIM - Perform Test Case Design and Implementation using Java
1. Test Case ID
2. Test Description
3. Assumptions and Pre-Conditions
4. Test Data
5. Steps to be Executed
6. Expected Result
7. Actual Result and Post-Conditions
8. Pass/Fail
Field Details
Test Case ID LC_01
Test Priority High
Module Name Homepage
Test Title Verify navigation to flowcharts section
Test that users can successfully navigate to the flowcharts section from the
Description
homepage
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Test Steps:
Expected Result:
The user should be able to navigate to the flowcharts section successfully, and the
flowcharts should be loaded and visible.
Actual Result:
Post-conditions:
Status (Pass/Fail):
Notes:
Experiment No.4
AIM – Design and implement software develop life cycle by using tools e.g.
Configuration Management Tools and Program Analysis
The development models are the various processes or methodologies that are being
selected for the developmentof the project depending on the project’s aims and goals.
There are manydevelopment life cycle models that have been developed in order to
achieve different required objectives. The models specify the various stages of the
process and the order in which they are carried out.
The selection of model has very high impact on the testing that is carried out. It
will define the what, where and when of our planned testing, influence regression
testing and largelydetermines which test techniques to use.
There are various Softwaredevelopment models or methodologies.
They are as follows:
2. Waterfall model
3. V model
4. Spiral model
5. Prototype model
1. Stakeholder Identification
o Potential Questions:
3. Surveys
o Sample Questions:
4. Competitor Analysis
o Analysis Focus:
5. Content
Requirements
o Topics to Cover:
6. Technical Requirements
1. Functional Requirements
o Content Display:
o Search Functionality:
2. Non-Functional Requirements
o Performance:
o Scalability:
o Responsiveness:
o Security:
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o Design Elements:
Use a color scheme that reflects Indianculture (e.g., saffron, green, white).
o Visual Hierarchy:
4. Technical Constraints
o Browser Compatibility:
o Responsive Design:
Use CSS media queries to adapt the layout for different screen sizes.
5. Compliance Requirements
o Legal Standards:
o Privacy Policy:
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2) Design – for learning the Constitution of India with a responsive layout using a
grid system. Opt for a color scheme featuring saffron, green, and white,
complemented by dark gray text for readability. Use a bold serif font for headings and
a clean sans-serif font for body text. Key pages should include a homepage with a
logo, navigation menu, and featured sections; an articles page displaying a grid of
titles and descriptions with a search bar; a detail page for individual articles with
related links; a quizzes page with available quizzes; an about page explaining the
site’s purpose; and a contact page with a form. Incorporate rounded buttons in
primary colors and high-quality images to enhance user engagement.
3) Implementation or
coding -1 oject Scope
Outline the purpose of the website, target audience, and key features (e.g.,
articles, quizzes, userinteraction).
Plan the structure of your website, including navigation and layout. Create
wireframes or mockups tovisualize the user interface.
and
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other interactiveelements
4) Testing -
Gather feedback from potential users to identify usability issues and areas
for improvement.
5) Deployment -
1 Choose a Host: Options like GitHub Pages, Netlify, or shared hosting (e.g., Bluehost).
2 Register Domain (optional): Use a service like GoDaddy for a custom domain.
3 Prepare Files: Organize HTML, CSS, JS, and assets in one folder.
4 Upload Files:
URL.
7 Maintain: Regularly update and monitor your site.
6) Maintenance -
3 Security Checks: Update libraries, use HTTPS, and ensure your hosting is secure.
Waterfall model
▪ This model is used only when the requirementsare very well known, clear and fixed.
▪ Technology is understood.
Very less customer enter action is involved during the development of the
product. Once the product is ready then only it can be deployed to the end users.
Once the product is developed and if any failure occurs then the cost of fixing
such issues are very high, because we need to update everywhere from
document till the logic.
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V-V Model :
Requirements:
1. Requirements Analysis
User Requirements: Define what users will want from the site (e.g.,
information on articles,amendments, history).
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Functional Requirements:
o Home page with an overview of the Constitution.
Non-Functional Requirements:
1. Architecture
2. Components
Header
Footer
3. Functionality
Interactive quizzes
4. Styling
5. Data Management
Static data in JSON or JavaScript objects (or dynamic data with a backend if needed)
Technologies
1. Architecture
2. HTML (index.html)
3. CSS (styles.css)
4. JavaScript (script.js)
5. Data Structures
Implementation or coding -
1. object Scope
Outline the purpose of the website, target audience, and key features (e.g.,
articles, quizzes,user interaction).
2. Design the Architecture
Plan the structure of your website, including navigation and layout. Create
wireframes ormockups to visualize the user interface.
3. Develop the HTML Structure
Write the HTML to create the main structure of your website, including:
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Advantages of V- Vmodel:
▪ Works well for small projects where requirements are easily understood.
Disadvantages of V-model:
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▪ The V-shaped model should be used for small to medium sized projects where
Spiral Model :
1. Planning
2. Risk Analysis
Assess Risks: Identify potential risks (e.g., content accuracy, user engagement).
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Mitigation Strategies: Plan how to address these risks (e.g., peer reviews, user feedback).
5. Refinement
Incorporate Feedback: Make changes based on user input and testing results.
6. Repeat Cycles
Final Product
▪ Requirementsare complex
Prototype Model :
The basic idea here is that instead of freezing the requirements before a design or
coding can proceed, a throwaway prototype is built to understand the
requirements. This prototype is
developed based on the currently known requirements. By using this prototype,
the client can get an “actual feel” of the system, since the interactions with
prototype can enable the client
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▪ Prototyping ensures that the end users constantly work with the system
and provide a feedback which is incorporated in the prototype to result in
a useable system. They are excellent for designing good human computer
interface systems.
Debugging :
The terms "bug" and "debugging" are popularly attributed to Admiral Grace
Hopper in the 1940s.[1] While she was working on a Mark II Computer at
Harvard University, her associates discovered a moth stuck in a relay and thereby
impeding operation, whereupon she remarked that they were "debugging" the
system.
However the term "bug" in the meaning of technical error dates back at least to 1878
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and Thomas Edison (see software bug for a full discussion), and "debugging"
seems to have been used as a term in aeronautics before entering the world of
computers.
Debugging is the process of finding and resolving bugs or defects that prevent
correct operation of computer software or a system. Debugging tends to be
harder when various subsystems are tightly coupled, as changes in one may
cause bugs to emerge in another.Process of debugging :
1 Identify the Problem: Notice an issue, such as incorrect behavior, errors in
the console, orelements not displaying as intended.
3 Analyze the Code: Review your HTML, CSS, and JavaScript to locate
potential sources of theissue. Look for syntax errors, logical errors, or incorrect
variable values.
5 Fix the Bug: Once you identify the source of the issue, make the necessary
changes in thecode.
6 Test the Solution: After applying the fix, test the website to ensure the
problem is resolvedand that no new issues have been introduced.
7 Document the Process: Keep notes on the bugs you encountered and how
you fixed them forfuture reference.
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Techniques :
● Print debugging (or tracing) is the act of watching (live or recorded) trace
statements, or print statements, that indicate the flow of execution of a
process. This is sometimes called printf debugging, due to the use of the
printf function in C. This kind of debugging was turned on by the command
TRON in the original versions of the novice-oriented BASIC programming
language. TRON stood for, "Trace On." TRON caused the line
numbers of each BASIC command line to print as the program ran.● Remote debugging is the
process of debugging a program running on a system different
that side only, until you get to the point where you can see the wolf."[10]
This is implemented e.g. in the Git version control system as the command
git bisect, which uses the above algorithm to determine which commit
introduced a particular bug.
● Delta Debugging – a techniqueof automating test case simplification.
Experiment No. 5
1. Document Purpose
This SRS outlines the functional and non-functional requirements for the "Learn Constitution in
Simple Manner" website. The platform is designed to help users understand the Constitution of
a given country using flowcharts and animated images. This document provides a clear and
structured description of the system’s scope, objectives, and user requirements.
2. Product Scope
The "Learn Constitution in Simple Manner" website aims to simplify complex legal content for
users with varying levels of understanding. By utilizing flowcharts and animations, it breaks
down complicated legal text into easy-to-follow sections. The website's objectives include:
This SRS is intended for developers, testers, content creators, and project managers involved in
building the website. It contains detailed descriptions of the system's functionality, user
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2. OVERALL DESCRIPTION
1. Product Perspective
The "Learn Constitution in Simple Manner" platform is a standalone web-based educational tool.
It will provide users with visual representations of constitutional content. Below is a diagram
showing the basic interaction between the system, users, and external content delivery systems
(e.g., cloud-based storage):
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[Insert a simple diagram showing the web platform, users, and content storage interaction]
2. Product Functionality
Students: Frequent users who will rely on the content for learning purposes.
Educators: Teachers using the platform to explain constitutional principles.
General Public: Occasional users who want to learn about specific constitutional topics.
Researchers: Users who require deep insights and references for their work.
4. Operating Environment
The platform will be compatible with all major web browsers (Chrome, Firefox, Safari) and
operating systems (Windows, macOS, Linux). It will run on web servers and interact with
cloud services for storing educational materials.
6. User Documentation
The website assumes that users will have a stable internet connection.
External services like cloud storage must remain available.
The educational content will be static with occasional updates.
3. SPECIFIC REQUIREMENTS
1. User Interfaces
2. Hardware Interfaces
The platform will be hosted on standard web servers and will not directly interface with
any specialized hardware except for user devices (laptops, mobile phones).
The website will be compatible with common operating systems, including Windows and
macOS. It will require interaction with cloud services for hosting animations and
flowcharts.
Communication Interfaces
The platform will use standard HTTPS protocols to ensure secure data transmission between
users and the server. Data will be encrypted, and communication standards like SSL/TLS will
be implemented.
1. Performance Requirements
All user data, including quiz results, will be encrypted and stored securely.
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The platform should comply with data privacy laws (GDPR or equivalent).
Admin access should require multi-factor authentication (MFA).
1. Reliability
The system should have 99.9% uptime, ensuring content is accessible at all times.
2. Usability
The platform must be user-friendly with simple navigation, and all content must be
accessible with minimal user interaction.
3. Maintainability
The platform’s architecture will allow for easy updates to content, ensuring future scalability.
4. Portability
The website will be fully responsive and work on desktop, tablet, and mobile devices.
4.3.5 Flexibility
The system should allow the addition of new content and flowcharts without significant
backend changes.
JAIPUR ENGINEERING COLLEGE AND RESEARCH CENTRE
JECRC Campus, Shri Ram Ki Nangal, Via-Vatika, Jaipur
Experiment No. 6
AIM - Perform the development of DFD (Data Flow Diagram) model for level-
0, level-1 and data dictionary of the project (Library Management System,
Hostel Management System, and College Management System).
Data Flow Diagram:-
There is a prominent difference between DFD and Flowchart. The flowchart depicts flow of
control in program modules. DFDs depict flow of data in the system at various levels. DFD
does not contain any control or branch elements.
Types of DFD:-
● Logical DFD - This type of DFD concentrates on the system process and flow of data
in the system. For example in a Banking software system, how data is moved between
different entities.
● Physical DFD - This type of DFD shows how the data flow is actually implemented
in the system. It is more specific and close to the implementation.
DFD Components:-
DFD can represent Source, destination, storage and flow of data using the following set of
components -
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● Entities - Entities are source and destination of information data. Entities are
represented by rectangles with their respective names.
● Process - Activities and action taken on the data are represented by Circle or Round-
edged rectangles.
● Data Storage - There are two variants of data storage - it can either be represented as
a rectangle with absence of both smaller sides or as an open-sided rectangle with only
one side missing.
● Data Flow - Movement of data is shown by pointed arrows. Data movement is shown
from the base of arrow as its source towards head of the arrow as destination.
Levels of DFD:-
● Level 0 - Highest abstraction level DFD is known as Level 0 DFD, which depicts the
entire information system as one diagram concealing all the underlying details. Level
0 DFDs are also known as context level DFDs.
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● Level 1 - The Level 0 DFD is broken down into more specific, Level 1 DFD. Level 1
DFD depicts basic modules in the system and flow of data among various modules.
Level 1 DFD also mentions basic processes and sources of information.
● Level 2 - At this level, DFD shows how data flows inside the modules mentioned in
Level 1.
Higher level DFDs can be transformed into more specific lower level DFDs with
deeper level of understanding unless the desired level of specification is achieved.
Data Dictionary:-
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A data dictionary contains metadata i.e data about the database. The data dictionary is very
important as it contains information such as what is in the database, who is allowed to access
it, where is the database physically stored etc. The users of the database normally don't
interact with the data dictionary; it is only handled by the database administrators.
● Details about all the tables in the database, such as their owners, their security
constraints, when they were created etc.
● Physical information about the tables such as where they are stored and how.
● Table constraints such as primary key attributes, foreign key information etc.
If the structure of the database or its specifications changes at any point of time, it should be
reflected in the data dictionary. This is the responsibility of the database management system
in which the data dictionary resides.
So, the data dictionary is automatically updated by the database management system when
any changes are made in the database. This is known as an active data dictionary as it is self
updating.
This is not as useful or easy to handle as an active data dictionary. A passive data dictionary
is maintained separately to the database whose contents are stored in the dictionary. That
means that if the database is modified the database dictionary is not automatically updated as
in the case of Active Data Dictionary.
So, the passive data dictionary has to be manually updated to match the database. This needs
careful handling or else the database and data dictionary are out of sync.
JAIPUR ENGINEERING COLLEGE AND RESEARCH CENTRE
JECRC Campus, Shri Ram Ki Nangal, Via-Vatika, Jaipur
Experiment No. 7
AIM - Develop structured design for the DFD model developed on the project (Library
Management System, Hostel Management System, and College Management System).
Objective
To create a structured design using Structured Analysis/Structured Design (SA/SD) principles for the developed
DFD model of the project. The structured design will ensure logical organization, modularity, and improved
understanding of the system functionalities.
Introduction
The project, "Learn Constitution in Simple Manner," aims to simplify the learning process of the Constitution using
flowcharts and animations. The design focuses on clear functional decomposition and structured representation of
the modules, derived from the Data Flow Diagram (DFD).
DFD Recap
Context Diagram
Structured Design
Module Hierarchy (Top-Down Approach)
1. Main Module
o Acts as the controller for all submodules.
o Initializes the system and manages transitions between modules.
2. Submodules
o User Interaction Module
Handles user input, preferences, and navigation.
o Content Management Module
Retrieves and displays flowcharts and animations.
o Quiz Management Module
Prepares quizzes, evaluates answers, and provides scores.
o Feedback Processing Module
Collects and stores feedback from users for analytics.
Level 2-
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Structure Chart
A structure chart visually represents the system's hierarchy and modules. Below is the description for each module:
Experiment No. 8
AIM - Developed all Structure UML diagram of the given project (Library Management
System, Hostel Management System, and College Management System).
Structural diagrams
Structure diagrams depict the static structure of the elements in your system. It shows the
things in the system - classes, objects, packages or modules, physical nodes, components and
interfaces. They also show the relationships between these things - classes that inherit from
other classes, objects that own other objects, what classes belong to what packages, what
nodes are connected to each other.
● Class diagram
● Object diagram
● Component diagram
● Deployment diagram
Overview:
The class diagram is a static diagram. It represents the static view of an application. Class
diagram is not only used for visualizing, describing and documenting different aspects of a
system but also for constructing executable code of the software application.
The class diagram describes the attributes and operations of a class and also the constraints
imposed on the system. The class diagrams are widely used in the modelling of object
oriented systems because they are the only UML diagrams which can be mapped directly
with object oriented languages.
The class diagram shows a collection of classes, interfaces, associations, collaborations and
constraints. It is also known as a structural diagram.
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Purpose:
The purpose of the class diagram is to model the static view of an application. The class
diagrams are the only diagrams which can be directly mapped with object oriented languages
and thus widely used at the time of construction.
The UML diagrams like activity diagram, sequence diagram can only give the sequence flow
of the application but class diagram is a bit different. So it is the most popular UML diagram
in the coder community. So the purpose of the class diagram can be summarized as:
Class diagrams are the most popular UML diagrams used for construction of software
applications. So it is very important to learn the drawing procedure of class diagram.
Class diagrams have lot of properties to consider while drawing but here the diagram will be
considered from a top level view. Class diagram is basically a graphical representation of the
static view of the system and represents different aspects of the application. So a collection of
class diagrams represent the whole system.
● The name of the class diagram should be meaningful to describe the aspect of the
system.
● Each element and their relationships should be identified in advance.
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● First of all Order and Customer are identified as the two elements of the system and
they have a one to many relationship because a customer can have multiple orders.
● We would keep Order class is an abstract class and it has two concrete classes
(inheritance relationship) SpecialOrder and NormalOrder.
● The two inherited classes have all the properties as the Order class. In addition they
have additional functions like dispatch () and receive ().
So the following class diagram has been drawn considering all the points mentioned above:
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Class diagram is a static diagram and it is used to model static view of a system. The static
view describes the vocabulary of the system.
Class diagram is also considered as the foundation for component and deployment diagrams.
Class diagrams are not only used to visualize the static view of the system but they are also
used to construct the executable code for forward and reverse engineering of any system.
Generally UML diagrams are not directly mapped with any object oriented programming
languages but the class diagram is an exception.
Object diagrams are also closely linked to class diagrams. Just as an object is an instance of a
class, an object diagram could be viewed as an instance of a class diagram. Object diagrams
describe the static structure of a system at a particular time and they are used to test the
accuracy of class diagrams.
Object names:- Each object is represented as a rectangle, which contains the name of the
object and its class underlined and separated by a colon.
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Object attributes:-
As with classes, you can list object attributes in a separate compartment. However, unlike
classes, object attributes must have values assigned to them.
Active object:-
Objects that control action flow are called active objects. Illustrate these objects with a
thicker border.
Links:-
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Links are instances of associations. You can draw a link using the lines used in class diagr
Self-linked:-
Objects that fulfill more than one role can be self-linked. For example, if Mark, an
administrative assistant, also fulfilled the role of a marketing assistant, and the two positions
are linked, Mark's instance of the two classes will be self-linked.
Component:-
Interface:-
Deployment diagrams depict the physical resources in a system including nodes, components,
and connections.
Component:-
A node is a physical resource that executes code components.
Association:-
Experiment No. 9
Objective
To graphically illustrate the dynamic aspects of the system using a behavioral UML diagram (activity diagram).
This includes showing the sequence of actions, decision points, and flow of control.
Introduction
A behavioral UML diagram (activity diagram) helps in visualizing the functional workflow of a system. It depicts
the flow of control from one activity to another and includes decision-making points. For the "Learn Constitution in
Simple Manner" project, the activity diagram will demonstrate how users interact with the system, access content,
attempt quizzes, and provide feedback.
Start and End Nodes: Indicate the beginning and conclusion of the process.
Activities: Represent tasks like capturing user preferences, retrieving content, and generating quizzes.
Decisions: Points where a condition determines the next activity (e.g., quiz completion).
Transitions: Arrows representing the flow of control between activities.
1. Define the Starting Point: User initiates the system by providing preferences.
2. Outline Activities: Include steps like retrieving content, generating quizzes, and collecting feedback.
3. Add Decision Points: Highlight conditions where the system evaluates user input or actions.
4. Connect Activities: Show the sequence of events with transitions.
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Conclusion
The behavioral UML diagram developed for the "Learn Constitution in Simple Manner" project provides a clear and
structured representation of the system's dynamic behavior, ensuring efficient design and understanding.
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JECRC Campus, Shri Ram Ki Nangal, Via-Vatika, Jaipur