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PROGRAM: 1

1.1OBJECTIVE 1.2THEORY 1.3 PROCEDURE 1.4 OUTPUT

1.1 OBJECTIVE: Prepare a SRS document in line with the IEEE recommended
standards.

1.2 THEORY: An SRS is basically an organization's understanding (in writing) of a customer


or potential client's system requirements and dependencies at a particular point in time
(usually) prior to any actual design or development work. It's a two-way insurance policy
that assures that both the client and the organization understand the other's requirements
from that perspective at a given point in time.
Well-designed, well-written SRS accomplishes four major goals:
1. It provides feedback to the customer.
2. It decomposes the problem into component parts.
3. It serves as an input to the design specification.
4. It serves as a product validation check.

The basic issues that the SRS shall address are the following:

1 Functionality. What is the software supposed to do?


2 External interfaces. How does the software interact with people, the system’s
hardware, other hardware, and other software?
3 Performance. What is the speed, availability, response time, recovery time of
various software functions, etc.?
4 Attributes. What is the portability, correctness, maintainability, security, etc.
considerations?

1.3 PROCEDURE:

IEEE Standard SRS Template


1. Introduction
1.1. Purpose
1.2. Scope
1.3. Definitions, acronyms & abbreviations
1.4. References
1.5. Overview
2. Overall description
2.1.Product perspective
2.1.1. System interfaces
2.1.2. User interfaces
2.1.3. Hardware interfaces
2.1.4. Software interfaces
2.1.5. Communications interfaces
2.1.6. Memory constraints
2.1.7. Operations
2.1.8. Site adaptation requirements
2.2. Product functions
2.3. User characteristics
2.4. Constraints
2.5. Assumptions and dependencies
2.6. Apportioning of requirements
3. Specific Requirements
3.1 External interface requirements
3.1.1 User interfaces
3.1.2 Hardware interfaces 
3.1.3 Software interfaces  
3.1.4 Communication interfaces 
3.2 Specific requirements
3.2.1 Sequence diagrams
3.2.2 Classes for classification of specific requirements
3.3 Performance requirements
3.4 Design constraints
3.5 Software system attributes
3.5.1 Reliability
3.5.2 Availability
3.5.3 Security
3.5.4 Maintainability
3.6 Other requirements
4. Supporting information
4.1 Table of contents and index
4.2 Appendixes

Note: History of versions of this document with author/contributor info may be included
before the main sections of the document. 

1.4 OUTPUT:

SAMPLE SRS FOR LIBRARY MANAGEMENT SYSTEM

1.0 PROBLEM DEFINITION

The library management system is software, which automates the job of a librarian.
1.1 The user can inquire about the availability of a book in which he can search
by entering the author’s name or by entering the title of the book.
1.2 The user can borrow a book. He must provide the username and the card
number, which is unique and confidential to each user. By confirming the
authenticity of a user, the library management system provides information
about the number of books already borrowed by the user and by referring to
the database whether the user can borrow books or not. The library
management system allows the user to enter the title and the author of the
book and hence issues the book if it is available.
1.3 By entering the user details and the book details the user can return the
borrowed book.
2.0 SYSTEM REQUIREMENT SPECIFICATION

2.1 INTRODUCTION

2.1.1 Purpose
2.1.1.1 The purpose of this SRS is to describe the requirements
involved in developing a Library management system.
2.1.1.2 The intended audience is any person, who wants to inquire,
borrow and return the books.
2.1.2 Scope
2.1.2.1 The product is titled Library Management System.
2.1.2.2 The product will perform the following tasks
2.1.2.2.1 Enquire about the availability of books.
2.1.2.2.2 Borrow books if available.
2.1.2.2.3 Return the borrowed books.
2.1.3 Definitions, Acronyms and Abbreviations
2.1.3.1 DDBMS – Database Management System.
2.1.4 References
2.1.4.1 IEEE standard 830-1998 recommended practice for Software Requirements
Specifications-Description.
2.1.5 Overview
2.1.5.1 The SRS contains an analysis of the requirements necessary to help easy
design.
2.1.5.2 The overall description provides interface requirements for the Library
Management System, product perspective, hardware interfaces, software
interfaces, communication interface, memory constraints, product
functions, user characteristics and other constraints.
2.1.5.3 Succeeding pages illustrate the characteristics of typical naïve users
accessing the system along with legal and functional constraints enforced
that affect Library Management System in any fashion.

2.2 THE OVERALL DESCRIPTION


2.2.1 Product perspective
2.2.1.1 Hardware interfaces
2.2.1.1.1 Hard disk: The database connectivity requires a hardware
configuration that is on-line. This makes it necessary to have a
fast database system running on high rpm hard disk permitting
complete data redundancy and back-up systems to support the
primary goal of reliability.
2.2.1.1.2 The system must interface with the standard output devise,
keyboard and mouse to interact with this software.
2.2.1.2 Software interfaces
2.2.1.2.1 Back End: MS-Access 2007
2.2.1.2.2 Front End: Microsoft Visual Basic 6.0
2.2.1.3 Memory Constraints
2.2.1.3.1 No specific constraints on memory.
2.2.1.4 Operations
2.2.1.4.1 The software allows three modes of operations
Enquire about the availability and status of books.
By extracting the username and password the software allows the user
to borrow a maximum of three books.
By extracting the username and password the software allows the user
to return the borrowed books.

2.2.2 Product Functions


2.2.2.1.1 Enquire about the availability and status of books.
2.2.2.1.2 Search the availability of book by entering the title of the book.
2.2.2.1.3 Search the availability of book by entering the author of the book.
2.2.2.1.4 The software validates the authentic user by extracting their user
name and password.
2.2.2.1.5 After the validation of the user software allows the user to borrow a
maximum of three books based on the number of books which where
already borrowed.
2.2.2.1.6 After the validation of the user software allows the user to return the
books, which where borrowed.
2.2.3 User characteristics
2.2.3.1 The intended users of this software need not have specific knowledge
as to what is the internal operation of the system. Thus the end user is
at a high level of abstraction that allows easier, faster operation and
reduces the knowledge requirement of end user
2.2.3.2 The Product is absolutely user friendly, so the intended users can be
the naïve users.
2.2.3.3 The product does not expect the user to possess any technical
background. Any person who knows to use the mouse and the
keyboard can successfully use this product.

2.2.4 Constraints
2.2.3.1 The user has a unique username and password, there are no options to
retrieve a password or username in case it is forgotten or lost hence
the user is required to remember or store the username and password.

2.3 SPECIFIC REQUIREMENTS

2.3.1 Logical Database Requirements


2.3.1.1 The system should contain databases that include all necessary information
for the product to function according to the requirements. These include
relations such as user details and book details.
2.3.1.2 The user details refer to the information such as name, card number, no. of
books borrowed, the title and the name of the author of the books that were
borrowed.
2.3.1.3 The book details refer to the information such as the title of the book, author
availability status and the number of copies that is available.
2.4 FRONT – END DESCRIPTION
The library management system is automated library system where the user can
search for the book by either entering the details of the book or the author’s
name. By entering the username and the password the software, by checking the
number of books that are already borrowed enables us to borrow a maximum of
three books. And by entering the username and password (card number), which
is unique, the user can return the books.
2.5 BACK – END DESCRIPTION
The library management system consists of two tables. One contains the student
details such as the name, card number that is the password, title and the author
of the three books, which could be borrowed. The book details consist of the
title of the book, number of copies, author and the availability status.
2.6 DATA STRUCTURES

2.6.1.
2.5 BOOK DETAILS
FIELD NAME TYPE CONSTRAINTS
REGISTER_NO NUMBER NOT NULL
BOOK_ID NUMBER NOT NULL
ISSUE_DATE DATE/TIME
RETURN_DATE DATE/TIME
BOOK_NAME TEXT

2.6.2. STUDENT DETAILS


FIELD NAME TYPE CONSTRAINTS
REGISTER_NO NUMBER NOT NULL
FNAME TEXT NOT NULL
LNAME TEXT
GENDER TEXT
DEPT TEXT
EMAIL TEXT
PASSWORD TEXT

NO_OF_BOOKS NUMBER

.
PROGRAM: 2

2.1OBJECTIVE 2.2THEORY 2.3 PROCEDURE 2.4 OUTPUT

2.1 OBJECTIVE: Draw the use case diagram and specify the role of each of the actors. Also
state the precondition, post condition and function of each use case.

2.2 THEORY:
Creating Use Case Diagrams
We start by identifying as many actors as possible. You should ask how the actors interact with
the system to identify an initial set of use cases. Then, on the diagram, you connect the actors
with the use cases with which they are involved. If actor supplies information, initiates the use
case, or receives any information as a result of the use case, then there should be an association
between them.
The following elements are available in a usecase diagram.
 Actor
 UseCase
 Association
 Directed Association
 Generalization

Actor
An actor defines a coherent set of roles that users of an entity can play when interacting with the
entity. An actor may be considered to play a separate role with regard to each use case with which it
communicates

Use Case
The use case construct is used to define the behavior of a system or other semantic entity
without revealing the entity’s internal structure. Each use case specifies a sequence of actions,
including variants, that the entity can perform, interacting with actors of the entity.

2.3 PROCEDURE:
Procedure for creating Actor
In order to create Actor, click [Toolbox] -> [UseCase] -> [Actor] button and click the position
where to place Actor. Actor is shown in the form of stick man or rectangle with icon that is
decoration view.
To display actor in decoration view, select [Format] -> [Stereotype Display] -> [Decoration]
menu item or select [Decoration] item in [combo button on toolbar.

Procedure for creating multiple Use Cases used by Actor at once


In order to create multiple Use Cases related to Actor at once, use shortcut creation syntax of Actor.
1. At the Actor's quick dialog, enter Use Case’s name after "-()" string. To create multiple Use
Cases, enter same but separate Use Case’s name by "," character.
2. And press [Enter] key. Several Use Cases associated with the Actor are created and arranged
vertically.
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Procedure for creating Use Case
In order to create Use Case, click [Toolbox] -> [Use Case] button and click the position where to
place UseCase on the [main window].
UseCase is expressed in the forms of textual, decoration, iconic. To change UseCase's view style,
select menu item under [Format] -> [Stereotype Display] .

Procedure for adding Extension


An extension point references one or a collection of locations in a use case where the use case may
be extended.
To edit Extension Points of UseCase, click UseCase's [Collection Editor...] popup menu or click
button of [Extension Points] collection property.

2.4 OUTPUT:

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PROGRAM: 3

3.1 OBJECTIVE 3.2 THEORY 3.3 PROCEDURE 3.4 OUTPUT

3.1 OBJECTIVE: Draw the activity diagram.

3.2 THEORY: The following elements are available in a activity diagram.


 Action State
 SubactivityState
 Initial State
 Final State
Action State
An action state represents the execution of an atomic action, typically the invocation of an
operation. An action state is a simple state with an entry action whose only exit transition is
triggered by the implicit event of completing the execution of the entry action. The state therefore
corresponds to the execution of the entry action itself and the outgoing transition is activated as
soon as the action has completed its execution.

SubactivityState
A sub activity state represents the execution of a non-atomic sequence of steps that has some
duration; that is, internally it consists of a set of actions and possibly waiting for
events. That is, a subactivity state is a “hierarchical action,” where an associated subactivity graph
is executed.

3.3 PROCEDURE:
Procedure for creating action state
In order to create ActionState,
1. Click [Toolbox] -> [Activity] -> [ActionState] button.

2. And click at the position where ActionState will be placed in the [main window].
3. A action state is created on the diagram and the quick dialog is shown.

4. Enter the action state name at the quick dialog and press [Enter] key. The result is as
follows.

Procedure for creating subactivity state


In order to create SubactivityState,
1. Click [Toolbox] -> [Activity] -> [SubactivityState] button.

2. And click at the position where SubactivityState will be placed in the [main window]. A
subactivity state is created and the quick dialog is shown. At the quick dialog, enter the

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subactivity state name and press [Enter] key. The result is as follows.

Procedure for creating initial state


In order to create InitialState,
1. Click [Toolbox] -> [Activity] -> [InitialState] button.

2. And click at the position where InitialState will be placed in the [main window]. Then a
initial state is created.

Procedure for creating final state


In order to create FinalState,
1. Click [Toolbox] -> [Activity] -> [Final State] button.

2. And click at the position where FinalState will be placed in the [main window].

3.4 OUTPUT: Activity Diagram for issue book

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Activity Diagram for return Book:

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PROGRAM: 4

4.1OBJECTIVE 4.2THEORY 4.3 PROCEDURE 4.4 OUTPUT

4.1 OBJECTIVE: Identify the classes. Classify them as weak and strong classes and draw the
class diagram.

4.2 THEORY:

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.

4.3 PROCEDURE:

Start empty project

Then File/New

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2. Click on Class, then Class to draw the diagram

Type the name of the class

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3. Right click on Class to add Attributes

4. Create another class and add attributes

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5. Creating association between classes

Click on Association then drag and drop between the 2 classes

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To define
association type between the 2 classes, right click on the connecting line, then Collection editor

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6. Export Diagram as jpg file and insert it into your document.

4.4 OUTPUT:

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PROGRAM: 5

5.1OBJECTIVE 5.2THEORY 5.3 PROCEDURE 5.4 OUTPUT

5.1 OBJECTIVE: Draw the sequence diagram for any two scenarios.

5.2 THEORY:
Semantics
A Stimulus is a communication between two Instances that conveys information with the
expectation that action will ensue. A Stimulus will cause an Operation to be invoked, raise a Signal,
or cause an Instance to be created or destroyed.

5.3 PROCEDURE: The following elements are available in a sequence diagram.


 Object
 Stimulus
 SelfStimulus
Object
Procedure for creating object
In order to create object,
1. Click [Toolbox] -> [Sequence] -> [Object] button
2. And click at the position where object will be placed in the [main window].
3. Object quick dialog is shown. At the quick dialog, enter the object name.
4. Press [Enter] key.

Procedure for setting active object


In order to set class to active object,
1. Set assigned class's [IsActive] property to true.
2. For MyObject, change MyClass's IsActive property.
3. If class property is not assigned, you can't change object to active object. The result is as
follows.

Procedure for setting to multi object


In order to set object to multi object,
1. Set object's [IsMultiInstance] property to true.
2. Then the object is changed to multi object.

Procedure for creating object from class


In order to create object from class,
1. Select class in the [model explorer].
2. Drag and drop it into [main window].
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3. Finally, a object is created on the diagram.

Procedure for creating class from object


If class is not assigned to object,
1. Double-click object to pop up quick dialog, click add class button
2. At the [Enter element name] dialog, enter the new class name.
3. And new class is created and assigned to object.
4. If you want existing class to be assigned to object, click button in object's classifier
property, and select class to be assigned to object at the [Select a model element] dialog.

Procedure for creating outgoing from object stimulus by using shortcut creation syntax
In order to create outgoing stimulus from selected object to another object,
1. Double-click from-object, or select from-object and press [Enter] key to pop up quick
dialog.
2. At the quick dialog, enter stimulus name after "->" string ("<-" string for incoming and "<-
>" for outgoing with return).

3. Press [Enter] key and outgoing stimulus from selected object to target object is created and
placed at the last order.

Procedure for creating stimulus


In order to create stimulus,
1. Click [Toolbox] -> [Sequence] -> [Stimulus] button.
2. Drag from one object, and drop to the other(object or lifeline) in the [main window] in
outgoing direction.
3. Stimulus quick dialog is opened. Enter the stimulus name at the quick dialog and press
[Enter] key.
4. Finally, a stimulus is created as follows.

Procedure for using operation in class as stimulus


If classifier property of receiver(object) of stimulus is assigned and you want to assign operation to
stimulus,
1. Double-click stimulus

2. Click button at the quick dialog.

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3. Select operation on the [Select an operation] dialog, and click [OK] button.

4. New stimulus mapped to class's operation is added as follows.

Procedure for creating operation of class from object


To create operation of class as stimulus's receiver from object and assign it to stimulus,
1. Double-click stimulus, click button at the quick dialog.
2. Enter new operation name to be created, and click [OK] button.
3. New operation is added to the class and text is filled at the quick dialog (This procedure is
valid when there exists assigned class.). Press [Enter] key.
4. See [model explorer] to confirm creation of new operation.

Procedure for creating previous stimulus of current stimulus by using shortcut creation
syntax
In order to create previous stimulus to current stimulus,
1. Double-click a stimulus, or select a stimulus and press [Enter] key.
2. At the quick dialog, After "~>" string("<~" for incoming stimulus), enter target object name
and stimulus name.
3. Press [Enter] key, and then new object and stimulus are created and arranged above selected
stimulus.

Procedure for creating next stimulus to current stimulus by using shortcut creation syntax
In order to create next stimulus to selected stimulus,
1. Double-click a stimulus, or select a stimulus and press [Enter] key.
2. At the quick dialog, After "_>" string("<_" for incoming stimulus), enter target object name
and stimulus name
3. Press [Enter] key, and then new object and stimulus are created and arranged next to
selected stimulus.

Procedure for creating sub stimulus by using shortcut creation syntax


In order to create a sub stimulus of selected stimulus,
1. Double-click a stimulus, or select a stimulus and press [Enter] key.
2. At the quick dialog, After "->" string("<-" for incoming stimulus), enter target object name
and sub stimulus name.
3. Press [Enter] key, and then new object and stimulus are created and arranged on the bottom
of selected stimulus's activation.

Procedure for reconnecting to another object


In order to reconnect stimulus to another object,
1. Click the end of stimulus.
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2. Drag the end of stimulus and drop it to another object.

3. Then stimulus will be connected to another object.

SelfStimulus

Procedure for creating self-stimulus

In order to create self-stimulus,


1. Click [Toolbox] -> [Sequence] -> [SelfStimulus] button.

2. And click the object(or lifeline) that self-stimulus will be placed in the [main window].

3. Object quick dialog is opened. At the quick dialog, enter the stimulus name and press
[Enter] key.

The result of procedure is as follows. You may arrange stimulus position to reduce overlapping of text and line.

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5.4 OUTPUT:

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PROGRAM: 6

6.1OBJECTIVE 6.2THEORY 6.3 PROCEDURE 6.4 OUTPUT

6.1 OBJECTIVE: Draw the collaboration diagram.


6.2 THEORY: The following elements are available in a collaboration diagram.
 Object
 Link
 Self Link

6.3 PROCEDURE:

Procedure for creating object


In order to create Object,
1. Click [Toolbox] -> [Collaboration] -> [Object] button.
2. And click at the position where Object will be placed in the [main window]
3. Then quick dialog is shown. At the quick dialog, enter the object name.
4. And press [Enter] key.

Procedure for creating outgoing from object stimulus by using shortcut creation syntax
In order to create outgoing stimulus from selected object to another object,
1. Double-click from-object, or select from-object and press [Enter] key to pop up quick
dialog.
2. At the quick dialog, enter stimulus name after "->" string ("<-" string for incoming and "<-
>" for outgoing with return).
3. Press [Enter] key and outgoing stimulus from selected object to target object is created and
placed at the last order.

Procedure for setting active object


In order to set class to active object,
1. Set assigned class's [IsActive] property to true.
2. For MyObject, change MyClass's [IsActive] property.
3. If class property is not assigned, you can't change object to active object.

Procedure for setting to multi object


In order to set object to multi object,
1. Set object's IsMultiInstance property to true.
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2. Then the object is assigned as multi object.

Procedure for creating object from class


In order to create object from class,
1. Select class in the [model explorer]
2. Drag it into collaboration diagram.
3. Then the object(instance of the class) is created.

Procedure for creating class from object


If class is not assigned to object,
1. Double-click object to pop up quick dialog. Then quick dialog is opened.
2. At the quick dialog, click add class button.
3. At the [Enter element name] dialog, enter new class name.
4. Then new class is created and assigned to object.

If you want existing class to be assigned to object, enter the existing class name at the [Select a
model element] dialog.
Procedure for adding AttributeLink to object
There are two way to add attribute link to Object.
 using object model in the main diagram or the [model explorer]
 using [collection editor]
In the case of using object model,
1. Select object in the [main window] or in the [model explorer].
2. Right-click the selected object, select [Add] -> [Attribute Link] popup menu, and you can
add Attribute Link.

3. Then new attribute link is created.

In the other case,

1. Select [Collection Editor...] popup menu of object or click button in [Slots]


property on properties window.

2. At slots tab of the [collection editor], you can add attribute link by using
button.

Link
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Procedure for creating link
In order to create Link,
1. Click [Toolbox] -> [Collaboration] -> [Link] button.
2. Drag from one Object and drop to the other Object in the [main window].
3. Between two objects, the link is created.

SelfLink

Procedure for creating self-link

In order to create self-link,


1. Click [Toolbox] -> [Collaboration] -> [SelfLink] button.

And click the object that self-link will connect to in the [main window].

6.4 OUTPUT:

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PROGRAM: 7

7.1OBJECTIVE 7.2THEORY 7.3 PROCEDURE 7.4 OUTPUT

7.1 OBJECTIVE: Draw state chart diagram.


7.2 THEORY:
The following elements are available in a state chart diagram.
 State
 Submachine State
 Initial State
 FinalState

State

A state is a condition during the life of an object or an interaction during which it satisfies some
condition, performs some action, or waits for some event.

SubmachaineState

A submachine state is a syntactical convenience that facilitates reuse and modularity. It is shorthand
that implies a macro-like expansion by another state machine and is semantically equivalent to a
composite state.

Initial State

An initial is a kind of pseudo state that represents the starting point in a region of a state machine. It
has a single outgoing transition to the default state of the enclosing region, and has no incoming
transitions. There can be one (and only one) initial state in any given region of a state machine. It is
not itself a state but acts as a marker

FinalState

A final state represents the last or "final" state of the enclosing composite state. There may be more
than one final state at any level signifying that the composite state can end in different ways or
conditions. When a final state is reached and there are no other enclosing states it means that the
entire state machine has completed its transitions and no more transitions can occur.

7.3 PROCEDURE:

Procedure for creating state


In order to create State,
1. Click [Toolbox] -> [Statechart] -> [State] button.

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2. And click at the position where State will be placed in the [main window].

3. A state is created and quick dialog appears. Enter the state name at the quick dialog .

4. And press [Enter] key to have done this procedure.

Procedure for moving state into another state


In order to move a state into another state,
1. Click a state that is contained in some state.

2. Drag it into another state.

3. The selected state is move into another state.

Procedure for transiting to multiple states at once


In order to create states with incoming or outgoing transition from selected state at once, use
shortcut creation syntax.
1. Double-click state. Then quick dialog is shown. At the quick dialog, After "->" string(or
"<-" string for incoming), enter target state names, and separate state names by "," character.

2. And press [Enter] key. Several states outgoing(incoming) from selected state are created
and arranged automatically.

Procedure for adding entry/do/exit action


There are three way to add action to state.
 using quick dialog
 using model in the [main window] or the [model explorer]
 using [collection editor]
In the case of using quick dialog,
1. Double-click state.
2. At the quick dialog, press [Add Entry/Add DoAction/Add ExitAction] button at the quick
dialog.
3. And you can add action.

In the case of using model, select state in the [main window] or in the [model explorer]. Right-
click the selected state, select [Add] -> [Entry/Do/Exit] popup menu. And you can do.

In the last case,


1. Select [Collection Editor...] popup menu of state.
2. Or click button in [EntryActions/DoActions/ExitActions] property on properties window.
3. At [Entry Actions/Do Actions/Exit Actions] tab of the [collection editor], you can add
action by using button.

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Procedure for creating submachine state
In order to create SubmachineState,
1. Click [Toolbox] -> [Statechart] -> [SubmachineState] button.

2. And click at the position where SubmachineState will be placed in the [main window]. A
submachine state is created and quick dialog is opened.

3. At the quick dialog, enter the submachine state name and press [Enter] key.

Procedure for creating initial state


In order to create InitialState,
1. Click [Toolbox] -> [Statechart] -> [InitialState] button.
2. And click at the position where InitialState will be placed in the [main window].

Procedure for creating initial state from state


In order to create initial state with outgoing transition to selected object, use shortcut creation
syntax.
1. Double-click state. At the quick dialog, After "-*" string, enter initial state name or none.
2. Press [Enter] key and initial state with outgoing transition to selected state is created.

Procedure for creating final state


In order to create FinalState,
1. Click [Toolbox] -> [Statechart] -> [FinalState] button.
2. And click at the position where FinalState will be placed in the [main window].

Procedure for creating final state from state


In order to create final state with outgoing transition from selected object, use shortcut creation
syntax.
1. Double-click state. At the quick dialog, After "-@" string, enter final state name or none.
2. Press [Enter] key and final state with ingoing transition from selected state is created.

7.4 OUTPUT:

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PROGRAM: 8

8.1OBJECTIVE 8.2THEORY 8.3 PROCEDURE 8.4 OUTPUT

8.1 OBJECTIVE: Draw the component diagram.


8.2 THEORY:
The following elements are available in a component diagram.
 Package
 Interface
 Component
 ComponentInstance
 Part
 Association
 Dependency
 Realization
 Link
 Connector
Package
A package is a grouping of model elements. Packages themselves may be nested within other
packages. A package may contain subordinate packages as well as other kinds of model elements.
All kinds of UML model elements can be organized into packages.

Component
A component represents a modular, deployable, and replaceable part of a system that encapsulates
implementation and exposes a set of interfaces.

Component Instance
A component instance is an instance of a component that resides on a node instance. A component
instance may have a state.
8.3 PROCEDURE:
Procedure for creating package
In order to create Package in the component diagram,
1. Click [Toolbox] -> [Component] -> [Package] button.

2. Click at the position where Package will be placed in the [main window].

3. A package is created and the quick dialog of package appears.

4. At the quick dialog, enter package name.


5. Press [Enter] key. Then the package is shown as follows.

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Interface

Procedure for creating interface

In order to create Interface,


1. Click [Toolbox] -> [Component] -> [Interface] button.
2. Click at the position where Interface will be placed in the [main window].
3. At the quick dialog, enter interface name.
4. Press [Enter] key. Then the interface is shown as follows.

Procedure for creating component


In order to create Component,
1. Click [Toolbox] -> [Component] -> [Component] button.
2. Click at the position where Component will be placed in the [main window]. And at the
quick dialog, enter component name and press [Enter] key. The result is as follows.

Procedure for adding resident element


In order to add resident element to component,
1. Select [Collection Editor...] popup menu of component.

2. Or click button in [Residents] property on properties window.

3. At the [Residents] tab of the [collection editor], you can add resident element by using

button.

4. At the [Select a Resident] dialog, select resident component.

5. The component is assigned to component as resident component and is shown as follows.

Procedure for creating providing relationship


In order to create providing relationship,
1. Click [Toolbox] -> [Component] -> [Realization] button
2. Drag from component and drop to interface in the [main window].
3. The result is as follows.

Procedure for creating requiring relationship


In order to create requiring relationship,
1. Click [Toolbox] -> [Component] -> [Dependency] button.
2. Drag from component and drop to interface in the [main window].

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3. Finally, the interface requiring relationship is created.

Procedure for creating providing interface of class.


In order to create providing inteface of class, use shortcut creation syntax.
1. Double-click class. At the quick dialog, enter "-@" staring and interface name, separate
interface names by "," character.

2. And press [Enter] key. Several interfaces provided by selected class is created and arranged
automatically.

Procedure for creating requiring interface of class.


In order to create requiring interface of class, use shortcut creation syntax.
1. Double-click class. At the quick dialog, enter "-(" or "-->", and enter interface names,
separate interface names by "," character.
2. And press [Enter] key. Several interfaces required by selected class is created and arranged
automatically.

Procedure for creating part


In order to create part,
1. Click [Toolbox] -> [Component] -> [Part] button.
2. And click the component where the part will be contained in the [main window].

Procedure for creating connector


In order to create connector,
1. Click [Toolbox] -> [Component] -> [Connector] button.
2. Drag from one part and drop to the other part in the [main window].
3. The connector between two parts is created finally as follows.

Procedure for creating component instance


In order to create ComponentInstance,
1. Click [Toolbox] -> [Component] -> [ComponentInstance] button.

2. And click at the position where ComponentInstance will be placed in the [main window].

3. Enter the component instance name at the quick dialog and press [Enter] key. The result is
as follows.

Procedure for adding attribute to component instance


There are two way to add AttributeLink to component instance.
 using ComponentInstance model in the main diagram or the [model explorer]
 using [collection editor]
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In the case of using ComponentInstance model,
1. Select ComponentInstance in the [main window] or in the [model explorer].

2. Right-click the selected ComponentInstance, select [Add] -> [Attribute Link] popup menu.

3. and you can add Attribute Link.

In the other case,


1. Select [Collection Editor...] popup menu of ComponentInstance.

2. Click button in slots property on properties window.

3. At [Slots] tab of the [collection editor], you can add attribute link by using
button.

8.4 OUTPUT:

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PROGRAM: 9

9.1OBJECTIVE 9.2THEORY 9.3 PROCEDURE 9.4 OUTPUT

9.1 OBJECTIVE: Perform forward engineering in java.

9.2 THEORY:

First the user have to install Java Extension for StarUML 2.This extension for StarUML support to
generate Java code from UML model and to reverse Java code to UML model. Install this extension
from Extension Manager of StarUML. It is based on Java 1.7 specification.

9.3 PROCEDURE:

Java Code Generation


Click the menu (Tools > Java > Generate Code...)
Select a base model (or package) that will be generated to Java.
Select a folder where generated Java source files will be placed.
.
9.4 OUTPUT: By using forward engineering we will get java code from UML diagram.

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PROGRAM: 10

10.1OBJECTIVE 10.2THEORY 10.3 PROCEDURE 10.4 OUTPUT

10.1 OBJECTIVE: Perform reverse Engineering in java.

10.2 THEORY:
StarUML is also capable of creating a class diagram from existing Java code, what is referred
to as "reverse engineering" the code. This is very useful when you have existing code you
want to diagram or if you have modified code that was generated by StarUML by adding
fields and methods and you thus want to update your diagrams to reflect those changes. The
process of going back and forth between working on your code through a diagram and
through a text editor such as DrJava, is called "round-trip engineering" and is the basic design
process used in object-oriented programming.
10.3 PROCEDURE:
 To reverse engineer some existing code, go to the main menu bar and select
"Tools/Java/Reverse Engineer...”
 Select the directory that holds the Java (.java) files that you wish to use and click the
"Add" or "Add All" button to include them in the reverse engineering process. Then
click "Next (N)".
 Select the model you wish to add the classes to, probably "Model1" then click "Next
(N)".
 In the Option Setup:
 Be sure that the options for generating "public", "package", "protected" and
"private" visibility are all checked (this is the default).
 Also, by default, the radio button for "Create the field to the Attribute" should
be selected.
 Unless you want SU to create another, badly laid-out, class diagram for you
showing all the classes in your model, uncheck the "Create Overview
Diagram" box.
 When you are done checking your options, click "Run(R)".
 SU will now import the classes in the selected files into your model. Click
"Finish" to exit the dialog when it is complete.

10.4 OUTPUT: After reverse engineering ,we will get class diagram.

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PROGRAM: 11

11.1OBJECTIVE 11.2THEORY 11.3 PROCEDURE 11.4 OUTPUT

11.1 OBJECTIVE: Draw the deployment diagram.

11.2 THEORY:

Modeling with Deployment Diagram


The following elements are available in a deployment diagram.
 Package
 Node
 Node Instance
 Association
 Directed Association
 Dependency
 Link
 Connector
Node Instance
A node instance is an instance of a node. A collection of component instances may reside on the
node instance.

Node
A node is a run-time physical object that represents a computational resource, generally having at
least a memory and often processing capability as well, and upon which components may be
deployed.

11.3 PROCEDURE:

Package

Procedure for creating package

In order to create Package in deployment diagram,


1. Click [Toolbox] -> [Deployment] -> [Package] button.

2. Click at the position where package will be placed in the [main window].

3. Then package will be created.


4. At the quick dialog, enter package name and press [Enter] key. Then procedure is done.

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Procedure for creating node

In order to create Node in deployment diagram,


1. Click [Toolbox] -> [Deployment] -> [Node] button.

2. Click at the position where Node will be placed in the [main window].

3. Then node is created and the quick dialog appears. Enter the node name at the quick dialog.

4. And press [Enter] key.

Procedure for adding deployed component

In order to add deployed component to node


1. Select [Collection Editor...] popup menu of node.

2. Or click button in [DeployedComponents] property on properties window.

3. At the [Deployed Components] tab of the [collection editor], you can add deployed

component by using button.

4. At [Select the Component to deploy] dialog, select deployed component. To select


component, you have already made some component.

5. And click OK button. Then deployed component is added to the node.

6. The node is shown as following.

Procedure for creating connector

In order to create connector between two parts,


1. Click [Toolbox] -> [Deployment] -> [Connector] button.

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2. Drag from one part and drop to the other part in the [main window].

3. The result is as follows.

Procedure for creating node instance

In order to create NodeInstance in deployment diagram,


1. Click [Toolbox] -> [Deployment] -> [NodeInstance] button.

2. Click at the position where NodeInstance will be placed in the [main window], a node is
created, and quick dialog appears.
3. Enter the node instance name at the quick dialog and press [Enter] key.

4. The result is as follows.

Procedure for adding attribute link to node instance

There are two way to add attribute link to node instance.


 using NodeInstance model in the [main window] or the [model explorer]
 using [collection editor]
In the case of using NodeInstance model
1. Select NodeInstance in the [main window] or in the [model explorer],
2. Right-click the selected NodeInstance, select [Add] -> [Attribute Link] popup menu, and
you can add Attribute Link.

3. The node doesn't show attribute link on the view.


In the other case
1. Select [Collection Editor...] popup menu of NodeInstance.

2. Or click button in [Slots] property on properties window.

3. At [Slots] tab of the [collection editor], you can add attribute link by using
button.

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Association

Procedure for creating association


In order to create association,
1. Click [Toolbox] -> [Deployment] -> [Association] button.

2. Drag from one associated and drop to another in the [main window].

3. The result is as follows.

Dependency

Procedure for creating dependency


In order to create dependency,
1. Click [Toolbox] -> [Deployment] -> [Dependency] button.

2. Drag and drop between elements in the [main window] in depending direction.

3. Then dependency between two elements is created as follows.

Link

Procedure for creating link


In order to create Link,
1. Click [Toolbox] -> [Deployment] -> [Link] button.

2. Drag from one NodeInstance and drop to the other NodeInstance in the [main window].

3. Then the link between two node instances is created.

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11.4 OUTPUT:
Deployment Diagram for library management System

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PROGRAM: 12

12.1OBJECTIVE 12.2THEORY 12.3 PROCEDURE 12.4 OUTPUT

12.1 OBJECTIVE: Planning and scheduling of project using MS project.

12.2 THEORY:
Microsoft Project is a project management software program, developed and sold by Microsoft,
that is designed to assist a project manager in developing a plan, assigning resources to tasks,
tracking progress, managing the budget, and analyzing workloads. Microsoft Project 2010
introduces new features to significantly improve how you manage, schedule, and view your project.

12.3 PROCEDURE:
Step 1 − File → Options → General tab → Project view → Default view.

Step 2- Select “Gantt with Timeline” from the dropdown box.


Check all options.
Step 3 − File → Options → Schedule tab → Schedule → Show Assignment Units.

Choose “percentage” from the dropdown box.

Step 4 − File → Options → Schedule tab → Calculation → Calculate Project after Each Edit.

Check the On button.

Step 5 − File → Options → Save tab → Save projects → Save Files In this format.

Select Project (*.mpp).

Step 6 − File → Options → Advanced tab → Edit.

Check all options.

Step 7 − File → Options → Advanced tab → Display → Show Status Bar → Show Scroll Bar.

Both options, Status Bar and Scroll Bar should be checked.

Step 8 Resources → Level → Leveling Options → Leveling Calculations.

Set to manual.

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Step 9 − Resources → Level → Leveling Options → Leveling calculations → Look for
Overallocations.

Select “Day By Day” from dropdown box.

12.4 OUTPUT:

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PROGRAM: 13

13.1OBJECTIVE 13.2THEORY 13.3 PROCEDURE 13.4 OUTPUT

13.1 OBJECTIVE: Analysis of critical path using MS Project.

13.2 THEORY:

The critical path is the series of tasks (or even a single task) that dictates the calculated start date or
finish date of the project. If a single task is late on the critical path, the end date of the entire project
will also be late. Viewing project information in this manner is also known as the critical path
method of project management.

13.3 PROCEDURE:

Change what tasks show up on the critical path


1. Click File > Options.
2. Click Advanced, and then scroll down to the Calculation options for this project area.
3. Add a number to the Tasks are critical if slack is less than or equal to box.

13.4 OUTPUT:

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