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SE Lab Manual
SE Lab Manual
1.1 OBJECTIVE: Prepare a SRS document in line with the IEEE recommended
standards.
The basic issues that the SRS shall address are the following:
1.3 PROCEDURE:
Note: History of versions of this document with author/contributor info may be included
before the main sections of the document.
1.4 OUTPUT:
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.
2.2.4 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.
2.6.1.
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
NO_OF_BOOKS NUMBER
.
PROGRAM: 2
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.
2.4 OUTPUT:
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PROGRAM: 3
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.
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.
2. And click at the position where InitialState will be placed in the [main window]. Then a
initial state is created.
2. And click at the position where FinalState will be placed in the [main window].
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Activity Diagram for return Book:
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PROGRAM: 4
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:
Then File/New
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2. Click on Class, then Class to draw the diagram
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3. Right click on Class to add Attributes
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5. Creating association between 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
5.1 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.
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.
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3. Select operation on the [Select an operation] dialog, and click [OK] button.
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.
SelfStimulus
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
6.3 PROCEDURE:
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.
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.
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
And click the object that self-link will connect to in the [main window].
6.4 OUTPUT:
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PROGRAM: 7
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:
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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 .
2. And press [Enter] key. Several states outgoing(incoming) from selected state are created
and arranged automatically.
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.
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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.
7.4 OUTPUT:
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PROGRAM: 8
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].
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Interface
3. At the [Residents] tab of the [collection editor], you can add resident element by using
button.
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3. Finally, the interface requiring relationship is created.
2. And press [Enter] key. Several interfaces provided by selected class is created and arranged
automatically.
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.
2. Right-click the selected ComponentInstance, select [Add] -> [Attribute Link] popup menu.
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
9.2 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:
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PROGRAM: 10
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
11.2 THEORY:
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
2. Click at the position where package will be placed in the [main window].
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Procedure for creating node
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.
3. At the [Deployed Components] tab of the [collection editor], you can add deployed
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2. Drag from one part and drop to the other part in the [main window].
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.
3. At [Slots] tab of the [collection editor], you can add attribute link by using
button.
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Association
2. Drag from one associated and drop to another in the [main window].
Dependency
2. Drag and drop between elements in the [main window] in depending direction.
Link
2. Drag from one NodeInstance and drop to the other NodeInstance in the [main window].
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11.4 OUTPUT:
Deployment Diagram for library management System
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PROGRAM: 12
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 4 − File → Options → Schedule tab → Calculation → Calculate Project after Each Edit.
Step 5 − File → Options → Save tab → Save projects → Save Files In this format.
Step 7 − File → Options → Advanced tab → Display → Show Status Bar → Show Scroll Bar.
Set to manual.
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Step 9 − Resources → Level → Leveling Options → Leveling calculations → Look for
Overallocations.
12.4 OUTPUT:
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PROGRAM: 13
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:
13.4 OUTPUT:
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