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Project Report On

FUSION TECH (BCAPABLE)

Project work submitted in partial fulfillment of the


requirement for the award of the Degree

BACHELOR OF COMPUTER
APPLICATIONS

By

T. Sethu Venkat (107221861042)

BHAVAN’S VIVEKANANDA COLLEGE


OF SCIENCE HUMANITIES
AND COMMERCE
SAINIKPURI, SECUNDERABAD

Reaccredited with ‘A’ grade by NAAC Autonomous


college (Affiliated to Osmania University)

1
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ACKNOWLEDGEMENT

Apart from the efforts of me, the success of any project depends largely on the
encouragement and guidelines of many others. I take this opportunity to express
my gratitude to the people who have been instrumental in the successful
completion of the project.

Firstly, I would like to thank our Principal, Dr. G.S.V.R.K. Choudary,


Bhavan’s Vivekananda College, for having faith in me and thinking that I am
capable enough to go on with the project.

Secondly, I would like to thank Mr. N. Bhasker Head of Department of


Computer Science, Mr. G. Mahesh Kumar, BCA Course Coordinator, and other
faculty members for their help during my project completion in the college. I take
it as a great privilege for having done the project for Bhavan’s Vivekananda
College, Sainikpuri.

Finally, I would like to convey my profound gratitude to my project guide


Mr. P. Srinivas , Lecturer, Department of Computer Science for giving me this
project in the college and enabling me with his valuable guidance and support.
The guidance and support received from all the members who have contributed to
this project were vital for the success of the project. I am grateful for their
constant support and help.

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DECLARATION

I hereby declare that the project work entitled “Fusion Tech” submitted to the
Bhavan’s Vivekananda College, Sainikpuri , Secunderabad, is a record of an original work
done by me under the guidance of Mr. P. Srinivas Lecturer, Department of Computer
Science, Bhavan’s Vivekananda College, Sainikpuri , Secunderabad.

I further certify that the work has not been submitted to any other Institution for
the award of any degree or diploma.

T. Sethu Venkat
(107221861042)

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ABOUT ORGANIZATION

Bhavan's Vivekananda College of Science, Humanities and Commerce was in 1993


under the aegis of the Bharatiya Vidya Bhavan. Ever since its inspection, the college
has been providing quality education to all students in a large variety of courses.
The college continues to provide all students a solid foundation for further
educational opportunities and the skill for various career opportunities upon
graduation.

The college offers a peaceful atmosphere which is ideal for academic pursuits and
for the overall development of the students. The college seeks to integrate the
student's program of study and the development of skills which includes critical
thinking, problem solving, written and oral communication and encouraging
research techniques in various fields. It seeks to learn, to adapt and to lead in the
creation of a pool of committed and competent individuals indicated to the process
of nation building.

The college has a dedicated set of staff, lecturers and support staff. The lecturers,
apart from teaching, also imbibe principles of discipline, commitment and hard
work and to strive towards achieving the goals. They support the students in all
possible ways and help students to solve their various problems and encourage the
students to perform well in both academics and other co-curricular activities.
Overall, the college, with its holistic atmosphere aided for learning, the principles
and values that are imbibed into the students, the excellent staff headed by an able
and strong Principle dedicated to making the students the citizens of the future,
Bhavan's Vivekananda College of Science, Humanities and Commerce is the
college, where we enter in as students and pass out as molded and well- read
persons, ready to take on the challenges that come by us in the future.

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INDEX
S.NO TOPIC Pg. No
1. ABSTRACT 07

2. PROBLEM STATEMENT 08–09


3. PROPSED SYSTEM 10
4. HARDWARE AND SOFTWARE REQUIREMENTS 11
5. ABOUT SOFTWARE USED 12-13
6 SYSTEM ANALYSIS 14
6.1 DFD Diagram 15-16
6.2 ER Diagram 17-25
7. SYSTEM DESIGN 26

7.1 Use case Diagrams 27-32


7.2 Class Diagrams 33-46
7.3 Sequence Diagrams 47-57
7.4 Activity Diagrams 58-71
7.5 Component Diagram 72-75
7.6 Deployment Diagram 76-78
8. SAMPLE CODE 79-93
9. OUTPUT SCREENS 94-100
10. TESTING 101-102
11. IMPLEMENTATION 103
12. MAINTAINANCE 104

13. CONCLUSION 105

14. BIBLIOGRAPHY 106

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1. ABSTRACT

 The Fusion Tech Application is a comprehensive software platform designed to


streamline and enhance the organization and engagement of college-level events.

 This modular application supports the full lifecycle of event management through
several specifically tailored modules: the Event Module, Register Module, Result
Module, Feedback Module, About Us Module, and Contact Us Module.

 The Event Module serves as the central hub for displaying upcoming and past events,
allowing users to stay informed about event timelines and details.

 The Register Module facilitates the participation of students by providing a user-


friendly interface for event registration.

 Following the conclusion of events, the Result Module publishes the outcomes,
prominently displaying the winners and runners-up, thus recognizing achievements and
maintaining transparency.

 The Feedback Module is a vital tool for continuous improvement, collecting


participants' opinions and experiences to refine future events.

 The About Us Module provides insight into the team behind the events, detailing the
roles and contributions of student coordinators, faculty, and outlining the objectives and
activities of the organization.

 Further enhancing user interaction, the Contact Us Module includes comprehensive


contact details for developers and club members and features a query section for
immediate user inquiries.

 Additional modules include College Details, which offers pertinent information about
the hosting institution, and the Project Lead Module, which highlights the guidance and
leadership of the project’s overseeing body.

 This application not only facilitates efficient event management but also fosters an
interactive community among students, faculty, and event organizers, thereby enriching
the collegiate experience and promoting active participation in campus life.

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2. PROBLEM STATEMENT

In the realm of fusion technology, there exists a critical need for a comprehensive
application that seamlessly integrates various functionalities to enhance user experience
and streamline operations. The absence of such a centralized platform hampers the
efficiency of managing events, registrations, results, feedback, and communication
channels. Moreover, the lack of a dedicated space for information dissemination and
interaction impedes the smooth functioning of fusion technology initiatives.

The project Fusion Tech Bcapable aims at bringing the communication gap with the
students so that they are aware of the events taking place within the club

Our club aims to develop an application which is user friendly and easy to maintain where
in students from various courses can register to events conducted by the club.

Key Issues:

 Fragmented Management: Existing solutions fail to provide a unified platform for


managing fusion technology-related activities, resulting in disjointed processes across
different modules.
 Inefficient Communication: Communication channels are scattered, leading to
difficulties in disseminating important information and gathering feedback from
stakeholders.
 Limited Information Accessibility: Users face challenges in accessing relevant
information about developers, coordinators, privacy policies, FAQs, and contact details,
hindering their engagement with fusion technology initiatives.
 Complex Navigation: The absence of a user-friendly interface exacerbates usability
issues, making it challenging for users to navigate through various modules and access
desired functionalities seamlessly.

Proposed Solution:

To address these challenges, the Fusion Tech App aims to provide a centralized platform
that integrates essential modules, including Event Management, Registration, Results,
Feedback, Contact Us, and About Us. Additionally, the Contact Us module will be
subdivided into Developers, Coordinators Information, Privacy, FAQs, Contact Details,
and Project Lead sections, ensuring comprehensive access to relevant information and
communication channels.

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The Fusion Tech App will offer the following features:

 Event Module: Facilitates seamless management of fusion technology events, including


scheduling, registration, and updates.
 Register Module: Simplifies the registration process for participants interested in fusion
technology events and initiatives.
 Result Module: Provides timely access to event results and performance metrics for
participants and stakeholders.
 Feedback Module: Enables users to share their insights, suggestions, and concerns,
fostering continuous improvement.
 Contact Us Module: Centralizes communication channels and essential information,
including developer contacts, coordinator details, privacy policies, FAQs, and project lead
contacts.
 About Us Module: Offers comprehensive information about fusion technology
initiatives, goals, and achievements, fostering transparency and engagement.
 By offering a centralized platform with intuitive navigation and comprehensive features,
the Fusion Tech App aims to enhance user engagement, streamline operations, and
facilitate collaboration within the fusion technology community.

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3. PROPOSED SYSTEM

Designing a system for fusion tech application encompasses various modules such as
Event, Register, Feedback, Contact Us, and About Us involves creating a
comprehensive platform that caters to the needs of users Below is an outline of how
each module could be designed and function within the system:

 Event Module : This module will display a list of events, providing users with
information about upcoming activities.
 Register module : Users can register for events through this module. It will likely
include forms for users to input their details and select the events they want to
participate in.
 Result Module: This module will display the results of events, listing the winners and
runners-up. It ensures transparency and recognition for participants.
 Feedback Module: Users can provide feedback on the events they've attended. This can
help organizers improve future events and enhance the overall experience for participants.
 About Us Module: This module will contain details about the student coordinators, teacher
faculty involved, as well as the objectives and activities of the fusion tech application.
 Contact Us Module: Users can find contact details for developers, club members, and
information about privacy policies. Additionally, the query section allows users to submit
specific queries.
 College Details Module: This module will display details about the college hosting the
events. This could include information such as location, facilities, and contact information.
 Project Lead Module: Provides details about the project guide or leader overseeing the
fusion tech application project.

For optimal user experience, it is imperative that modules integrate seamlessly with one
another. This might feature a consistent design language throughout the platform,
simple module navigation, and single sign-on capabilities. The system must also be
scalable in order to handle an increasing user base and developing content. Using cloud
services for data management and hosting can improve dependability and performance.

To safeguard user data and privacy, security procedures are crucial. These include data
encryption, secure authentication techniques, and frequent security audits.

Lastly, taking accessibility and mobile responsiveness into account guarantees that the
platform can be used by users with a range of demands and on a variety of devices.

With the help of this suggested system, people and organizations interested in fusion
technology will be able to gather in a lively, interesting, and educational community hub
that promotes networking, cooperation, and learning.

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4. HARDWARE AND SOFTWAREREQUIREMENTS

HARDWARE REQUIREMENTS

Device name DESKTOP-KNS3L7V


Processor 11th Gen Intel(R) Core(TM) i5-1135G7 @ 2.40GHz 1.38 GHz
Installed RAM 8.00 GB (7.73 GB usable)
System type 64-bit operating system, x64-based processor
Storage 1TB HDD 256 GB SSD

SOFTWARE REQUIREMENTS

 Operating system : Windows 10,11


 Coding Language : java , xml
 Platform used : android studio
 Database : firebase

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5. ABOUT SOFTWARES USED

Nowadays all are familiar with the Internet, the worldwide network of computers, which
has thousands of computers all over the world. These network connections are day by
day at a rapid rate, so the network traffic is increasing at a pulse rate computer
connected to the net are from many different manufacturers, running on different
operating systems and they differ in architecture, computing power and capacity.
By considering this point SUN Microsystems Corporation felt the need for a
new programming language suitable for this heterogeneous Environment and Java was
the solution. This breaks Users between different computers, chips and operating
systems. Using java your application becomes compatible with all operating systems.

Java :

Java is the primary programming language used for developing Android applications.
Renowned for its platform independence and object-oriented approach, Java enables
developers to write code that can run on any device with a Java Virtual Machine (JVM).
Android's reliance on Java is largely due to its versatility, robustness, and extensive
ecosystem of libraries and frameworks

Developers leverage Java's syntax and features to create diverse applications, from
simple utilities to complex multimedia experiences. Android Studio, the official
Integrated Development Environment (IDE) for Android app development, provides
comprehensive support for Java, offering features like code completion, debugging, and
project management.

Java's object-oriented nature facilitates modular, scalable code architecture, essential for
building maintainable and extensible Android applications. Moreover, its memory
management system, including automatic garbage collection, simplifies memory
allocation and optimization tasks, enhancing app performance and stability.

Despite evolving alternatives such as Kotlin, Java remains foundational in Android


development, powering millions of apps on the Google Play Store and continuing to be
a prominent choice for developers worldwide.

Xml :

XML (extensible Markup Language) is a vital component in Android development,


serving as a fundamental tool for structuring and storing data in applications. In
Android, XML plays a pivotal role in defining the layout and content of user interfaces
through XML-based layout files. These files, residing in the "res/layout" directory of
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Android projects, describe the arrangement and attributes of UI elements such as
buttons, text fields, and images.

XML's hierarchical structure facilitates the organization of UI elements, allowing


developers to create visually appealing and responsive layouts. Android's XML syntax
adheres to specific rules and attributes, enabling precise control over UI components'
appearance and behaviour. Additionally, XML files in Android support localization,
enabling developers to create multilingual applications effortlessly.

Beyond UI design, XML is utilized extensively for various purposes in Android


development, including configuration files, resource definitions, and data interchange
between components. Its versatility, simplicity, and compatibility make XML an
indispensable language in Android development, empowering developers to build
intuitive and dynamic applications efficiently.

Firebase :

Firebase is a comprehensive mobile development platform developed by Google,


offering a range of tools and services to streamline app development. In Android
development, Firebase provides functionalities such as real-time database,
authentication, cloud storage, hosting, messaging, and analytics. The real-time database
enables developers to synchronize data across devices in real-time, facilitating
collaborative features in applications.

Firebase Authentication offers various sign-in methods like email/password, social


logins, and phone authentication, ensuring secure user authentication. Cloud Storage
allows developers to store and serve user-generated content, such as images and videos,
efficiently. Firebase Hosting provides fast and secure web hosting for static and
dynamic content, with automatic SSL certificate provisioning. Firebase Cloud
Messaging enables developers to send targeted notifications to users across platforms.

Additionally, Firebase Analytics offers insights into app usage, user engagement, and
performance metrics, empowering developers to make data-driven decisions. Overall,
Firebase simplifies Android app development by providing a scalable and integrated
platform for building high-quality applications with ease.

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6. SYSTEM ANALYSIS

Systems Analysis is the process by which an individual (s) studies a system such
that an information system can be analyzed, modeled, and a logical alternative can
be chosen. Systems analysis projects are initiated for three reasons: problems,
opportunities, and directives. The people involved include systems analysts,
sponsors, and users. The process by which systems are developed can be described
by the systems development life cycle.

6.1 ABOUT DATA FLOW DIAGRAM

A Data Flow Diagram is a graphical tool used to describe and analyze movement
of data through a system. These are the central tool and the basis from which the other
components are developed.

The transformation of the data from input to output, through processing, may be
described logically and independently of physical components associated with the
system. These are known as the logical data flow diagram.

The physical data flow diagrams show the actual implements and movement of the
data between people, department and workstation. A full description of a system
actually consists of a set of data flow diagrams. Using two familiar notations
Yourdon, Gane and Sarson notation develops the data flow diagrams .Each
component in a DFD is labeled with a descriptive name.

Process Notations. A process transforms incoming data flow into outgoing


dataflow.

Datastore Notations. Datastores are repositories of data in the system. They are
15, sometimes also referred to as files

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DFD LEVEL - 1 :

Fig – 5.1 DFD level 1 Diagram for fusion tech module

 This is DFD diagram level 1 shows us flow of data within various modules
present . modules present in application are event module , registration module ,
result module , feedback module , contact us module and about us module .
 users can access the modules and can perform various tasks.

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DFD LEVEL - 2 :

Fig – 5.1.1 DFD level 2 Diagram for fusion tech module

 This DFD diagram level 2 shows us login , registration , feedback , using all the
databases

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6.2 ABOUT ER DIAGRAMS

An Entity Relationship Diagram (ERD) is a visual representation of different


entities within a system and how they relate to each other. They are widely used to
design relational databases. The entities in the ER schema become tables,
attributes and convert the database schema. Entity relationship diagrams are used in
software engineering during the planning stages of the software project. They help to
identify different system elements and their relationships with each other.

Entity Relationship Diagram (ERD) Symbols and Notations:

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Elements in ER diagrams:
There are three basic elements in an ER Diagram: entity, attribute, relationship.
There are more elements which are based on the main elements. They are weak
entities, multi valued attributes, derived attributes, weak relationship, and
recursive relationship. Cardinality and ordinality are two other notations used in
ER diagrams to further define relationships.

1. Entity
An entity can be a person, place, event, or object that is relevant to a given system.
For example, a school system may include students, teachers, major courses,
subjects, fees, 18 and other items. Entities are represented in ER diagrams by a
rectangle and named using singular nouns.

2. Weak Entity
A weak entity is an entity that depends on the existence of another entity. In more
technical terms it can be defined as an entity that cannot be identified by its own
attributes. It uses a foreign key combined with its attributes to form the primary
key. An entity like order item is a good example for this. The order item will be
meaningless without an order so it depends on the existence of the order.
Weak Entity Example in ER diagrams

3. Attribute

An attribute is a property, trait, or characteristic of an entity, relationship, or


another attribute. For example, the attribute Inventory Item Name is an attributeof
the entity Inventory Item. An entity can have as many attributes as
necessary.Meanwhile, attributes can also have their own specific attributes. For
example, the attribute “customer address” can have the attributes number, street,
city, andstate. These are called composite attributes. Note that some top level ER

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Simple Attribute :-
An attribute is classified as a simple attribute if it cannot be partitioned into
smaller components. For example, the age and sex of a person. A simple
attribute is represented by an oval.

Composite Attribute :-
A composite attribute can be subdivided into smaller components which further
form attributes. For example, ‘name’ attribute of an entity “person” can be broken
down into first name and last name which further form attributes.
Grouping of these related attributes forms a composite attribute. ‘name’ is the
composite attribute in this example.

Single valued Attribute :-


If an attribute of a particular entity represents a single value for each instance, then
it is called a single-valued attribute. For example, Ramesh, Kamal and Suraj
diagrams do not

show attributes for the sake of simplicity. In those that do, however, attributes are
represented by oval shapes.

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Simple Attribute :-
An attribute is classified as a simple attribute if it cannot be partitioned into
smaller components. For example, the age and sex of a person. A simple
attribute is represented by an oval.

Composite Attribute :-
A composite attribute can be subdivided into smaller components which further
form attributes. For example, ‘name’ attribute of an entity “person” can be broken
down into first name and last name which further form attributes.
Grouping of these related attributes forms a composite attribute. ‘name’ is the
composite attribute in this example.

Single valued Attribute :-


If an attribute of a particular entity represents a single value for each instance,
then it is called a single-valued attribute. For example, Ramesh, Kamal and Suraj
are instances of entity ‘student’ and each of them is issued a separate roll
number. A single oval is used to represent this attribute.

Multivalued Attribute :-

If an attribute can have more than one value it is called a multi-valued attribute.
It is important to note that this is different from an attribute having its own
attributes. For example, a teacher entity can have multiple subject values.

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Example of a multivalued attribute

Derived Attribute: -

An attribute based on another attribute. This is found rarely in ER


diagrams. For example, for a circle, the area can be derived from the
radius.

Derived Attribute in ER diagrams

Relationship:-
A relationship describes how entities interact. For example, the entity
“Carpenter” may be related to the entity “table” by the relationship
“builds” or “makes”. Relationships are represented by diamond shapes
and are labeled using verbs.

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Various terms related to relationships:

Degree of Relationship :-
It signifies the number of entities involved in a relationship. Degree of are
relationship can be classified into following types:

Unary Relationship :-
If only a single entity is involved in a relationship, then it is a unary relationship.
For example, an employee(manager) supervises another employee.

Binary relationships :-
When two entities are associated to form a relation, then it is known as a binary
relationship. For example, A person works in a company. Most of the time we use
only binary relationships in an e-r diagram. The teacher-student example
shown above signifies a binary relationship.
Other types of relationships are ternary and quaternary. As the name signifies, a
ternary relationship is associated with three entities and a quaternary relationship
is associated with four entities.

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Connectivity of a relationship:-
Connectivity of a relationship describes how many instances of one entity type are
linked to how many instances of another entity type. Various categories of
connectivity of a relationship are;
One to One (1:1) :- “Student allotted a project” signifies a one-to-one relationship
because only one instance of an entity is related with exactly one instance of another
entity type.

One to Many (1:M) :- “A department recruits’ faculty” is a one-to-many


relationship because a department can recruit more than one faculty, but a faculty
member is related to only one department .

Many to One (M:1) :- “Many houses are owned by a person” is a many-to-one


relationship because a person can own many houses but a particular house is
owned only by a person.

Many to Many (M: N) :- “Author writes books” is a many-to-many relationship


because an author can write many books and a book can be written by many
authors.

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Fig 5.2 ER diagram of fusion tech module

The ER Diagram shows various entities and their attributes and the relationships
between them.
The above diagram has entities: Login , signup , forgot password . event , results ,
feedback , contact us , about us .The following entity has various attributes :

Login :

 Email-id
 Password
 Forgot password

Signup :

 Course
 Password
 Name
 Email-id

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Forgot Password :

 Email-id

Contact us :

 Developers
 FT Coordinators
 Private policy
 Q/A
 Contact Details
 Project Lead

About us :

 Student coordinators
 Teacher faculty
 Activity
 Objectives

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7. SYSTEM ANALYSIS

7.1 ABOUT USE CASE DIAGRAMS

In Unified Modelling Language (UML), use case diagrams are used to show the
interactions between actors and a system. The system can be a website or another
similar entity being developed. An actor is a person or entity that interacts with
the system - normally, this is a user. In essence, use case diagrams depict the
system, who is using it, how they are using it, or what they are doing. On a macro
scale, the information you can glean from use case diagrams allow you to set the
scope of your system or application and what goals it can help the actors achieve.

Use case diagrams are typically used in the following scenarios:

❖ Depicting the scope and goal of the interactions between the actor and the
system.
❖ Modelling the interactions between actors and the system, as well as the
general flow of events.
❖ Identifying internal or external factors that might impact the outcome of
interaction and, by extension, the system itself.

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Use Case Diagram Symbols:

The notation for a use case diagram is pretty straightforward and doesn't involve
as many types of symbols as other UML diagrams.

Use cases: Horizontally shaped ovals that represent the different uses that a user
might have.
Actors: Stick figures that represent the people actually employing the use cases.
Relationship: A line between actors and use cases. In complex diagrams, it is
important to know which actors are associated with which use cases.

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Fig – 6.1 Use case diagram for fusion tech module

The above use case diagram describes the role of user in the fusion tech
application.
Once the user has loggined into the application he/she can access various
modules which include :

 Event module
 Register module
 Results module
 Feedback module
 Contact us module
 About us module

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Fig- 6.1.1 Use case diagram for about us module

 The above use case diagram describes the role of user and admin in fusion tech
application
 Once the user clicks the about us module the user can retrieve details of teacher
faculty , student coordinators
 Apart from this users can view objectives of club and can access the list of
activities that has been conducted by the club.

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Fig- 6.1.2 Use case diagram for contact us module

 The above use case diagram describes the role of user in the fusion tech
application.
 The module name is contact us module where the user can access the details of
developers of application , details of club members and details of college
 Apart from this there is a module dedicated to users where they can submit their
queries in queries module .
 Query module consists of name of the user , email id , course name , phone
number and query .once the details are entered the user can click on submit
button.
 There is also a dedicated module for accessing college details where in users will
be redirected to college website and a module which gives details of project
guide .

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Fig- 6.1.3 Use case diagram for signup module

 The above use case diagram describes the role of user in the fusion tech
application.
 The module is signup module where the user has to enter the details in order to
create an account in the application.
 The details include entering the name , roll number , selecting the course and
creating a password .
 Once all the details are entered the user can click on submit button and the user
account will be created .
 Once the account is created the user can login into the application .

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Fig- 6.1.4 Use case diagram for login module

 The above use case diagram describes the role of user in the fusion tech
application.
 The module is login module where in user has enter the details .
 The details include username , password which the user has created in signup
module .
 If user forgets the password accidentally , there is forgot password module
where the user can reset his password by entering the mail
 If all this process is done user can enter into main module

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7.2 ABOUT CLASS DIAGRAMS

The UML Class diagram is a graphical notation used to construct and visualize
object oriented systems. A class diagram in the Unified Modelling Language
(UML) is a type of static structure diagram that describes the structure of a
system by showing the system's:
classes, their attributes, operations (or methods) and the relationships
among objects.

Class:
A Class is a blueprint for an object. Objects and classes go hand in hand. We
can't talk about one without talking about the other. And the entire point of
Object-Oriented.
Design is not about objects, it's about classes, because we use classes to create
objects. So a class describes what an object will be, but it isn't the object itself.

UML Class Notation:


A class represent a concept which encapsulates state (attributes) and behavior
(operations). Each attribute has a type. Each operation has a signature. The class
name is the only mandatory information.

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Class Name:
The name of the class appears in the first partition.

Class Attributes:
Attributes are shown in the second partition. The attribute type is shown after the
colon.
Attributes map onto member variables (data members) in code.

Class Operations (Methods):


Operations are shown in the third partition. They are services the class provides.
The return type of a method is shown after the colon at the end of the method
signature. The return type of method parameters are shown after the colon
following the parameter name. Operations map onto class methods in code.

Class Visibility:
The +, - and # symbols before an attribute and operation name in a class
denote the visibility of the attribute and operation.
 + denotes public attributes or operations
 denotes private attributes or operations
 # denotes protected attributes or operations.

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Relationships between classes:

1. Inheritance (or Generalization):


A generalization is a relationship between a more general classifier and a more
specific classifier. Each instance of the specific classifier is also an indirect
instance of the general classifier. Thus, the specific classifier inherits the features
of the more general classifier.
The figure below shows an example of inheritance hierarchy. SubClass1 and
SubClass2 are derived from Super Class. The relationship is displayed as a solid
line with a hollow arrowhead that points from the child element to the parent
element.

2. Association:
Associations are relationships between classes in a UML Class Diagram. They
are represented by a solid line between classes. Associations are typically name
during a verb or verb phrase which reflects the real world problem domain.

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Simple Association:
A structural link between two peer classes.
There is an association between Class1 and Class2.

Cardinality:
Cardinality is expressed in terms of:
❖ one to one

❖ one to many

❖ many to many

i. Aggregation:
A special type of association.
It represents a "part of" relationship. Class2 is part of Class1.
Many instances (denoted by the *) of Class2 can be associated withClass1.
Objects of Class1 and Class2 have separate lifetimes.

The figure above shows an example of aggregation. The relationship is displayed


as a solid line with an unfilled diamond at the association end, which is
connected to the class that represents the aggregate.

ii. Composition:
A special type of aggregation where parts are destroyed when the whole is
destroyed.

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Objects of Class2 live and die with Class1. Class2 cannot stand by itself.
The figure below shows an example of composition. The relationship is displayed
as a solid line with a filled diamond at the association end, which is connected to
the class that represents the whole or composite.

3. Dependency:
An object of one class might use an object of another class in the code of a
method. If the object is not stored in any field, then this is modeled as a
dependency relationship.
A special type of association.
Exists between two classes if changes to the definition of one may cause changes
to the other (but not the other way around).
Class1 depends on Class2
The figure below shows an example of dependency. The relationship is
displayed as a dashed line with an open arrow.

The figure above shows another example of dependency. The Person class might
have a has Read method with a Book parameter that returns true if the person has
read the book (perhaps by checking some databases).

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Realization:
Realization is a relationship between the blueprint class and the object
containing its respective implementation level details. This object is said to
realize the blueprint class. In other words, you can understand this as the
relationship between the interface and the implementing class.
For example, the Owner interface might specify methods for acquiring property
and disposing of property. The Person and Corporation classes need to implement
these methods, possibly in very different ways.

Fig – 6.2 Class diagram for fusion tech module

The diagram represents a simplified structure of a web application, specifically a


dashboard system. Here's a brief description of the components:
User :The user of the system has a username and password. They can log in and
log out of the system.
Dashboard : This is the main interface after a successful login. It provides various
functionalities like:
 Displaying events
 Opening registration forms
 Opening contact us forms
 Showing student coordinators

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 Showing teacher faculty
 Displaying activity
 Displaying objectives
 Opening feedback forms
 Displaying results

Event : Each event has a name and a date. The details of an event can be
displayed.
Registration Form : This form is used to register for an event or similar actions.
It includes fields for first name, last name, and email.

Contact Us Form : This form is used to send a message to the system's support
team. It includes fields for full name, email, and message.

Student Coordinator : This represents a student coordinator who manages


activities.

Teacher Faculty : This represents a teacher or faculty member who can provide
feedback.

Activity : Each activity has a name and a description. The details of an activity
can be displayed.

Objectives : The objectives of an activity can be displayed.

Feedback Form : This form is used to provide feedback. It includes fields for
rating and comments.

Result : The result of an event or action can be displayed, which includes result
details.

About Us : Information about the system or organization can be displayed.

The diagram uses UML notation, with classes represented as rectangles, and
methods or attributes represented as smaller rectangles within the class
rectangle. The diagram also uses stereotypes (like «string», «date», «boolean»,
etc.) to indicate the type of data a particular attribute can hold.

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Fig – 6.2.1 Class diagram for login module

 The above class diagram describes the structure of Fusion Tech application ,
their classes, attributes and operations.
 The classes of this module are user , login form and authentication service.

 User class : There are 2 operation in user class which is login and logout.
 Login form class : The operation of this class is to register the login details
 Authentication service class : The operation of this class is authenticate
login details.

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Fig – 6.2.2 Class diagram for event module

 The above class diagram describes the structure of Fusion Tech application ,
their classes, attributes and operations.
 The classes of this module are fusion tech project , event module and image
module.

 Event class : This module displays the list of events that has happened. The
operations of this class are getEventFlyer, getPreviousEvent Flyer and
getEventDetails which helps in retrieving event data .
 Image class : This module helps to display the image .

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Fig – 6.2.3 Class diagram for sign up module

 The above class diagram describes the structure of Fusion Tech application ,
their classes, attributes and operations. The classes of this module are user ,
signup form and authentication service .

 User : The operations involved in this module are signup which helps user to
create an account in the application.
 SignUpForm module : The operations involved in this module is submit.
 AuthenticationService class : This module helps to authorize user details .

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Fig – 6.2.4 Class diagram for feedback module

 The above class diagram describes the structure of Fusion Tech application ,
their classes, attributes and operations.
 The classes of this module is feedback module.

 Feedback class : This module helps the user to submit the feedback of events
that was conducted. The operations of this class include SubmitFeedback ,
ClearForm , displayForm .

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Fig – 6.2.5 Class diagram for forgot password module

 The above class diagram describes the structure of Fusion Tech application ,
their classes, attributes and operations.
 The classes of this module are user , forgot password form and email service .

 user : The operations of this class include login , logout and reset password .
these operations helps the user to login and logout the application and reset the
password when user forgets the password accidentally .
 ForgotPasswordForm : The operations of this class is submit which helps the
user to reset the password .
 EmailService : The operations of this class involves in resetting the password
through email . if the user clicks on the link he/she can reset the password and
login into the application.

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Fig – 6.2.6 Class diagram for contact us module

 The above class diagram describes the structure of Fusion Tech application ,
their classes, attributes and operations.
 The classes of this module are developers module , coordinators module , private
policy module , user module , admin module , query section module .

 User : The operations involved in this class helps the user to login into the
application.
 Admin : The operations involved in this class helps the admin to monitor the
actions of user
 Developers module : The operations involved in this class helps the user to
retrieve details of developers which include Gmail-id , linkedIn and Instagram
 Coordinators module : This class helps the user to retrieve the details of club
members
 Query section : The operations involved in this module helps the user to
submit their queries to club.

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Fig – 6.2.7 Class diagram for result module

 The above class diagram describes the structure of Fusion Tech application ,
their classes, attributes and operations.
 The classes involved in this module are results , participants and photo .

 Result : The operations involved in this module are displayWinners ,


displayRunners and display participant details which helps the user to retrieve
the data
 Participant : The operations of this class are getName , getEmail and getDetails
 Photo : The operations of this class are getURL and getDescription.

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7.3 ABOUT SEQUENCE DIAGRAM

Sequence Diagrams describe interactions among classes in terms of an exchange


of messages over time. They're also called event diagrams. A sequence diagram
is a good way to visualize and validate various runtime scenarios. These can help
to predict how a system will behave and to discover responsibilities a class may
need to have in the process of modeling a new system.

Basic Sequence Diagram Notations:

Actor symbol: Shows entities that interact with or are external to the system.

Activation:
Activation boxes represent the time an object needs to complete a task. When an
object is busy executing a process or waiting for a reply message, use a thin gray
rectangle placed vertically on its lifeline.

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Messages:
Messages are arrows that represent communication between objects. We use half
arrowed lines to represent asynchronous messages. Asynchronous messages are
sent from an object that will not wait for a response from the receiver before
continuing its tasks.

Return message:
A return message is used to indicate that the message receiver is done processing
the message and is returning control over to the message caller. Return messages
are optional notation pieces, for an activation bar that is triggered by a
synchronous message always implies a return message.

Lifelines:
Lifelines are vertical dashed lines that indicate the object's presence over time.

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Comment:
UML diagrams generally permit the annotation of comments in all UML
diagram types. The comment object is a rectangle with a folded-over corner
as shown below. The comment can be linked to the related object with a dashed
line.

Loops:
A repetition or loop within a sequence diagram is depicted as a rectangle.
Place the condition for exiting the loop at the bottom left corner in square
brackets [ ].

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Fig 6.3 Sequence diagram for fusion tech module

 This is a sequence diagram for fusion tech application which shows the
interaction between objects , user interfaces and databases .
 The diagram describes how users can login into application and can access
various modules present.

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Fig 6.3.1 Sequence diagram for login module

 This is a sequence diagram for login module and shows the interaction between
user , login module , authentication service and database.
 These objects interact with each other to login to the application and access
various modules present in the application.

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Fig 6.3.2 Sequence diagram for sign up module

 This is a sequence diagram for signup module and shows the interaction between
user , signup page and database system .
 These objects interact with each other and helps the user to signup i.e create an
account which further helps the user to login into the application

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Fig 6.3.3 Sequence diagram for about us module

 This is a sequence diagram for about us module and shows the interaction
between user , student coordinators module , teacher faculty module , activity
module and objectives module .
 This module helps the user to gain details about student in-charges , teacher in-
charges , activities of club and objectives of the club

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Fig 6.3.4 Sequence diagram for contact us module

 This is a sequence diagram for contact us module and shows the interaction
between user , developers module , fusion tech coordinators , private policy ,
queey section , college details and project lead .
 This module helps the user to gain details about developers of application . club
coordinators , project guide and college details which further contains website
link.
 A dedicated module is created for addressing the concers of users which is query
section
 Apart from this a module named private policy describes the confidentiality of
data present in the application.

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Fig 6.3.5 Sequence diagram for event us module

 This is a sequence diagram for event module and shows the interaction between
user and event module.
 This module gives the user about events that has happened in the past

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Fig 6.3.6 Sequence diagram for feedback module

 This is a sequence diagram for feedback module and shows the interaction
between user and feedback form.
 This module addresses the queries of users where in every user fills the form at
the end of event in order to know the responses of the event . based on the data
further improvements will be negotiated .

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Fig 6.3.7 Sequence diagram for result module

 This is a sequence diagram for result module and shows the interaction between
user , results page and database.
 This module displays the result of the events that is conducted by the club.

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7.4 ABOUT ACTIVITY DIAGRAM

Activity Diagram is another important diagram in UML to describe the dynamic


aspects of the system. Activity diagram is basically a flowchart to represent the
flow from one activity to another activity. The activity can be described as an
operation of the system.
The control flow is drawn from one operation to another. This flow can be
sequential, branched, or concurrent. Activity diagrams deal with all type of flow
control by using different elements such as fork, join, etc.

Purpose of Activity Diagrams: The basic purpose of activity diagrams is similar


to other four diagrams. It captures the dynamic behavior of the system. Other four
diagrams are used to show the message flow from one object to another but the
activity diagram is used to show message flow from one activity to another.
Activity is a particular operation of the system. Activity diagrams are not only
used for visualizing the dynamic nature of a system, but they are also used to
construct the executable system by using forward and reverse engineering
techniques. The only missing thing in the activity diagram is the message part.

The purpose of an activity diagram can be described as − Draw the activity flow
of a system.
 Describe the sequence from one activity to another.
 Describe the parallel, branched and concurrent flow of the system.

Components of an Activity Diagram:

Initial State or Start Point:


A small filled circle followed by an arrow represents the initial action state or
the start point for any activity diagram.

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Activities:
The categorization of behavior into one or more actions is termed as an activity.
In other words, it can be said that an activity is a network of nodes that are connected
by edges.
The edges depict the flow of execution. It may contain action nodes, control nodes,
or object nodes.
The control flow of activity is represented by control nodes and object nodes that
illustrates the objects used within an activity. The activities are initiated at the initial
node and are terminated at the final node.

Fork :
Fork nodes are used to support concurrent activities.

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Figure – fork notation

When we use a fork node when both the activities get executed concurrently
i.e., no decision is made before splitting the activity into two parts. Both parts need
to be.
We use a rounded solid rectangular bar to represent a Fork notation with incoming
arrows from the parent activity state and outgoing arrows towards the newly created
activities.
For example: In the example below, the activity of making coffee can be split into
two concurrent activities and hence we use the fork notation.

Figure - a diagram using fork

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Join : Join nodes are used to support concurrent activities converging into one. For
join notations we have two or more incoming edges and one outgoing edge.

Figure – join notation

For example – When both activities i.e. steaming the milk and adding coffee
get completed, we converge them into one final activity.

Action Flow :
Action flows, also called edges and paths, illustrate the transitions from one action
state to another. They are usually drawn with an arrowed line.

Decisions and Branching:


When we need to make a decision before deciding the flow of control, we use the
decision node.

Figure – notation for decision node

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The outgoing arrows from the decision node can be labeled with conditions
or guard expressions. It always includes two or more output arrows.
Guards :
A Guard refers to a statement written next to a decision node on an arrow
sometimes within square brackets.

Final State or End Point :


An arrow pointing to a filled circle nested inside another circle represents the
final action state.

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Fig 6.4 Activity diagram for fusion tech module

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 The provided context appears to describe the user interface or flow of a web
application or system, specifically a dashboard for an event or competition
management system. Here is a description of the diagram:
 The user starts at the "Display Dashboard" state, where they can view events
by selecting "View Events" and choosing "Browse Events." To interact with the
system, they need to log in or register by selecting "Login or Register" and
providing the necessary credentials. If they are a new user, they can choose "No"
to register later.
 Once logged in, the user is taken to the "Login Successful" state, where they
can select "Yes" to proceed. They are then asked to "Select Event to Register"
and can choose "Register for Event" to register for a specific event. After
registering, they receive a "Confirmation Message."
 The user can then view the results of the event by selecting "View Results" and
choosing "Yes." They can also view event details, browse results, view the
winner and runners, and provide feedback using the corresponding options.
 Additionally, the user can "Access Other Modules" by selecting "Yes" and
exploring other features of the system, such as "Contact Us," "About Us," and
"Results." They can also launch the app or continue as a guest to browse public
events.
 If the user encounters an error, a corresponding error message will be
displayed. The user can also view event details by selecting "Yes" and exiting
the app from the "Display Dashboard" state.

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Fig 6.4.1 Activity diagram for login module

 This is an activity diagram for login module which shows the flow between
the above activities.
 The first step is to enter username and password , if already registered the user
can directly login. Then next step is it verifies the user .
 If the user is valid it will be directed to dashboard page , If not the user didn’t
enter valid details it displays error message.

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Fig 6.4.2 Activity diagram for sign up module

 This is an activity diagram for signup module which shows the flow between
the above activities.
 The first step is user have to enter the name , roll number , course which the
user belongs to and then create a password .
 After this step is finished the account is created and user can login into the
application.
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Fig 6.4.3 Activity diagram for event module

 This is an activity diagram for event module which shows the flow between
the above activities.
 Once the user has loggined into the application the user can access to various
modules.
 One of them is event module where in this module displays the events that was
conducted by the club .

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Fig 6.4.4 Activity diagram for about us module

 This is an activity diagram for about us module which shows the flow
between the above activities.
 This module is created so that user can access details of club members , teacher
faculty and can view the list of activities that has been conducted by the club.
 Apart from this users can view the objectives of the club.

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Fig 6.4.5 Activity diagram for contact us module

 This is an activity diagram for contact us module which shows the flow
between the above activities.
 This module consists of developers module , fusion tech coordinator module ,
private policy , query section , college details and project lead .
 Users can view the data and this module gives details about developers , club
coordinators and college .
 If user clicks on contact us he/she will be directed to college website and
perform various activities based on their requirement.
 There is query section where users can reach out to club members through their
queries .
 Query section consists of name , email-id , course which user belongs to ,
phone number and query where the user can submit their problems/ issues .
 Apart from this there is project lead module which gives the details about
project guide .

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Fig 6.4.6 Activity diagram for result module

 This is an activity diagram for result module which shows the flow between
the above activities.
 This module is developed so that users can get to know the results of the events
which they have participated .
 When the user clicks on result module the winners and runners of particular
event will be retrieved .

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Fig 6.4.7 Activity diagram for feedback module

 This is an activity diagram for feedback module which shows the flow
between the above activities.
 This module has been developed in order to know the responses of the
participants.
 If the user clicks the feedback module he/she will be directed to google form
where the users have to enter their name . class . course and their feedback.
 Based on the data collected student and faculty in-charges will get to know
how the event was conducted and what all changes can be done in order to
ensure smooth flow of event

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7.5 ABOUT COMPONENT DIAGRAM

A component Diagram is used to break down a large object-oriented system into


the smaller components, so as to make them more manageable. It models the
physical view of a system such as executables, files, libraries, etc. that resides
within the node.

It visualizes the relationships as well as the organization between the components


present in the system. It helps in forming an executable system. A component is a
single unit of the system, which is replaceable and executable. The
implementation details of a component are hidden, and it necessitates an interface
to execute a function. It is like a black box whose behavior is explained by the
provided and required interfaces.

In the first version of UML, components included in these diagrams were


physical: documents, database table, files, and executables, all physical elements
with a location.
In the world of UML 2, these components are less physical and more conceptual
standalone design elements such as a business process that provides or requires
interfaces to interact with other constructs in the system.

The physical elements described in UML 1, like files and documents, are now
referred to as artifacts. A UML 2 component may contain multiple physical
artifacts if they naturally belong together.

Basic Component Diagram Symbols and Notations :

1. Component:
A component is a logical unit block of the system, a slightly higher abstraction
than classes. It is represented as a rectangle with a smaller rectangle in the upper
right corner with tabs or the word written above the name of the component to
help distinguish it from a cla.
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Fig: Component Symbol
2. Interface:
An interface (small circle or semicircle on a stick) describes a group of operations
used (required) or created (provided) by components. A full circle represents an
interface created or provided by the component. A semi-circle represents a
required interface, like a person's input.

3. Dependencies:
Draw dependencies among components using dashed arrows.

Fig: Dependency

4. Port:

Ports are represented using a square along the edge of the system or a component. A
port is often used to help expose required and provided interfaces of a component.

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7.1 Component Diagram:-

The purpose of a component diagram is to show the relationship between


different components in a system. The above diagram shows the relationship
between different components present in the app.

Fig 6.5 Component diagram for fusion tech module

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 The purpose of component diagram is to show the relationship between different
components in system. The above diagram shows the relationship between
different components present in fusion tech application .
 A component diagram describes the organization and wiring of the physical
components in a system. In the above diagram the various components of a
fusion tech application are student , feedback , admin , event , results , contact us
, about us , club heads .
 The semi circles are the required interfaces i.e., “student or admin” component
and the complete circles are the provided interfaces i.e access, register , submit ,
checking , view developers details , view details of club ,

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7.6 ABOUT DEPLOYMENT DIAGRAM

A Deployment Diagram is a UML diagram type that shows the execution


architecture of a system, including nodes such as hardware or software execution

environments and the middleware connecting them.


Deployment diagrams are typically used to visualize the physical hardware and
software of a system. Using it you can understand how the system will be
physically deployed on the hardware. Deployment diagrams help model the
hardware topology of a system compared to other UML diagram types which
mostly outline the logical components of a system.

Deployment Diagram Notations:

In order to draw a deployment diagram, you need to first become familiar with the
following deployment diagram notations and deployment diagram elements.

❖ Nodes: A node, represented as a cube, is a physical entity that executes one or


more components, subsystems or executables. A node could be a hardware or
software element.

❖ Artifacts: Artifacts are concrete elements that are caused by a development


process.
Examples of artifacts are libraries, archives, configuration files ,executable files
etc.

❖ Communication Association: This is represented by a solid line between two


nodes. It shows the path of communication between nodes.

❖ Devices: A device is a node that is used to represent a physical computational


resource in a system. An example of a device is an application server.

❖ Deployment Specifications: Deployment specifications is a configuration file,


such as a text file or an XML document. It describe show an artifact is deployed
on a node.

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Fig 6.6 Deployment diagram for fusion tech module

 In the above diagram we can see that there are overall 3 nodes namely user
device , student Server , dashboard . User node consists of component i.e
mobile app. This node is connected to two other nodes i.e Student Server and
Dashboard.

 Student server consists of student database which contains all the details about
the students registered for this system and students can retrieve the data when
ever needed.

 Finally we have Dashboard module where in it contains event module , register


module , feedback module , result module , contact us module , about us module.

 In event module users can view the list of events that has happened

 In register module users can register for upcoming event

 In feedback module users can give feedback about the events that has happened

 In result module users can view the winners and runners of the events that has
happened .

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 In contact us module users can contact developers , view details about FT
coordinators and can access details of college . apart from this there is query
section where users can write their queries about the events. Also users can view
details about project lead.

 In about us module users can view details of teacher faculty , student


coordinators and can access the list of activities that is conducted the fusion tech
club .

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8. SAMPLE CODE
Splash Screen

Login Screen

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Sign up screen

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Forgot password screen

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Dashboard screen

83
Contact us screen

84
College details Screen

85
Project Lead Screen

86
Privacy Policy Screen

87
Developers Screen

88
About Us Screen

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Student Cooridnators Screen

Teacher Faculty

90
Activity Screen

Objective Screen

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DATA BASE SCREENS

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93
9. OUTPUT SCREENS

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95
96
\

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98
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10. TESTING

A process of executing a program with the explicit intention of finding errors, that
is making the program fail.

TESTING METHODOLOGIES
 Black Box Testing
 Software Testing
 White Box Testing

SOFTWARE TESTING
It is the process of testing the functionality and correctness of software by running
it. A good test case is one that has a high probability of finding an as yet
undiscovered error.
Software Testing is usually performed for one of two reasons:
 Defect Detection
 Reliability Estimation

BLACK BOX TESTING


Applies to software system or module, tests functionality in terms of inputs and
outputs at interfaces. Test reveals if the software function is fully operational with
reference to requirements specification.

WHITE/GLASS BOX TESTING


Knowing the internal working i.e., to test if all internal operations are performed
according to the program structure and data structure. To test if all internal
components have been adequately exercised.

SOFTWARE TESTING STRATEGIES


A Strategy for the software testing will begin in the following order:
 Unit Testing
 Integration Testing
 Validation Testing
 System Testing

UNIT TESTING:
It concentrates on each unit of the software as implemented in source code and is
a white box oriented. Using the component level design description as a guide,
important control paths are tested to uncover errors within the boundary of the
module.

Unit Testing Benefits


 Unit testing increases confidence in changing/ maintaining code. If good unit
tests are written and if they are run every time any code is changed, we will be

101
able to promptly catch any defects introduced due to the change. Also, if codes are
already made less interdependent to make unit testing possible, the unintended
impact of changes to any code is less.
 Codes are more reusable. In order to make unit testing possible, codes need to be
modular. This means that codes are easier to reuse.

INTEGRATION TESTING:
Here focus is on design and construction of the software architecture. The
objective is to take unit tested components and build a program structure that has
been dictated by design.

Analogy
During the process of manufacturing a ballpoint pen, the cap, the body, the tail
and clip, the ink cartridge and the ballpoint are produced separately and unit
tested separately. When two or more units are ready, they are assembled and
Integration Testing is performed. For example, whether the cap fits into the body
or not.

VALIDATION TESTING:
Requirements established as part of software requirements analysis are validated
against the software that has been constructed i.e., validation succeeds when
software functions in a manner that can be reasonably expected by the customer.
Objective is to ensure that the product actually meets the user’s needs and that
the specifications were correct in the first place. In other words, to demonstrate
that the product fulfills its intended use when placed in its intended environment.

SYSTEM TESTING:
In this software and other system elements are tested as a whole. Analogy
During the process of manufacturing a ballpoint pen, the cap, the body, the tail,
the ink cartridge and the ballpoint are produced separately and unit tested
separately. When two or more units are ready, they are assembled and
Integration Testing is performed. When the complete pen is integrated, System
Testing is performed.

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11. IMPLEMENTATION

Implementation is the carrying out, execution or practice of a plan, to implement


the project into our system we will need to perform the following operation:

 It works on any type of android devices .


 Regular updates are available.
 Number of website links are available.
 Open the application and login with the credentials for further usage.
 Visit different modules according to their requirements.

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12.MAINTAINANCE

 It is possible to develop a system that makes all the requirements of the user,
User requirements keep changing as the system is being used.

 Application will definitely go through change once when it is delivered to the


club .

 The Application should be implemented to accommodate changes that could be


happen during the post development period Some of the future enhancements
that can be done to this system are:

 As the technology emerges, it is possible to upgrade the system and can be


adaptable to desired environment.

 Based on the future security issues, Security can be improved using emerging
technologies.

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13.CONCLUSION

 The fusion tech application offers a comprehensive suite of modules designed to


streamline user experience and enhance functionality.
 From managing events to facilitating communication through contact and
feedback channels, each module serves a distinct purpose in fostering
engagement and efficiency.
 The application's user-friendly interface and seamless integration of modules
make it a valuable tool for users to interact, register for events, provide
feedback, and access results with ease.
 With its focus on user satisfaction and functionality, the fusion tech application
stands as a testament to the power of technology in enhancing organizational
operations and user experience.

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14.BIBLIOGRAPHY

 https://developer.android.com/develop

 https://stackoverflow.com/

 https://www.bhavansvc.ac.in/

 https://www.geeksforgeeks.org/android-tutorial/

 https://firebase.google.com/docs

 https://developer.android.com/reference/android/util/Xml

Books referred :

 Android Programming for Beginners - Second Edition

What you will learn:

 Install and set up your Android development environment


 Create an interactive user interface with XML
.

Documents referred :

 Firebase documentation - learn the fundamentals

 Android documentation – develop for android

 XML documentation – Android developers

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