Professional Documents
Culture Documents
Sethu
Sethu
Sethu
BACHELOR OF COMPUTER
APPLICATIONS
By
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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.
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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
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
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1. ABSTRACT
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.
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 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.
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:
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:
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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
SOFTWARE REQUIREMENTS
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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.
Xml :
Firebase :
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.
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.
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 :
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 :
This DFD diagram level 2 shows us login , registration , feedback , using all the
databases
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6.2 ABOUT ER DIAGRAMS
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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
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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.
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.
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: -
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.
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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
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.
❖ 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.
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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 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:
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.
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.
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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.
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.
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.
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 .
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7.3 ABOUT SEQUENCE DIAGRAM
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
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.
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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.
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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.
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.
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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.
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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
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.
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:-
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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
In order to draw a deployment diagram, you need to first become familiar with the
following deployment diagram notations and deployment diagram elements.
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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.
In event module users can view the list of events that has happened
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.
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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
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Contact us screen
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College details Screen
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Project Lead Screen
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Privacy Policy Screen
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Developers Screen
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About Us Screen
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Student Cooridnators Screen
Teacher Faculty
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Activity Screen
Objective Screen
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DATA BASE SCREENS
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9. OUTPUT SCREENS
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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
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.
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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
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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.
Based on the future security issues, Security can be improved using emerging
technologies.
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13.CONCLUSION
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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 :
Documents referred :
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