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Sepm Imp Que
Sepm Imp Que
1. Requirement Gathering:- In this step, the development team must gather the
requirements, by interaction with the customer. development team should plan the time and
effort needed to build the project. Based on this information you can evaluate technical and
economical feasibility.
2. Design the Requirements:- In this step, the development team will use user-flow-
diagram or high-level UML diagrams to show the working of the new features and show
how they will apply to the existing software. Wireframing and designing user interfaces are
done in this phase.
3. Construction / Iteration:- In this step, development team members start working on their
project, which aims to deploy a working product.
4. Testing / Quality Assurance:- Testing involves Unit Testing, Integration Testing,
and System Testing. A brief introduction of these three tests is as follows:
5. Unit Testing:- Unit testing is the process of checking small pieces of code to ensure that
the individual parts of a program work properly on their own. Unit testing is used to test
individual blocks (units) of code.
• Integration Testing:- Integration testing is used to identify and resolve any issues that
may arise when different units of the software are combined.
• System Testing:- Goal is to ensure that the software meets the requirements of the
users and that it works correctly in all possible scenarios.
5. Deployment:- In this step, the development team will deploy the working project to end
users.
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6. Feedback:- This is the last step of the Agile Model. In this, the team receives feedback
about the product and works on correcting bugs based on feedback provided by the
customer.
• This example illustrates a simplified application of the Basic COCOMO model for
estimating effort, development time, and the number of people required for a software
project based on its size (KLOC) and predefined constants.
• Actual COCOMO models may involve more detailed analysis, consideration of
additional cost drivers, and adjustment of parameters based on project-specific
characteristics and historical data.
What are the different phases in project life cycle explain with suitable example
• The project life cycle consists of distinct phases that guide the progression of a project
from initiation to closure.
• Each phase represents a stage of the project where specific activities and deliverables
are planned, executed, and reviewed.
• The phases provide a structured framework for managing the project and facilitate
effective control and decision-making.
Here are the typical phases in a project life cycle, along with explanations and examples:
1. Initiation Phase:
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- Objective: Define the project scope, objectives, and initial feasibility.
- Key Activities:
- Project charter development.
- Stakeholder identification and analysis.
- Preliminary cost and resource estimation.
2. Planning Phase:
- Objective: Develop a detailed project plan to guide execution and control.
- Key Activities:
- Scope definition and requirements gathering.
- Work breakdown structure (WBS) creation.
- Resource allocation and scheduling.
- Risk assessment and mitigation planning.
3. Execution Phase:
- Objective: Implement the project plan and deliver the project deliverables.
- Key Activities:
- Task execution and coordination.
- Team management and communication.
- Quality assurance and control.
- Monitoring project progress and performance.
4. Monitoring and Controlling Phase:
- Objective: Monitor project performance, track progress, and manage changes.
- Key Activities:
- Performance measurement and tracking against baseline.
- Issue identification and resolution.
- Change management and configuration control.
- Status reporting and stakeholder communication.
5. Closing Phase:
- Objective: Formalize project completion and ensure smooth transition to operations or next
phases.
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- Key Activities:
- Final acceptance and approval of deliverables.
- Handover of project outputs to stakeholders.
- Documentation of lessons learned.
- Project closure activities (e.g., financial closure, resource release).
Illustrative Example:
Let's consider a project to develop a new mobile application:
- Initiation: Define the app concept, target audience, and initial feasibility study.
- Planning: Create a detailed project plan including requirements, design, development,
testing, and deployment phases.
- Execution: Develop the app according to the specifications, conduct testing, and iterate
based on feedback.
- Monitoring and Controlling: Track progress, manage changes (e.g., feature requests), and
ensure quality standards are met.
- Closing: Launch the app, gather user feedback, finalize project documentation, and conduct
a post-launch review.
Walkthrough:
Definition : Walkthrough is a collaborative and informal review process where the author
of a software artifact presents it to other team members or stakeholders to gather feedback,
clarify doubts, and ensure understanding.
Key Characteristics :
- Interactive Session : The author guides participants through the artifact, explaining its
content and intent.
- Informal Nature : Walkthroughs are less structured than formal reviews and encourage
open discussion and feedback.
- Emphasis on Understanding : Participants focus on understanding the artifact's content,
purpose, and implications.
- Opportunity for Learning : Walkthroughs serve as a learning opportunity for participants
to gain insights into the artifact and project context.
Steps Involved in Walkthrough :
1. Preparation : Author prepares the artifact and an agenda for the walkthrough session.
2. Presentation : Author presents the artifact, explaining its content and objectives.
3. Discussion : Participants ask questions, provide feedback, and raise concerns during the
presentation.
4. Documentation : Author records feedback and action items for follow-up.
Example :
- Artifact : Software design document (e.g., architectural diagrams, component
specifications).
- Participants : Software architect, developers, and project manager.
- Objective : Review the design for feasibility, clarity, and alignment with requirements.
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explain project scheduling and describe cpm and pert
Project scheduling is the process of establishing the timeline and sequence of activities
necessary to complete a project within defined constraints, such as time, resources, and
dependencies. Scheduling involves breaking down the project into manageable tasks,
estimating their durations, determining the order of execution, and allocating resources
effectively. Two popular project scheduling techniques are Critical Path Method (CPM) and
Program Evaluation and Review Technique (PERT).
Critical Path Method (CPM):
Definition : CPM is a deterministic method used for project scheduling that calculates the
longest path of dependent tasks, known as the critical path, to determine the project duration
and identify activities that are critical for timely project completion.
Key Concepts :
- Activity Definition : Identify project activities and their sequence.
- Activity Duration Estimation : Estimate the time required to complete each activity.
- Network Diagram : Construct a network diagram (e.g., Activity-on-Node) representing
task dependencies.
- Critical Path Identification : Determine the longest path of activities with zero slack,
which represents the minimum project duration.
- Slack or Float : Calculate slack or float for non-critical activities to identify flexibility in
scheduling.
Steps in CPM :
1. Identify Activities : List all project activities and their dependencies.
2. Construct Network Diagram : Create a network diagram showing activity relationships.
3. Estimate Durations : Estimate the duration for each activity.
4. Calculate Early Start (ES) and Early Finish (EF) : Determine earliest start and finish
times for each activity.
5. Calculate Late Start (LS) and Late Finish (LF) : Determine latest start and finish times
considering project constraints.
6. Identify Critical Path : Identify the longest path of activities with zero slack (ES = LS,
EF = LF).
Example :
- Activities : A, B, C, D, E, F
- Dependencies :
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- A -> B
- A -> C
- B -> D
- C -> D
- D -> E
- E -> F
- Activity Durations :
- A: 3 days
- B: 2 days
- C: 4 days
- D: 5 days
- E: 3 days
- F: 2 days
- Critical Path : A -> C -> D -> E -> F (Duration = 17 days)
It is a way of software testing in which the It is a way of testing the software in which
internal structure or the program or the the tester has knowledge about the internal
code is hidden and nothing is known about structure or the code or the program of the
it. software.
Implementation of code is not needed for Code implementation is necessary for white
black box testing. box testing.
No knowledge of implementation is
Knowledge of implementation is required.
needed.
This testing can be initiated based on the This type of testing of software is started
requirement specifications document. after a detail design document.
It is the behavior testing of the software. It is the logic testing of the software.
Can be done by trial and error ways and Data domains along with inner or internal
methods. boundaries can be better tested.
Examples :
- Use consistent colors, fonts, and styles across all interface elements.
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- Maintain consistent placement of navigation elements (e.g., menus, buttons) across
different screens.
2. Keep It Simple and Intuitive:
Simplicity is key to usability. Design interfaces that are easy to understand and navigate,
even for first-time users. Avoid clutter and unnecessary complexity. Use familiar metaphors
and affordances to make interactions intuitive.
Examples :
- Use clear and concise language for labels, instructions, and error messages.
- Minimize the number of steps required to complete tasks (e.g., checkout process in an e-
commerce app).
3. Provide Feedback:
Give users immediate and clear feedback for their actions. Visual and auditory feedback
helps users understand the system's response to their interactions. Feedback enhances user
confidence and reduces uncertainty.
Examples :
- Highlight interactive elements (e.g., buttons) when hovered over or clicked.
- Display loading indicators or progress bars during lengthy operations to indicate activity.
4. Prioritize User Control:
Empower users by providing control over their interactions. Allow users to undo actions,
customize settings, and navigate freely. Respect user preferences and avoid forcing users into
unwanted behaviors.
Examples :
- Provide options to customize interface settings (e.g., theme, font size).
- Offer undo and redo functionalities for actions with significant impact (e.g., deleting
items).
5. Design for Accessibility:
Ensure that your interface is accessible to users with diverse abilities and needs. Consider
factors such as color contrast, keyboard navigation, screen reader compatibility, and
alternative text for images. Design inclusively to accommodate all users.
Examples :
- Use sufficient color contrast for text and background to aid readability.
- Provide keyboard shortcuts and alternative navigation methods for users with disabilities.
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6. Emphasize Visual Hierarchy:
Guide users' attention by establishing a clear visual hierarchy. Use size, color, contrast, and
spacing to prioritize important information and actions. Organize content logically to
facilitate scanning and comprehension.
Examples :
- Use larger fonts and bolder colors for headings and important messages.
- Group related elements together and use white space to create visual separation.
7. Test and Iterate:
Continuously test your interface with real users to gather feedback and identify areas for
improvement. Usability testing helps validate design decisions and uncover usability issues.
Iteratively refine your design based on user feedback and data.
Examples :
- Conduct usability testing sessions to observe how users interact with your interface.
- Collect user feedback through surveys, interviews, or analytics to inform design iterations.
1.2 Scope
The UMS will automate various administrative tasks within the university, including student
enrollment, course management, faculty assignment, grading, and reporting.
1.3 Definitions, Acronyms, and Abbreviations
- UMS: University Management System
- SIS: Student Information System
- CMS: Course Management System
- HRM: Human Resource Management
2. Overall Description
2.1 Product Perspective
The UMS will be an integrated system that interacts with university staff, students, and
external stakeholders (e.g., parents, regulatory bodies).
2.2 User Classes and Characteristics
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- Admin : Manages system configuration, user roles, and overall system operations.
- Registrar : Manages student enrollment, course scheduling, and academic records.
- Faculty : Manages course delivery, assessments, and student interactions.
- Student : Accesses academic records, registers for courses, and submits assignments.
- Parent/Guardian : Views student progress and communicates with faculty or
administration.
2.3 Operating Environment
The system will run on modern web browsers and be accessible on desktops, tablets, and
mobile devices.
3. Specific Requirements
3.1 Functional Requirements
3.1.1 User Management
- Allow administrators to create, modify, and delete user accounts with appropriate access
permissions.
- Provide self-registration and password reset functionalities for students and faculty.
3.1.2 Student Management
- Manage student profiles, including personal information, academic records, and enrollment
status.
- Allow registration for courses, tracking of academic progress, and generation of transcripts.
3.1.3 Course Management
- Create and manage course offerings, including course descriptions, schedules, and
prerequisites.
- Allow faculty to upload course materials, assignments, and grades.
3.1.4 Faculty Management
- Maintain faculty profiles, including qualifications, teaching assignments, and workload
allocation.
- Facilitate communication between faculty and students.
3.1.5 Grade Management
- Capture and calculate student grades based on assessments and assignments.
- Allow faculty to submit grades and generate academic reports.
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3.2 Non-Functional Requirements
3.2.1 Performance
- Ensure system responsiveness and scalability to accommodate a large number of users and
data volumes.
- Response time should be within acceptable limits even during peak usage periods.
3.2.2 Security
- Implement role-based access control (RBAC) to restrict data access based on user roles.
- Ensure data encryption, secure authentication mechanisms, and protection against data
breaches.
3.2.3 Usability
- Design a user-friendly interface with intuitive navigation and responsive layouts.
- Provide context-sensitive help and error messages to assist users.
4. External Interface Requirements
4.1 User Interfaces
- Design intuitive interfaces for different user roles (Admin, Registrar, Faculty, Student).
- Ensure accessibility and responsiveness across devices.
4.2 Hardware Interfaces
- Compatible with standard desktops, laptops, tablets, and smartphones.
4.3 Software Interfaces
- Integrate with existing systems (e.g., Learning Management System, HRM system) for data
exchange.
5. Other Non-Functional Requirements
5.1 Documentation Requirements
- Provide user manuals, system administration guides, and training materials.
- Document APIs and integration points for future development and maintenance.
5.2 Legal and Compliance Requirements
- Ensure compliance with data protection regulations (e.g., GDPR, FERPA) and university
policies.
- Implement audit logging and data retention policies as per regulatory guidelines.
6. Appendices
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Appendix A: Glossary
Appendix B: Use Case Diagrams
Appendix C: Data Flow Diagrams