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The feasibility of the product is a question that conforms the reality to the ideas. Feasibility test is critical. The
dimensions that define the feasibility of project are:
ECONOMIC FEASIBILITY
The cost incurred in making this software product is nothing in comparison to the amount of expenses made by the
organization in managing the library activities. The cost of the software is one long time investment and its
maintainability is very easy.
The product being complemented by a user manual and documentation is reusable and open to new changes.
TECHNICAL FEASIBILITY
The software is a newly developed application so it does need any other software or hardware. The technical feasibility is
high the software can be deployed on any machine having Turbo C++ Compiler and the software requires minimum
hardware requirements.
ENVIRONMENTAL FEASIBILITY
The software is simple, and staff members and students can use it with no difficulties at all. The user needs not be trained
in using the software or have any past experience of working in the software because it is very user friendly and easy to
use.
1.
PROGRAMMING LANGUAGE USED
The coding has been done in Turbo C++ and JAVA. C++ and JAVA ,both of them are
based on the concept of OOPS (Object Oriented Paradigm) which thereby enhances
the functionality of the program with many reusable components like functions etc.
and support various encapsulation and inheritance mechanisms which make software
easy to read and make it more maintainable in long run.
We use C++ for the game-oriented applications, such as graphical outputs, sound
outputs, movements of players, etc.
2.
HARDWARE LIMITATIONS
SOFTWARE LIMITATIONS
3.
SOFTWARE MODEL USED
This System is based on Linear Sequential Model (Waterfall Model) because of the following reasons:
As our system follow a systematic, sequential approach to software development that begins at the system level
and progress through analysis, design, coding, testing and support.
As the user is required in the initial stage of the system to help the team members to know about the
requirements, nature of program, information domain for the system etc.
All requirements for the system have been explicitly stated at the beginning. There is very little scope of user
deviation from current requirements, coding and testing after detailed analysis is much easy.
Our system has blocking states because one team member has to wait for other member of the team to complete
the dependent tasks.
Team members are not able to know about the changing requirements of the user as the users are present in the
initial stage and then at the testing stage of the system.
There is no modular structure as there is only one team to develop the system and to do all the tasks related to
system such as analysis, design, coding, testing.
4.
TEAM STRUCTURE
Our System has Democratic Decentralized (DD) team structure as there is no
permanent team leader. Problem of the system is solved by group discussion and also
decisions on problems and approach are made by group consensus. All the team
members communicate horizontally i.e. horizontal communication exist between
group members.
5.
2.
Requirement
Analysis
6.
REQUIREMENT ELICITATION
The real requirements actually reside in the user’s mind. Hence the most important
goal of the requirement engineering is to find out what user really needs.
The data required for this stage of our software development was gathered in the
following ways:
The meetings were conducted with the customer team. They were questioned
about their requirements and expectations from the game.
7.
Initiating the process
Stage – 1 : Context Free Questions
These questions are asked to the user in the initial stages of the project and this leads
to basic understanding of the problem, the people who want the solution and the nature
of the solution that is desired.
A. The users ,who will play online and the organizer , who manages all the schedules.
A. The product will be user friendly and good at graphics which will attract lots of
people to our network and thus , we can get sponsorships also.
The stage 2 questions help the analyst in gaining a better understanding of the
problem.
8.
Q. How would you characterize “good” product that would be generated by a
successful solution?
Q. Can you describe the environment in which the solution will be used?
A. We need a web-based, multiuser environment,, so that people can connect through
the world-wide-web to each other ,as we want a product through which we can
have a web-based competition.
Q. Will special performance issues or constraints affect the way the solution is
approached?
A. Yes, our solution needs high graphics and web-based applications. So, these
graphics and web-based applications will make the project to be approached for
designing differently.
9.
Stage – 3 Meta Questions
It can be conveyed from the user side or any one else can provide any other
information.
10 .
FACILITATED APPLICATION
SPECIFICATION TECHNIQUE (FAST)
List of Objects:
Users
Databases
Sponsorers
Organizer
Players
List of Services:
Create username and password.
Create a team.
Select players/uniforms/formation settings.
Adding the username, its password, its team, players, and all other information
in the database.
Game playing interface.
Developing a game playing interface.
Database for storing the temporary results of match, when the match is being
played.
Edit the team before and after match.
Changing the username and password whenever user wants.
11 .
As soon as the match is over, the result, standings, previous result databases
should be updated automatically.
List of Constraints:
Need of good graphics.
Managing databases dynamically.
Help for user’s friendliness.
System works only on DOS and Windows 98/XP Platforms.
Cost of developing the system should be manageable.
Only authenticated users can login the system due to security reasons.
Performance Criteria:
For any kind of queries (like, timetable, standings, etc.) only respective
database should be printed on monitor.
12 .
USE CASE
Whenever a new user visits the online game and wants to create a new team of
its own, then he will click on the option “creation of team”.
As soon as he clicks on the option “creation of team”, he will be asked to enter
username and password to register himself. If this username already exists
then a message will be displayed on the screen, and he will again be asked to
enter different username.
After the creation of U/P, the user will be asked to create its team. It includes a
team name(which would be unique) . If the name he selects has already been
selected by another user, then a message will be displayed on the screen and
he will be asked to enter a different team name.
Now the user will selects the uniform for its team ( home, away, alternate kits
) , selection of 16 players ( 11 mains, 5 subs ) for the team according to their
skills, and will be positioned accordingly, that is, the formation settings of the
players.
Then, the user will save its team by clicking on the button “SAVE”.
13 .
QUALITY FUNCTION DEPLOYMENT
It is a quality management technique that helps to incorporate the voice of the
customer. The voice is then translated into technical requirements. These requirements
are translated into design requirements. Here, customer satisfaction is of prime
concern and thus QFD emphasizes an understanding of what is valuable to the
customer and then deploys these values throughout the software engineering process.
Three types of requirements are as follows:
NORMAL REQUIREMENTS
The objectives and goals of the proposed are discussed with the customer. If this
category of requirements are present, the customer is satisfied.
Normal requirements of our project are: -
Ease of verification and creation of team
Help feature to explain what they are looking for.
Standings databases should be automatically updated.
Efficiency
EXPECTED REQUIREMENTS
These requirements are implicit to the system and may be so obvious that the customer
does not explicitly state them. If such requirements are not present, customer will be
dissatisfied with the software.
Expected requirements of our project are:-
14 .
Maintainable databases.
Adequate size of databases
Installation ease
Operational correctness
EXCITING REQUIREMENTS
Some features go beyond the customer’s expectations and prove to be very satisfying
when present.
Exciting requirements of our project are:-
15 .
QUESTIONAIRE TO BE GIVEN TO STUDENTS
16 .
3.
Data Modeling
And
Design
17 .
ANALYIS MODELING
18 .
It uses a combination of text and diagrammatic form to depict requirements for data,
function and behavior in a way that is relatively easy to understand and review.
Entity Relationship Diagram (ERD) specifies the relationships between data objects
and attribute of each data object can be described using a data object description.
Data Flow Diagram (DFD) provides an indication of how data are transformed as
they move through the system. Also depicts the function that transforms the data
flow.
PSPEC specifies the work of each process i.e. the description of each function
presented in DFD.
Data dictionary has been used as a repository that contains description of all
data objects consumed or produced by the software.
19 .
PSPEC of result processing module(2.3)
If result[i] is “w”
Then standing[i][1]+=0;
Else
standing[i][1]==1;
standing[i][2]+=int[i][1];
standing[i][3]+=int[i][2];
standing[i][4]+=int[i][2] – standing[i][3];
sort the standing array using a suitable sorting technique, according to points, i.e. ,
standing[i][1];
20 .
21 .
DATA DICTIONARY
The data dictionaries are simply repositories to store information about all data items
in DFDs. At the requirements stage, the data dictionary should at least define customer
data items, to ensure that the customer and developers use the same definitions and
terminologies.
Name = ronaldo |
…………………………………………………………………………………………
…………………………………………………………………………………………
…………………………………………………………………………………………
…………………………………………………………………………………………
………………………………………………………………………………………..
Physique = skinny | fatty | athletic | average
Skills = 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99
Position = forward | middle | defender
m/s = main | sub
22 .
DESIGN CONCEPTS
COHESION
COUPLING
23 .
Different types of coupling are content, common, external, control, stamp, and data,
where data coupling is the best coupling and content coupling is the worst amongst the
list. We search for low coupling between the modules.
24 .
4.
Project Metrics
25 .
PROJECT METRICS
Project metrics describes the project characteristics and execution. These are used
for strategic purposes. Project metric and indicator derived from them are used to
adjust task flow, track potential risks etc.
Grade
Value
Does the system require reliable backup and recovery? 5
Are data communications required? 4
Are there distributed processing functions? 2
26 .
Is performance critical? 5
Will the system run in an existing, heavily utilized 3
operational environment?
Does the system require online data entry? 5
Does the on-line data entry require the input transaction 5
to be built over multiple screens or operations?
Are the master files updated online? 5
Are the inputs, outputs, inquiries complex? 2
Is the internal processing complex? 3.5
Is the code designed to be reusable? 1
Are conversion and installation included in the design? 5
Is the system designed for multiple installations in 5
different organizations?
Is the application designed to facilitate change and ease 3.5
of use by the user?
∑Fi= 55
27 .
Function point = Total count x (0.65 + 0.01 x (∑Fi))
= 218 x (0.65 + 0.01 x 55)
= 218 x (0.65 + 0.55)
= 218 x 1.2 = 261.6 262
Once function point has been calculated it can be used to normalize measures for
software quality, productivity and other attributes such as:
Errors per FP
Defects per FP
$ per FP
Pages of documentation per FP
28 .
RISK ANALYSIS AND MANAGEMENT
Risk Projection or Risk Estimation attempts to estimate risk by performing four major risk estimation
activities
Scale is established which reflects the likelihood of the risk.
Consequences of the risk are delineate.
Impact of the risk is estimated on the system.
Accuracy of risk estimation is noted to avoid misunderstanding.
For performing risk estimation RISK TABLE is developed which help to estimate risk and provide us
with the CUTOFF LINE (which indicates which risks will be handled first and will be given priority).
Publicize the
product
efficiently.
29 .
accommodated.
Get Customers’
feedback periodically
IMPACT VALUES:
1. Catastrophic
2. Critical
3. Marginal
4. Negligible
Now once the risks are estimated, their probability, their impact on the system and category to which they
belong then RMMM is followed to deal with the risk.
RMMM is the effective strategy that must consider three issues
Risk avoidance.
Risk monitoring.
Risk management and contingency planning.
30 .
6.
Project
Scheduling
31 .
PROJECT SCHEDULING
Before the starting of a new project, it must be scheduled properly (i.e. all the tasks
involved in the project, duration of each task must be planned properly).this project
schedule is monitored on continuous basis.
Every process model is populated by a set of tasks that enables a software team to
define, develop, and ultimately support software. There are different kinds of task sets
available for a project. Depending on the type of project and TSS value ( which gives
degree of rigor), a task set is selected.
New
Adaptation criteria Grade Weight development Product
32 .
TSS = 3.58
It lies in the category of 3.58 > 2.4
Therefore the task set selector value recommends a strict degree of rigor to be
followed in scheduling the processes.
33 .
Timeline Chart
A timeline chart enables to determine what tasks will be conducted at a given point in
time. When creating a software project schedule, the planner begins with a set of tasks
(the work breakdown structure). Effort, duration, and start date are then input for each
task. As a consequence of this input, a timeline chart or Gantt chart is generated.
In a timeline chart, horizontal bars indicate the duration of each task. When multiple
bars occur at the same time on the calendar, task concurrency is implied. Diamond
indicates a milestone.
34 .
35 .
7.
SQA
Software Quality
Assurance
36 .
SQA (Software Quality Assurance)
Development Step
Defect Detection
37 .
8.
Software
Testing
38 .
SOFTWARE TESTING
Testing is a process of executing a program with the intent of finding an error. A good
test case is one that has a high probability of finding an as-yet-undiscovered error. A
successful test is one that uncovers an as-yet-undiscovered error.
Testing can be done by many ways-:
These are the various testing methods which are applied on the systems that have code
segments. But since there is no coding in our system so no testing is required in our
system.
39 .
BIBLIOGRAPHY
40 .