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A MINI PROJECT REPORT


on
E-COMMERCE
A project submitted to Jawaharlal Nehru Technological University Hyderabad for the
partial fulfillment of the requirement for the Award of Degree in
MASTER OF TECHNOLOGY
IN
COMPUTER SCIENCE AND ENGINEERING

(2016-2020)

Submitted by
R. PAUL SUMITH,
16PP1A0534.
Under the Guidance of
Mr. I.KRANTHI KUMAR M.Tech.
ASSISTANT PROFESSOR

Department of Computer Science and Engineering

ANUBOSE INISTITUTE OF TECHNOLOGY


(Approved by AICTE New Delhi, Affiliated to JNTU HYDERABAD)
KSPROAD , NEWPALONCHA,.
2019-2020
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ANUBOSE INISTITUTE OF TECHNOLOGY


(Approved by AICTE New Delhi, Affiliated to JNTU HYDERABAD)
DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING

CERTIFICATE

This is to certify that the project report titled “E-COMMERCE (Online shopping)” submitted by R.
PAUL SUMITH (16PP1A0534) in IV B. Tech I-I semester Computer Science Engineering a record bonfide
work carried out by them. The results embodied in this report have not been submitted to any other
University of the award of any degree.

Internal Guide, Head of the Department


I. KRANTHI KUMAR T. NARASIMHA RAO
Assistant Professor Assistant Professor.

External Examiner

.
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DECLARATION

I hereby declare that the dissertation work entitled “ECOMMERCE (online shopping)”
submitted to the Department of Computer Science and Engineering, Jawaharlal Nehru Technological
University, Hyderabad is prepared by me and was not submitted to any other institution for award of any
other degree.

R.PAUL SUMITH,
16PP1A0534.
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ACKNOWLEDGEMENT

I Express my deep sense of gratitude and thanks to my project guide I. KRANTHI


Associate Professor of Computer Science & Engineering under whose guidance and supervision this work
had been accomplished.

We are deeply indebted to our Head of the Department T. NARASIMHA RAO, MTech. who modeled
us both technically and morally for achieving greater success in life.

We are very grateful to our Director Dr. T.VENUGOPAL MTech, Ph.D. for providing us with an
environment to complete our project successfully.

I proudly thank Principal Dr. N.V.SUBBARAO, M.Tech., Ph.D. who has been an excellent guide
and also a great source of inspiration to my work.

I deeply thank Our Chairman & correspondent Dr. T. BHARATH KRISHNA MTech., Ph.D. with
whose support and provision this project has been carried out with required infrastructure.

We are thankful to the Internal Department Committee who have invested their valuable time to
conduct our monthly presentations and provided their feedback with a lot of useful suggestions. We also thank
all the Faculty members, Department of Computer Science & Engineering for their encouragement and
assistance.

R.PAUL SUMITH,
16PP1A0534.
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CONTENTS

Abstract i
List of Figures ii
List of Tables iii
List of Screens iv
Symbols & Abbreviations v

1. INTRODUCTION 1
1.1 Motivation (cnt…)
1.2 Problem definition
1.3 Objective of Project
1.4 Limitations of Project

2. LITERATURE SURVEY
2.1 Introduction
2.2 Existing System
2.3 Disadvantages of Existing system
2.4 Proposed System

3. ANALYSIS
3.1 Introduction
3.2 Software Requirement Specification
3.2.1 User requirement
3.2.2 Software requirement
3.2.3 Hardware requirement
3.3 Context diagram of Project
3.4 Algorithms ad Flowcharts

4. DESIGN
4.1 Introduction
4.2 DFD / ER / UML diagram (any other project diagrams)
4.3 Module design and organization

5. IMPLEMENTATION & RESULTS


5.1 Introduction
5.2 Explanation of Key functions
5.3 Method of Implementation
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5.2.1 Forms
5.2.2 Output Screens
5.2.3 Result Analysis

6. TESTING & VALIDATION


6.1 Introduction
6.2 Design of test cases and scenarios
6.3 Validation

7. CONCLUSION & FUTURE ENHANCEMENT


In three Paragraphs - Project Conclusion and Future enhancement

REFERENCES :
1. Author Name, Title of Paper/ Book, Publisher’s Name, Year of publication
2. Full URL Address

ANNEXURE I : User Manual of Project


Sample Source code of software
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ABSTRACT

Electronic Commerce is process of doing business through computer networks. A person sitting on
his chair in front of a computer can access all the facilities of the Internet to buy or sell the products. Unlike
traditional commerce that is carried out physically with effort of a person to go & get products, ecommerce
has made it easier for human to reduce physical work and to save time. E-Commerce which was started in
early 1990’s has taken a great leap in the world of computers, but the fact that has hindered the growth of e-
commerce is security. Security is the challenge facing e-commerce today & there is still a lot of
advancement made in the field of security.

The main advantage of e-commerce over traditional commerce is the user can browse online shops,
compare prices and order merchandise sitting at home on their PC.
For increasing the use of e-commerce in developing countries the B2B(back to back) e-commerce is
implemented for improving access to global markets for firms in developing countries. For a developing
country advancement in the field of e-commerce is essential. The research strategy shows the importance of
the e-commerce in developing countries for business applications.
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LIST OF FIGURES

S. No TITLE PAGE.NO

1. Architecture diagram
2. E-R diagram
3. Class diagram
4. Use case diagram
5. Sequence diagram
6. Component diagram
7. Deployment diagram
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LIST OF SCREENS

S.NO TITLE PAGE.NO

1. Homepage
2. About Us
3. Admin home
4. Registration
5. Search products
6. View orders
7. Index page
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1. INTRODUCTION

The term Electronic commerce (or e-Commerce) refers to the use of an electronic medium to carry out
commercial transactions. Most of the time, it refers to the sale of products via Internet, but the
term eCommerce also covers purchasing mechanisms via Internet (for B-To-B).

Explaining e-Commerce

A client who purchases on the Internet is called a CYBER_CONSUMER. E-Commerce is not only limited
to online sales, but also covers: preparation of estimates online; consulting of users; provision of an
electronic catalog; access plan to point of sales; real-time management of product availability (stock); online
payment; delivery tracking; and after-sales service.

In certain cases, electronic commerce makes it possible to highly customize products, in particular when the
electronic commerce site is linked with the production system of the enterprise (e.g. business cards,
customized items such as T-shirts, cups, caps, etc.)

Finally, insofar as electronic services and products are concerned (MP3 files, software programs, e-books,
etc.), electronic commerce makes it possible to receive the purchase in a very short time, if not immediately.

MOTIVATION

1. Low Price Wide Selection Options


2. Convenience
3. Price Comparison or Bargaining
4. Free Shipping and other incentives
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1.2 Problems definition

1.2.1 An absence of online identity verification


When a visitor goes to an E-COMMERCE WEBSITE and signs up, the portal is unaware of the customer,
bar the information they entered. Whether the customer information is genuine or not remains questionable.
Cash-On-Delivery (COD) purchases using an invalid or fake phone numbers or addresses can lead to huge
revenue losses.

So how can this be solved?

By taking the proper steps to verify the customer’s information.

First of all, look out for signs of suspicious activity. This could take the form of particularly high value or
large orders, Identify fake phone numbers and email addresses, check whether zip codes match with the
state/city. Send a verification link when a customer signs up, via text message or email, to validate the
customer is genuine. With COD purchases, an automated call could even dial out to the customer, asking
them to validate the delivery address.

2) Delivering an omni-channel customer experience

In today's world, customers can reach out through any number of touch-points. They may visit your website,
contact your agent, leave a message on your social media page, shop from your store or contact you through
a live chat or a messaging platform.
According to Eco dash, “Any business that isn’t moving toward an omnichannel retailing strategy will likely
be left behind by its online savvy competitors.”
So how can this be addressed?

Make sure to equip your team with the right technology. -

Up to date, visual engagement tools enable your organization to serve customers across all touchpoints,
channels, and journeys.

Identify the key channels.

Find out which channels are most important to your customers. Customer support staff should contact
customers via their preferred channels, phone, email, live chat, video call, online help centres or in-app
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messaging. Integrate and optimize those channels, adding personalized messages and offering one-to-one
interaction with live chat or video calling.

Maintain the context.

-Direct the conversations based on a user’s previous response. Keep a track of customer conversations using
parameters like user profile. This way, you can always respond contextually, irrespective of the channels
they used.

3) Competitor Analysis

“You can’t look at the competition and say you’re going to do it better. You have to look at the competition
and say you’re going to do it differently.” – Steve Jobs

In a competitive environment, others will offer the same products and services as you. Unless you have a
strategy to differentiates yourself, it is difficult to survive.

So how can this be mitigated against?

Conduct thorough research into competitors.

Place emphasis on developing a strategy enabling you to shine brighter than your competitors. Use social
media platforms and blogs for promoting products. Invest in promotional offers to help create more web
presence and therefore more customers.

“Businesses with customer loyalty programs, on average, are 88% more profitable than those who do not.”

Carry out research, find which products are more in demand. Remove outdated items. Customer services that
go above and beyond provide a route to staying ahead of your competitors

4) Stuck in at the old school way of approach to selling

The reason many e-commerce companies find online selling so difficult is that they are, ironically, stuck in
the past. Most of them lack the necessary insight into customer behaviour and buying patterns, data which
can help them thrive in the current e-commerce environment.So how can this data be leveraged?
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Offer products in prominent marketplaces like Amazon, eBay, etc.

These e-commerce sites already have an existing network of buyers so pitching and branding your product
becomes relatively easy.

Segment visitors.

Visitor segmentation allows e-commerce companies to identify and communicate with visitors based on
their customer journey, past conversations, geographical location, browsing behaviour, referral page, and
much more.

In turn, e-commerce companies can anticipate customer needs, offering them a personalized service, such
as ( free delivery or promo codes ), creating a more efficient stream of conversions.

1.3 Objective of project:


The primary objective for most eCommerce teams is to generate revenue – to be very efficient at selling
through understanding complex consumer behavior to maximize conversion rates; and up-sell and cross-sell
products and services to maximize value over the lifetime of the customer.

1.4 Limitations of project


The Proposed system is a browser which is completely related to internet browsing. The web enabled
information management system designed to automate the entire operations of the computer retail store. This
maintains and controls the stock details and does online billing and generates various online reports. This
system allows multi-divisional, multi-department system handling that includes various activities. In this
system it gives the entire reports of the customer’s account and other details.
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2.LITERATURE SURVEY

2.1 Introduction about Ecommerce.

E-commerce (electronic commerce) is the buying and selling of goods and services, or the
transmitting of funds or data, over an electronic network, primarily the internet. These business transactions
occur either as business-to-business (B2B), business-to-consumer (B2C), consumer-to-consumer or
consumer-to-business. The terms e-commerce and e-business are often used interchangeably.

Internet has become an important medium for doing global business based on the state of the art
technology. Global business was conducted in a new way: electronically, using networks and the Internet.
The availability of Internet has led to the development of E-Commerce (Electronic commerce), in which
business transactions take place via telecommunication networks. E-Commerce has two major aspects:
economical and technological. The stress of this course will show you how to get started in the complex and
exciting world of Electronic Commerce. New standards and new facilities are constantly emerging and their
proper understanding is essential for the success of an operation and especially for those who are assigned a
duty to select, establish, and maintain the necessary infrastructure.

2.2 Existing system

Now days online shopping trend can be increased gradually. AMAZON,FLIPKART are the leading
Ecommerce company’s world widely. we have so many number Ecommerce sites like TATACLIQ,
KHAZANA jewellers. these all are successfully running e commerce web sites but the cannot give services
like local marketer’s. the local market trading is not present in the above listed Ecommerce websites.

2.2.1 History of e-commerce

The beginnings of e-commerce can be traced to the 1960s, when businesses started using Electronic Data
Interchange (EDI) to share business documents with other companies. In 1979, the American National
Standards Institute developed ASC X12 as a universal standard for businesses to share documents through
electronic networks.

After the number of individual users sharing electronic documents with each other grew in the 1980s, the
rise of eBay and Amazon in the 1990s revolutionized the e-commerce industry. Consumers can now
purchase endless amounts of items online, from e-tailors, typical brick and mortar stores with e-commerce
capabilities and one another.
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2.2.2 Types of e-commerce

a) Business-to-business (B2B)

b) Business-to-consumer (B2C)

c) Consumer-to-business (C2B)

d) Business-to-administration (B2A)

e) Consumer-to-administration (C2A)

2.2.2.a)Business-to-Business (B2B)

E-commerce has been in use for quite a few years and is more commonly known as EDI (electronic data
interchange). In the past EDI was conducted on a direct link of some form between the two businesses where
as today the most popular connection is the internet. The two businesses pass information electronically to
each other. B2B e-commerce currently makes up about 94% of all e-commerce transactions.

Typically in the B2B environment, E-Commerce can be used in the following processes:
• Procurement;
• order fulfilment;
• Managing trading-partner relationships.

2.2.2.b) Business-to-consumer (B2C)


Business to Consumer e-commerce is relatively new. This is where the consumer accesses the system of
the supplier. It is still a two way function but is usually done solely through the Internet.

B2C can also relate to receiving information such as share prices, insurance quotes, on-line newspapers, or
weather forecasts. The supplier may be an existing retail outlet such as a high street store; it has been this
type of business that has been successful in using E-Commerce to deliver services to customers. These
businesses may have been slow in gearing-up for E-Commerce compared to the innovative dot.com start
ups, but they usually have a sound commercial structure as well as in-depth experience of running a business
- something which many dotcoms lacked, causing many to fail.

Example: A home user wishes to purchase some good quality wine. The user accesses the Internet site to
read a report on the recommended wines. After reading the tasting notes the user follows the links to place
an order along with delivery and payment details directly into the merchants’ inventory system. The wine is
then dispatched from the supplier’s warehouse and in theory is delivered to the consumer without delay.
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2.2.2.c)Consumer-to-business (C2B)
Consumer to Business is a growing arena where the consumer requests a specific service from the
business. Example: Harry is planning a holiday in Darwin. He requires a flight in the first week of
December and is only willing to pay Rs. 250. Harry places a submission with in a web based C2B facility.
Dodgy Brothers Airways accesses the facility and sees Harry’s submission. Due to it being a slow period,
the airline offers Harry a return fare for Rs. 250.

2.2.2.d)Business-to-administration (B2A)
Business to Employee e-commerce is growing in use. This form of E-commerce is more commonly known
as an ‘Intranet’. An intranet is a web site developed to provide employees of an organization with
information. The intranet is usually access through the organizations network, it can and is often extended to
an Entrant which uses the Internet but restricts uses by sign on and password.

2.2.2.e)Consumer-to-administration (C2A)
These sites are usually some form of an auction site. The consumer lists items for sale with a commercial
auction site. Other consumers access the site and place bids on the items. The site then provides a connection
between the seller and buyer to complete the transaction. The site provider usually charges a transaction
cost. In reality this site should be call C2B2C.

B2A is the least developed area of E-Commerce and it relates to the way that public sector organisations, at
both a central and local level, are providing their services on-line. Also known as e-Government, it has the
potential to increase the domestic and business use of e-Commerce as traditional services are increasingly
being delivered over the Internet. The UK government is committed to ensuring this country is at the
forefront of e-Commerce and it is essential that e-Government plays a significant part in achieving this
objective.

2.2.3 Disadvantages of Existed system.


• For delivery of goods may take so longer time(up to 7 days)
• In some times wrong products or goods can be delivered to the customer
• For returning the product may take longer time and money recovery cannot done some times(If cash
on delivery used by the customers)
• Based on location of the user, cannot found the near shops of the user
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2.3 Proposed system


The proposed system is related to regular Ecommerce site.in proposed system can have the Local market of
user. based on the user location the shopping process can begins.in the products section we can take the
products or goods from the nearest sellers of user location.so this may cause the fast service and the service
can be in reliable manner. if in case the user doesn’t like the quality of a product ‘return’ process is can
done very simply. For running entire system we can take the local graduates or non-graduates.

2.4 Scope of the Ecommerce


• Selling can be focussed to the global customer
• Pre-sales, subcontracts, supply
• Financing and insurance
• Commercial transactions: ordering, delivery, payment
• Product service and maintenance
• Co-operative product development
• Distributed co-operative working
• Use of public and private services
• Business-to-administrations (e.g. customs, etc)
• Transport and logistics
• Public procurement
• Automatic trading of digital goods
• Accounting
• Dispute resolution
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3. ANALYSIS

3.1 INTRODUCTION OF ECOMMERCE ANALYSIS.


The Indian e-commerce industry has been on an upward growth trajectory and is expected to surpass the US
to become the second largest e-commerce market in the world by 2034. The E-commerce market is expected
to reach Rs 13,97,800 crore (US$ 200 billion) by 2027 from Rs 2,69,076.5 crore (US$ 38.5 billion) in 2017.
India's e-commerce market has the potential to grow more than four folds to Rs 10,48,350 crore (US$ 150
billion) by 2022 supported by rising incomes and surge in internet users. Online shoppers in India are
expected to reach 120 million in 2018 and eventually 220 million by 2025. Average online retail spending in
India was US$ 224 per user in 2017.

E-Commerce and consumer internet companies in India received more than Rs 48,923 crore (US$ 7 billion)
in private equity and venture capital in 2018. Online retail sales in India are expected to grow by 31 per cent
to touch Rs 2,28,540.3 crore (US$ 32.70 billion) in 2018, led by Flipkart, Amazon India and Paytm Mall.
Online retail is expected to contribute 2.9 per cent of retail market in 2018.

Much growth of the industry has been triggered by increasing internet and smartphone penetration and by
2022, smartphone users are expected to reach 859 million and e-commerce sector expected to grow 1,200
per cent by 2026. Internet penetration in India grew from just 4 per cent in 2007 to 34.42 per cent in 2017,
registering a CAGR of 24 per cent between 2007 and 2017. In FY19, internet penetration in India was 48.48
per cent. The number of internet users in India is expected to increase from 636 million as of March 2019 to
829 million by 2021. Internet penetration in rural India is expected to grow as high as 45 per cent by 2021
compared to the current rate of 25.36 per cent. The e-commerce retail logistics market in India is estimated
at Rs 9,435.15 crore (US$ 1.35 billion) in 2018 and is expected to grow at a 36 per cent CAGR over the next
five years. It also received and investment of Rs 43,681.25 core (US$ 6.25 billion) from January–May 2019.
Reliance to invest Rs 2,00,000 crore (US$ 2.86 billion) in its telecom business to expand its broadband and
e-commerce presence and to offer 5G services.

A young demographic profile, rising internet penetration and relative better economic performance are the
key drivers of this sector. The Government of India's policies and regulatory frameworks such as 100 per
cent foreign direct investment (FDI) in B2B e-commerce and 100 per cent FDI under automatic route under
the marketplace model of B2C e-commerce are expected to further propel growth in the sectors. As per the
new Foreign Direct Investment (FDI) policy, online entities through foreign investments cannot offer the
products which are sold by retailers in which they hold equity stake.

As of August 2018, the government is working on the second draft of e-commerce policy, incorporating
inputs from various industry stakeholders. In February 2019, the Government of India released the Draft
National E-Commerce Policy which encourages FDI in the marketplace model of e-commerce. Further, it
states that the FDI policy for e-commerce sector has been developed to ensure a level playing field for all
participants.
According to the draft, a registered entity is needed for the e-commerce sites and apps to operate in India.
Government also proposed the National E-commerce Policy, set up the lawful agenda on cross-border data
flow, no data will be shared with foreign government without any prior authorisation of Indian government.
Through its Digital India campaign, the Government of India is aiming to create a trillion-dollar online
economy by 2025.
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3.2 Software Requirement Specification


3.2.1 User requirements:
End user features that facilitate the enjoyment of Internet shopping might include the following:

• Users should be able to use the eCommerce application from any Web browser supporting HTML
3.2 (or later) and cookies.
• Visitors new to the site should be able to register by themselves. Users will be differentiated by
unique user identifiers.
• Transactions should be secure. That is, a basic authentication mechanism must be built into the
application to prevent unauthorized persons from making transactions on a user's behalf. Secure
socket layers (SSL) or other encryption mechanisms are typically used to thwart the access of
sensitive information (such as credit card numbers) sent to the server by Web browsers.
• Site visitors should be able to purchase goods or services via the electronic store.
• Users should be able to view a complete list of specified items available through the site.
• Users should be able to search for items by related attributes. For example, visitors might search for
CDs by artist, album title and/or genre or search for books by author, title and/or ISBN number.
• Site visitors should be able to search the database using relevant keywords to identify items of
interest.
• Users should be able to select items of interest and add them to their shopping carts for future
purchase.
• Visitors should be able to modify the quantities of items in and/or delete items from their shopping
carts before checkout.
• All selected items should be shipped to the user following purchase.
• Users should be able to view the status of items they have ordered.
• Large numbers of users should be able to use the application simultaneously.
• The performance of the application should not degrade with an increase in the number of goods or
services offered.

3.2.2 Administrator Requirements


Administrators who manage the site have specific requirements of their own.

• Administrators should be able to manage eCommerce applications using Web browsers.


• Data managers should be able to delete users.
• Site administrators should be able to change the status of goods purchased by users after items have
been shipped.
• Administrators should be able to view all user transactions.
• Site managers should be able to view all transactions for the day.

3.3 Software requirements:


• Operating system: Windows10
• Technology: Java JDK 1.8
• Database : Oracle
• Server: Tomcat 9.0
• IDE: Eclipse
3.4 Hardware requirements:
• Hardware: Core i5
• RAM: 8gb
• Hard Disk: 1Tb
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NOTE: The above mentioned all the requirements used by developers(who are develop the project)
and for develop the same project these requirements may not be SPECIFIC.
The software and hardware requirements can be varied.

3.5 Architecture diagram.

Architectural diagram of Ecommerce


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3.6 Work flow diagram for Ecommerce.


Fig 1.1

Back end process flow chart for the ecommerce.


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3.7 Modules.
For developing the ecommerce project mainly we need the 3 modules these are
a. Admin
b. Dealer
c. Customer
The above three modules are three kind of persons.

a) Admin.
Admin can create the interface between the User and Dealer. The admin can do following
• Upload product on site or page.
• Maintain the records about of the customers.
• Managing the orders.
• Managing the user database.
• Managing the site content.
• Managing of shipping proccess.tc
b) Dealer.
Dealer can give the details about the goods, and dealer can have the direct contact with the admin. dealer can
do the following
• dealer can register with the help of admin.
• dealer can give content to the admin.
• dealer can decide the price of the products.
• dealer can specify the quantity details about the stock.
C) Customer.
customer can have the account, then they can login to the account if account is not there at the time customer
can register as a new customer. after login the account customer may be able to buy the products which are
uploaded by the customer. Then user can do the following
• Login as a user
• If not user is registered, then user need registration.
• User can order the goods.
• Transactions can be done by the user, Etc.
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4.DESIGN
For designing the project we can use the integrated development environment. In this project we are
used a ECLIPSE IDE 4.0. along with the JDK as a front end and ORACLE database is back end.

E - R Diagrams
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UML Diagrams

Unified Modeling Language:

The Unified Modeling Language allows the software engineer to express an analysis model using the
modeling notation that is governed by a set of syntactic semantic and pragmatic rules.A UML system is
represented using five different views that describe the system from distinctly different perspective. Each view
is defined by a set of diagram, which is as follows.

• User Model View

i. This view represents the system from the users perspective.


ii. The analysis representation describes a usage scenario from the end-users perspective.
• Structural model view
iii. In this model the data and functionality are arrived from inside the system.
iv. This model view models the static structures.

• Behavioral Model View


It represents the dynamic of behavioral as parts of the system, depicting the interactions of
collection between various structural elements described in the user model and structural model
view.

• Implementation Model View


In this the structural and behavioral as parts of the system are represented as they are to be built.

• Environmental Model View


In this the structural and behavioral aspects of the environment in which the system is to be
implemented are represented.

UML is specifically constructed through two different domains they are:

✓ UML Analysis modeling, this focuses on the user model and structural model views of the system.
✓ UML design modeling, which focuses on the behavioral modeling, implementation modeling and
environmental model views.
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Use case Diagrams represent the functionality of the system from a user’s point of view. Use cases are
used during requirements elicitation and analysis to represent the functionality of the system. Use cases focus
on the behavior of the system from external point of view.

Actors are external entities that interact with the system. Examples of actors include users like
administrator, bank customer …etc., or another system like central database.
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Class Diagram
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Use-case Diagram’s
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Sequence Diagram
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Component Diagram

DataBase

Server

JAVA/HTML JavaScript

Deployment Diagram

HTML/JSP Tomcat Server DataBase


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5. IMPLEMENTATION & RESULTS


Introduction:
Technologies Used

HTML, an initialism of Hypertext Markup Language, is the predominant markup language for web
pages. It provides a means to describe the structure of text-based information in a document — by denoting
certain text as headings, paragraphs, lists, and so on — and to supplement that text with interactive forms,
embedded images, and other objects. HTML is written in the form of labels (known as tags), surrounded by
angle brackets. HTML can also describe, to some degree, the appearance and semantics of a document, and
can include embedded scripting language code which can affect the behavior of web browsers and other
HTML processors.

HTML is also often used to refer to content of the MIME type text/html or even more broadly as a
generic term for HTML whether in its XML-descended form (such as XHTML 1.0 and later) or its form
descended directly from SGML

Hyper Text Markup Language

Hypertext Markup Language (HTML), the languages of the World Wide Web (WWW), allows users
to produces Web pages that include text, graphics and pointer to other Web pages (Hyperlinks).
HTML is not a programming language but it is an application of ISO Standard 8879, SGML (Standard
Generalized Markup Language), but specialized to hypertext and adapted to the Web. The idea behind
Hypertext is that instead of reading text in rigid linear structure, we can easily jump from one point to another
point. We can navigate through the information based on our interest and preference. A markup language is
simply a series of elements, each delimited with special characters that define how text or other items enclosed
within the elements should be displayed. Hyperlinks are underlined or emphasized works that load to other
documents or some portions of the same document.
HTML can be used to display any type of document on the host computer, which can be geographically
at a different location. It is a versatile language and can be used on any platform or desktop.
HTML provides tags (special codes) to make the document look attractive. HTML tags are not case-sensitive.
Using graphics, fonts, different sizes, color, etc., can enhance the presentation of the document. Anything that
is not a tag is part of the document itself.
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Basic HTML Tags:


<! -- --> specifies comments

<A>……….</A> Creates hypertext links

<B>……….</B> Formats text as bold

<BIG>……….</BIG> Formats text in large font.

<BODY>…</BODY> Contains all tags and text in the HTML document

<CENTER>...</CENTER> Creates text

<DD>…</DD> Definition of a term

<DL>...</DL> Creates definition list

<FONT>…</FONT> Formats text with a particular font

<FORM>...</FORM> Encloses a fill-out form

<FRAME>...</FRAME> Defines a particular frame in a set of frames

<H#>…</H#> Creates headings of different levels( 1 – 6 )

<HEAD>...</HEAD> Contains tags that specify information about a document

<HR>...</HR> Creates a horizontal rule

<HTML>…</HTML> Contains all other HTML tags

<META>...</META> Provides meta-information about a document

<SCRIPT>…</SCRIPT> Contains client-side or server-side script

<TABLE>…</TABLE> Creates a table

<TD>…</TD> Indicates table data in a table

<TR>…</TR> Designates a table row

<TH>…</TH> Creates a heading in a table


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5.2Explanation of Key functions

Method of Implementation:
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5.2.1 Form
Fig 1.1

Seller Registration form


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Fig 1.2:

Seller Login form


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5.2.2 Output Screen

Fig 1.3

Ordered products
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6. TESTING & VALIDATION

6.1 Introduction

In general, software engineers distinguish software faults from software failures. In case of a failure,
the software does not do what the user expects. A fault is a programming error that may or may not actually
manifest as a failure. A fault can also be described as an error in the correctness of the semantic of a computer
program. A fault will become a failure if the exact computation conditions are met, one of them being that the
faulty portion of computer software executes on the CPU. A fault can also turn into a failure when the software
is ported to a different hardware platform or a different compiler, or when the software gets extended. Software
testing is the technical investigation of the product under test to provide stakeholders with quality related
information.
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Software testing may be viewed as a sub-field of Software Quality Assurance but typically exists
independently (and there may be no SQA areas in some companies). In SQA, software process specialists and
auditors take a broader view on software and its development. They examine and change the software
engineering process itself to reduce the amount of faults that end up in the code or deliver faster.

Regardless of the methods used or level of formality involved the desired result of testing is a level of
confidence in the software so that the organization is confident that the software has an acceptable defect rate.
What constitutes an acceptable defect rate depends on the nature of the software. An arcade video game
designed to simulate flying an airplane would presumably have a much higher tolerance for defects than
software used to control an actual airliner.

A problem with software testing is that the number of defects in a software product can be very large,
and the number of configurations of the product larger still. Bugs that occur infrequently are difficult to find
in testing. A rule of thumb is that a system that is expected to function without faults for a certain length of
time must have already been tested for at least that length of time. This has severe consequences for projects
to write long-lived reliable software.

A common practice of software testing is that it is performed by an independent group of testers after
the functionality is developed but before it is shipped to the customer. This practice often results in the testing
phase being used as project buffer to compensate for project delays. Another practice is to start software testing
at the same moment the project starts and it is a continuous process until the project finishes.

Another common practice is for test suites to be developed during technical support escalation
procedures. Such tests are then maintained in regression testing suites to ensure that future updates to the
software don't repeat any of the known mistakes.

It is commonly believed that the earlier a defect is found the cheaper it is to fix it.

Time Detected

Time Introduced Requirements Architecture Construction System Test Post-Release

Requirements 1 3 5-10 10 10-100

Architecture - 1 10 15 25-100

Construction - - 1 10 10-25
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In counterpoint, some emerging software disciplines such as extreme programming and the agile
software development movement, adhere to a "test-driven software development" model. In this process unit
tests are written first, by the programmers (often with pair programming in the extreme programming
methodology). Of course these tests fail initially; as they are expected to. Then as code is written it passes
incrementally larger portions of the test suites. The test suites are continuously updated as new failure
conditions and corner cases are discovered, and they are integrated with any regression tests that are developed.

Unit tests are maintained along with the rest of the software source code and generally integrated into
the build process (with inherently interactive tests being relegated to a partially manual build acceptance
process).

The software, tools, samples of data input and output, and configurations are all referred to collectively
as a test harness.

6.2 Design of test cases and scenarios


A sample testing cycle

Although testing varies between organizations, there is a cycle to testing:

1. Requirements Analysis: Testing should begin in the requirements phase of the software development
life cycle.

During the design phase, testers work with developers in determining what aspects of a design are
testable and under what parameter those tests work.

2. Test Planning: Test Strategy, Test Plan(s), Test Bed creation.


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3. Test Development: Test Procedures, Test Scenarios, Test Cases, Test Scripts to use in testing software.
4. Test Execution: Testers execute the software based on the plans and tests and report any errors found
to the development team.
5. Test Reporting: Once testing is completed, testers generate metrics and make final reports on their test
effort and whether or not the software tested is ready for release.
6. Retesting the Defects

Not all errors or defects reported must be fixed by a software development team. Some may be caused by
errors in configuring the test software to match the development or production environment. Some defects can
be handled by a workaround in the production environment. Others might be deferred to future releases of the
software, or the deficiency might be accepted by the business user. There are yet other defects that may be
rejected by the development team (of course, with due reason) if they deem it inappropriate to be called a
defect.

6.3 Validation
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7. Conclusion & future enhancement


Conclusion

Limitations of the system:

Only the permanent employees can access the system.


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System works in all platforms and its compatible environments.

Advanced techniques are not used to check the authorization.

Future Enhancements:

It is not possible to develop a system that makes all the requirements of the user. User requirements keep

changing as the system is being used. 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. Because it is based on object-oriented design, any further changes can be easily adaptable.

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

Attendance module can be added.

sub admin module can be added.

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