Professional Documents
Culture Documents
Submitted by:
SESSION (2015-2019)
ACKNOWLDEGMNT
All the praises, thanks and acknowledgments are for the creator Allah Almighty, the most
Beneficent, the most Merciful, who gave us strength and enabled us to undertake and execute
this task. Countless salutations upon the Holy Prophet Hazrat Muhammad (S.A.W), source of
knowledge for enlightening the world with the essence of faith in Allah and guiding the mankind
towards the true path of life.
Every project big or small is successful largely due to the effort of a number of wonderful people
who have always given their valuable advice or lent a helping hand. We sincerely appreciate the
inspiration; support and guidance of all those people who have been instrumental in making this
project a success.
Our parents receive our deepest gratitude and love for their dedication and the many years of
support during our undergraduate studies that provided the foundation for this work.
We would like to pay special thanks to our Supervisor Ma’am Bushra Almas for their valuable
time and efforts in making this project a success.
Finally, again thanks to God who has made our life more bountiful. May your name be exalted,
honored, and glorified. Last but not least, we would like to thank everybody who was important
to the successful completion of project.
2015-2019
Table of Contents
List of Tables .................................................................................................................................. i
List of Figures ................................................................................................................................ ii
1 Chapter : INTRODUCTION ................................................................................................ 2
1.1 Introduction .......................................................................................................................... 2
1.2 Existing System ................................................................................................................... 2
1.3 Block Diagram/Image of Real Time .................................................................................... 3
1.4 Limitation of existing system............................................................................................... 3
1.5 Software Project Management Plan ..................................................................................... 4
1.5.1 Tabular Form ............................................................................................................ 4
1.5.2 Gantt chart ................................................................................................................. 6
2 Chapter : PROPOSED SYSTEM ........................................................................................ 8
2.1 Problem Statement ............................................................................................................... 8
2.2 Explanation of Our System .................................................................................................. 8
2.2.1 Block Diagram .......................................................................................................... 8
......................................................................................................................................................... 9
2.3 Scope .................................................................................................................................. 10
2.3.1 Major Inputs ............................................................................................................ 10
2.3.2 Major Outputs ......................................................................................................... 10
2.3.3 Major Functionalities .............................................................................................. 10
2.4 Objectives .......................................................................................................................... 11
2.5 Overview ............................................................................................................................ 11
2.5.1 Context Diagram ..................................................................................................... 11
2.6 User Classes and Characteristics ....................................................................................... 12
2.7 Assumptions and Dependencies ........................................................................................ 12
2.8 Advantages of Proposed System ........................................................................................ 13
2.9 Background ........................................................................................................................ 13
2.9.1 Image Processing .................................................................................................... 13
3 Chapter : SYSTEM DESIGN ............................................................................................. 15
3.1 INTRODUCTION ............................................................................................................. 15
3.2 Data Flow Diagram (DFD) ................................................................................................ 16
3.2.1 DFD LEVEL 1 ........................................................................................................ 16
3.3 Domain Model ................................................................................................................... 17
3.4 Activity Diagram ............................................................................................................... 18
3.4.1 Login ....................................................................................................................... 18
3.4.2 Registration ............................................................................................................. 19
3.5 UML Diagrams .................................................................................................................. 20
3.5.1 Use Case Diagram................................................................................................... 21
3.5.2 Use Case Description: ............................................................................................. 22
3.5.3 Sequence Diagram .................................................................................................. 37
....................................................................................................................................................... 39
....................................................................................................................................................... 40
3.5.4 Class Diagram ......................................................................................................... 41
3.6 Relational Schema ............................................................................................................. 42
4 Chapter : TOOLS AND TECHNOLOGY ........................................................................ 44
4.1 Introduction to System Development ................................................................................ 44
4.2 Development ...................................................................................................................... 44
4.2.1 Tools Selection........................................................................................................ 44
4.2.2 Introduction of Microsoft Visual Studio ................................................................. 45
4.2.3 Introduction to C# ................................................................................................... 46
4.3 Techniques ......................................................................................................................... 48
4.3.1 Image Processing .................................................................................................... 48
4.3.2 Region of Interest (ROI) Based Processing ............................................................ 48
4.4 References .......................................................................................................................... 48
5 Chapter: IMPLEMENTATION ........................................................................................ 50
5.1 Introduction to User Interface ............................................................................................ 50
5.1.1 Graphical User Interface (GUI) .............................................................................. 50
5.2 Ball Detection through Image Processing.......................................................................... 54
5.2.1 Yellow Ball Detection............................................................................................. 56
5.2.2 Red Ball Detection .................................................................................................. 56
5.2.3 Green Ball Detection............................................................................................... 57
............................................................................................................................................... 57
5.2.4 Blue Ball Detection ................................................................................................. 57
6 Chapter : SOFTWARE TEST DOCUMENT ................................................................... 59
6.1 Test Approach .................................................................................................................... 59
6.2 Test Plan............................................................................................................................. 59
6.2.1 Features to be Tested .............................................................................................. 59
6.2.2 Features not to be tested .......................................................................................... 59
6.2.3 Testing tools and environment ................................................................................ 60
6.3 Test Cases .......................................................................................................................... 60
6.3.1 TC-1: Register a Player ........................................................................................... 60
6.3.2 TC-2: View Profile ................................................................................................. 61
6.3.3 TC-3: Delete a Player.............................................................................................. 61
6.3.4 TC-4: Choose Color ................................................................................................ 62
6.3.5 TC-5: Allocate Turn ................................................................................................ 62
7 Chapter: CONCLUSION & FUTURE SCOPE ............................................................... 64
7.1 Conclusion ......................................................................................................................... 64
7.2 Future Enhancements ......................................................................................................... 65
List of Tables
Table 2.1 (User classes) ................................................................................................................ 12
Table 3.1 (UC-01: Login) ............................................................................................................. 22
Table 3.2 (UC-02: Register Players) ............................................................................................. 23
Table 3.3 (UC-03: Search Player) ................................................................................................. 24
Table 3.4 (UC-04: View Profile) .................................................................................................. 25
Table 3.5 (UC-05: Delete Player) ................................................................................................. 26
Table 3.6 (UC-06: Allocate Table) ............................................................................................... 27
Table 3.7 (UC-07: Logout) ........................................................................................................... 28
Table 3.8 (UC-08: Detect Ball Pot) .............................................................................................. 29
Table 3.9 (UC-09: Switch Turn) ................................................................................................... 30
Table 3.10 (UC-10: Detect Foul) .................................................................................................. 31
Table 3.11 (UC-11: Allocate Turn) .............................................................................................. 32
Table 3.12 (UC-12: Calculate Score)............................................................................................ 33
Table 3.13 (UC-13: Show Game Result) ...................................................................................... 34
Table 3.14 (UC-14: Show Series Result) ...................................................................................... 35
Table 3.15 (UC-15: Choose Color) ............................................................................................... 36
Table 6.1(TC-1: Register a Player) ............................................................................................... 60
Table 6.2 (TC-2: View Profile) ..................................................................................................... 61
Table 6.3 (TC-3: Delete a Player) ................................................................................................. 61
Table 6.4 (TC-4: Choose Color) ................................................................................................... 62
Table 6.5 (TC-5: Allocate Turn) ................................................................................................... 62
i
List of Figures
Figure 1.1 (Real Image of System) ................................................................................................. 3
Figure 1.2 (Project Management Plan-a) ........................................................................................ 4
Figure 1.3 (Project Management Plan-b) .................................................................................. 5
Figure 1.4 (Gantt Chart) .................................................................................................................. 6
Figure 2.1 (Block Diagram of Proposed System-a) ........................................................................ 8
Figure 2.2 (Block Diagram-b)......................................................................................................... 9
Figure 2.3 (Block Diagram of Proposed System) ........................................................................... 9
Figure 2.4 (Context diagram) ........................................................................................................ 11
Figure 3.1 (Data Flow Diagram Level 1)...................................................................................... 16
Figure 3.2 (Domain Model) .......................................................................................................... 17
Figure 3.3 (Activity Diagram of Login) ...................................................................................... 18
Figure 3.4 (Activity diagram of Registration) .............................................................................. 19
Figure 3.5 (Use Case diagram) ..................................................................................................... 21
Figure 3.6 (SD of Allocate Table) ................................................................................................ 37
Figure 3.7 (SD of Detect ball pot) ................................................................................................ 38
Figure 3.8 (SD of Switch Turn) .................................................................................................... 39
Figure 3.9 (SD of Detect Foul) ..................................................................................................... 39
Figure 3.10 (SD of Allocate Turn) ................................................................................................ 40
Figure 3.11 (Class Diagram) ......................................................................................................... 41
Figure 5.1 (Login Interface) .......................................................................................................... 51
Figure 5.2 (Admin Home Page) .................................................................................................... 52
Figure 5.3 (Admin Register Player Page) ..................................................................................... 52
Figure 5.4 (Admin View Player Page) ......................................................................................... 53
Figure 5.5 (Admin New Match Page) .......................................................................................... 53
Figure 5.6 (Admin New Match Page) ........................................................................................... 54
Figure 5.7 (Yellow Ball Detection) .............................................................................................. 56
Figure 5.8 (Red Ball Detection) .................................................................................................... 56
Figure 5.9 (Green Ball Detection) ................................................................................................ 57
Figure 5.10 (Blue Ball Detection) ................................................................................................. 57
ii
Snooker Management System CHAPTER1 : INTRODUCTION
CHAPTER1
INTRODUCTION
1
Snooker Management System CHAPTER1 : INTRODUCTION
1 Chapter : INTRODUCTION
1.1 Introduction
Snooker is an interesting type of athletics, which could train our way of thinking due to the fact
that the player has to consider the next positions in advance after firing, called "Position Game".
Snooker has been popular for hundreds of years in some form. In the beginning, people used
wooden sticks to hit the balls in holes on the outside, which used to be called "rotating balls".
This game in turn has been moved into tables to play. Afterwards, people opened some holes on
the table, which turned into "pool tables" nowadays and increases interest in most of this game
on the inside table. As can be seen from history, snooker was born in England and France in the
early 14th century, when it was popular only among those European palaces, so called "Palace
Balls". Louis XIV was also asked to play billiards with his doctor. According to historical
documents, from Louis XVI to James I in England they were both enthusiastic players.
After inserting all the red balls in the pockets, the player hits the colored ball starting from
yellow or the number 2. Based on the ball marks, players can hit the colored ball. For example,
after all the reds, they can only hit the yellow ball. When a yellow ball is hit in the pocket, then
they can hit the other ball (i.e. green) and then they can hit the other balls based on their marks.
2
Snooker Management System CHAPTER1 : INTRODUCTION
The highest grades belong to the black ball (i.e. 7). If the player hits the wrong ball, it is
considered a foul. The signs are deducted on the foul.
In the present, the calculation of scores is recorded by humans and is noted on the blackboard or
recorded in the calculator on the pool table, which results in low efficiency. Furthermore, it
cannot present the game live or perform post-analysis.
3
Snooker Management System CHAPTER1 : INTRODUCTION
4
Snooker Management System CHAPTER1 : INTRODUCTION
5
Snooker Management System CHAPTER1 : INTRODUCTION
6
Snooker Management System CHAPTER 2 : PROPOSED SYSTEM
CHAPTER 2
PROPOSED SYSTEM
7
Snooker Management System CHAPTER 2 : PROPOSED SYSTEM
8
Snooker Management System CHAPTER 2 : PROPOSED SYSTEM
2.3 Scope
10
Snooker Management System CHAPTER 2 : PROPOSED SYSTEM
2.4 Objectives
It’ll save the time and decrease the man power as well.
Thus, efficiency can be increased.
It’ll help us to get rid of paper work.
Our system will be expandable further. Can be implemented for Billiard as well.
We can also expand our system in such a way that every player will have two chances to
get System help. System will tell how to play according to current situation.
System will keep the history of each game of every player.
Automate the playing environment.
2.5 Overview
This study combined Webcam and applied to create a Snooker scoring system. There has been
no other way to cut video frames on the market until now; the training environment, the
11
Snooker Management System CHAPTER 2 : PROPOSED SYSTEM
competition process and post-analysis after the games that the traditional snooker offers do not
have a good way of collecting facts. Instead, this study captured images using image processing
and used UML analysis to store information in the back-end database. With the powerful
computing power of computers, the results of the statistics could analyze the behavior pattern of
each player so that the information can be provided to people with different needs - players,
coaches, fans, commentators - to correct the insufficiency of information of each.
12
Snooker Management System CHAPTER 2 : PROPOSED SYSTEM
2.9 Background
This chapter describes basics of machine learning and image processing. It also describes
different image processing techniques. This chapter also focuses on the image processing
techniques which we will use in our project.
Visualizations of objects.
Image sharpening and restoration (for better creation of image).
Image retrieval (to separate region of interest).
Image Recognition (to distinguish objects in image).
13
Snooker Management System CHAPTER 3 : SYSTEM DESIGN
CHAPTER 3
SYSTEM DESIGN
14
Snooker Management System CHAPTER 3 : SYSTEM DESIGN
3.1 INTRODUCTION
The project design is an initial phase of the project in which the key features, the structure, the
criteria for success and the main results of the project are planned. The point is to develop one or
more projects that can be used to achieve the desired project objectives. System modeling
supports the analysis and design process by introducing a certain degree of formality into the
way systems are defined.
During system development it is often the case that pictures are used to help visualize
some aspects of the development.
Modeling provides a way to formalize these representations, through diagrams, not only
defining a standard syntax, but also providing a means to understand and communicate
the ideas associated with the development of the system.
Models are often represented visually and the information is then represented through
linked diagrams. New methods such as object orientation have advanced the concept of
modeling.
A good model is one that is easily communicable. They must be used for communication
within a development team and also for an organization as a whole, including
stakeholders.
The uses of a model can be different and cover a wide spectrum. It could be to model the
activities of an entire organization or to model a specific functional requirement of a
system.
We used some basic models to show, how our project is going to work. Following are the models
that we have used in this project so far:
5. UML Diagrams
Use-Case Diagram
Sequence Diagram
Class diagram
17
Snooker Management System CHAPTER 3 : SYSTEM DESIGN
3.4.1 Login
18
Snooker Management System CHAPTER 3 : SYSTEM DESIGN
3.4.2 Registration
19
Snooker Management System CHAPTER 3 : SYSTEM DESIGN
The Unified Modeling Language™ (UML®) is a standard visual modeling language intended to
be used for
UML is intentionally process independent and could be applied in the context of different
processes. Still, it is most suitable for use case driven, iterative and incremental development
processes. An example of such process is Rational Unified Process (RUP).
UML is not complete and it is not completely visual. Given some UML diagram, we can't be
sure to understand depicted part or behavior of the system from the diagram alone. Some
information could be intentionally omitted from the diagram, some information represented on
the diagram could have different interpretations, and some concepts of UML have no graphical
notation at all, so there is no way to depict those on diagrams.
Use-Case Diagram
Sequence Diagram
Class Diagram
20
Snooker Management System CHAPTER 3 : SYSTEM DESIGN
21
Snooker Management System CHAPTER 3 : SYSTEM DESIGN
UC-01: Login
Use Case ID 01
22
Snooker Management System CHAPTER 3 : SYSTEM DESIGN
Use Case ID 02
Actor Admin
23
Snooker Management System CHAPTER 3 : SYSTEM DESIGN
Use Case ID 03
Actor Admin
24
Snooker Management System CHAPTER 3 : SYSTEM DESIGN
Use Case ID 04
25
Snooker Management System CHAPTER 3 : SYSTEM DESIGN
Use Case ID 05
Actor Admin
26
Snooker Management System CHAPTER 3 : SYSTEM DESIGN
Use Case ID 06
Actor Admin
27
Snooker Management System CHAPTER 3 : SYSTEM DESIGN
UC-07: Logout
Use Case ID 07
28
Snooker Management System CHAPTER 3 : SYSTEM DESIGN
Use Case ID 08
Actor System
Description System will be able to detect either the ball is potted or not and
manage the turn.
System will be able to detect the foul and manage the turn.
Pre-Condition System is getting input from the camera properly.
29
Snooker Management System CHAPTER 3 : SYSTEM DESIGN
Use Case ID 09
Actor System
Extension points Ball is not potted in UC-08: Detect Ball Pot, Level: Sub-function.
Basic Flow System adds break score to the total score of that player.
System switches the turn to the opponent.
30
Snooker Management System CHAPTER 3 : SYSTEM DESIGN
Use Case ID 10
Actor System
Extension point Foul detected in UC-08: Detect Ball Pot, Level: Sub-function.
31
Snooker Management System CHAPTER 3 : SYSTEM DESIGN
Use Case ID 11
Actor Player
Description Player will be able to allocate turn to him or the other opponent.
Basic Flow Opponent player allocate the turn either to him or other player.
System saved the break and switched the turn.
32
Snooker Management System CHAPTER 3 : SYSTEM DESIGN
Use Case ID 12
Actor System
33
Snooker Management System CHAPTER 3 : SYSTEM DESIGN
Use Case ID 13
Actor System
34
Snooker Management System CHAPTER 3 : SYSTEM DESIGN
Use Case ID 14
Actor System
Basic Flow System will save the result of each game of each player.
System will add the winning games of each player (played against
same opponent).
Exceptional Flow *Server is down.
a) System will show the message and roll back all the changes.
35
Snooker Management System CHAPTER 3 : SYSTEM DESIGN
Use Case ID 14
Actor Player
36
Snooker Management System CHAPTER 3 : SYSTEM DESIGN
37
Snooker Management System CHAPTER 3 : SYSTEM DESIGN
38
Snooker Management System CHAPTER 3 : SYSTEM DESIGN
39
Snooker Management System CHAPTER 3 : SYSTEM DESIGN
40
Snooker Management System CHAPTER 3 : SYSTEM DESIGN
41
Snooker Management System CHAPTER 3 : SYSTEM DESIGN
Account Table
PK Account_Id Name Contact no Age password
Player Table
Account profile FK Profile_Id FK Account_Id FK Admin_id
Snooker Table
PK S_Id Pots balls FK Admin_id
Ball Table
PK Id Color score FK S_Id
Profile Table
PK Profile_Id Rank H_break H_score Matches_won FK Admin_id
42
Snooker Management System CHAPTER 4 : TOOLS & TECHNOLOGIES
CHAPTER 4
43
Snooker Management System CHAPTER 4 : TOOLS & TECHNOLOGIES
The conversion of the manual processing system into a computerized system requires the
development of a computer program consisting of a convenient step structure. The most
complicated and time-consuming development process is code, debugging and testing and then
integrates each module to get a complete operating software. Each program module must
perform the appropriate work based on the system's input and output requirements to ensure
better compatibility with the proposed system. “The process of assuring that the system is an
operational and then allowing user to take over its operations for the use and the evaluation is
called implementation.”
From the technical point of view, which involves creating compatible files, training the operating
staff and installing the hardware? After implementation, performance of the system is also
evaluated. Development and Implementation phase can be summarized as collection of the
following steps.
4.2 Development
The development phase has been divided in the following steps.
44
Snooker Management System CHAPTER 4 : TOOLS & TECHNOLOGIES
With the introduction of Visual Studio 2013, Microsoft has provided us with new features aimed
at simplifying application development along with testing and implementation. The new version
of Visual Studio 2013 allowed developers to achieve even better and simpler performance than
previous versions. They enjoy better operation with the following features:
45
Snooker Management System CHAPTER 4 : TOOLS & TECHNOLOGIES
Visual Studio is considered the best for creating desktop applications in C #. It is not
necessary to explicitly install the compiler for C # as it provides a build-in compiler and many
other packages and application development APIs in C #.
4.2.3 Introduction to C#
A modern object-oriented programming language developed in 2000 by Anders Hejlsberg at
Microsoft as a rival to Java (which is quite similar to). It was created because Sun, (later bought
by Oracle) did not want Microsoft to make changes to Java, so Microsoft chose instead to create
its own language. C # has grown rapidly since it was created, with broad support from Microsoft
that helped get a big following; is now one of the most popular programming languages in the
world.
With Visual Studio now installed, the .NET Framework is installed because it is part of the
Visual Studio installation. Writing applications in C # with Visual Studio takes advantage of the.
NET Framework. This framework provides applications for all types of services provided by the
framework. This includes things like database information, information about reading from an
XML file, as well as configuration, network operations and all the basic features that each
application needs. C # can therefore be used to create business applications, games, web
46
Snooker Management System CHAPTER 4 : TOOLS & TECHNOLOGIES
applications and applications that run on tablets or mobile devices. The .NET Framework works
through the common language runtime and the Class Library.
Windows Forms is a GUI class library (Graphical User Interface) that is included in the .Net
Framework. Its main purpose is to provide a simpler interface for developing applications for
desktops, tablets, PCs. It is also referred to as Win Form. Applications developed using Windows
Forms or Win Forms are known as Windows Forms applications that run on the desktop
computer. Win Form can only be used to develop Windows Forms applications and not web
applications. Win Forms applications can contain different types of controls such as labels, lists,
tooltips, etc.
4.2.3.2. Features of C#
47
Snooker Management System CHAPTER 4 : TOOLS & TECHNOLOGIES
4.3 Techniques
4.4 References
https://docs.microsoft.com/en-us/visualstudio/ide/visual-studio-ide
http://ecomputernotes.com/csharp/cs/features-of-c
https://www.c-sharpcorner.com/UploadFile/773808/new-features-in-visual-studio-2013/
https://vegibit.com/introduction-to-c-and-visual-studio-for-beginners/
https://www.geeksforgeeks.org/introduction-to-c-sharp/
https://sisu.ut.ee/imageprocessing/book/1
48
Snooker Management System CHAPTER 5 : IMPLEMENTATION
CHAPTER 5
IMPLEMENTATION
49
Snooker Management System CHAPTER 5 : IMPLEMENTATION
5 Chapter: IMPLEMENTATION
The user interface is the view of the front-end application to which the user interacts to use the
software. The user can manage and control the software and hardware through the user interface.
Today the user interface is found in almost all places where digital technology exists, directly
from computers, mobile phones, cars, music players, planes, ships, etc. The user interface is part
of the software design that provides users with an internal view of the software.
The user interface can be text-based, text-based and audio-video based, depending on the
underlying hardware and software combination. The user interface can be hardware or software
or a combination of both. The software becomes more popular if its user interface is:
Attractive
Simple to use
Responsive in short time
Clear to understand
Consistent on all interfacing screens
50
Snooker Management System CHAPTER 5 : IMPLEMENTATION
The graphical user interface uses more resources than the command line interface. With
advanced technologies, programmers and developers create a complex GUI design that works
more efficiently and reliably, but uses more resources than a less complex GUI. Programmers
should take care of the resources used in the application GUI.
51
Snooker Management System CHAPTER 5 : IMPLEMENTATION
52
Snooker Management System CHAPTER 5 : IMPLEMENTATION
53
Snooker Management System CHAPTER 5 : IMPLEMENTATION
54
Snooker Management System CHAPTER 5 : IMPLEMENTATION
table detection and ball detection. The color space used for background identification can be
roughly divided into two categories: hardware equipment-oriented space (such as RGB) and
perception-oriented space (such as HSV). HSV space is more consistent with human color
feeling, and is generally used for image post-processing and reconstruction. In the pre-processing
stage, the original bitmap data read by PC are generally RGB pixels. The transition from RGB
space to HSV space is nonlinear, and the efficiency is relatively low so as to need introducing
another optimization algorithm. Hence the RGB space is considered to be adopted because the
space is simple, fast and meeting the subsequent processing requirements. In order to have a
better adaption to the ambient light variation, the normalized RGB color space is used for the
segmentation of background pixels and foreground pixels.
The aim of multi-objective detection is to accurately locate the position of all the targets on
table. This image segmentation processing can be divided into following three steps:
Table detection is mainly for filtering out the interference factors outside the table region. In
the top-down view, the movement of each ball is confined in the rectangular area covered
with green baize. The key of the rectangle detection is to find out four straight edge lines by
introducing the HT algorithm. The edge points will be extracted by the threshold
segmentation.
55
Snooker Management System CHAPTER 5 : IMPLEMENTATION
56
Snooker Management System CHAPTER 5 : IMPLEMENTATION
57
Snooker Management System CHAPTER6 : SOFTWARE TEST DOCUMENT
CHAPTER6
58
Snooker Management System CHAPTER6 : SOFTWARE TEST DOCUMENT
Register Player
View Profile
Delete Player
Allocate Turn
Chose Color
59
Snooker Management System CHAPTER6 : SOFTWARE TEST DOCUMENT
PC
Windows operating system
ID T1
Description The purpose of this test case is to check either a new player is
registered successfully or not
Tester Admin
Setup 1. Admin login using his account.
2. Admin open Register Player Panel
Instructions 1. Enter Required Information.
2. Selects “Submit” option.
Expected Results Shows a notification “user registered successfully”.
Verdict --
60
Snooker Management System CHAPTER6 : SOFTWARE TEST DOCUMENT
ID T2
Description The purpose of this test case is to check either player’s profile visible
or not
Tester Admin
Setup 1. Admin login using his account.
2. Admin open view profile panel.
Instructions 1. Selects or Search a Player.
2. Selects a profile.
Expected Results Shows Player Profile information.
Verdict --
ID T3
Description The purpose of this test case is to check either system delete a profile
successfully or not.
Tester Admin
Setup 1. Admin login using his account.
2. Admin open View Profile Panel.
Instructions 1. Selects or search a specific Player.
2. Selects “Deletes” option.
Expected Results Show a toast “user is Deleted successfully”.
Verdict --
61
Snooker Management System CHAPTER6 : SOFTWARE TEST DOCUMENT
ID T4
Description The purpose of this test case is to check either player can choose color
or not after potting a red ball
Tester Player
Setup 1. Admin login using his account.
2. Admin Starts New Match
Instructions 1. Player 1 or Player 2 pots a red ball.
Expected Results System asks require Player to choose a color.
Verdict --
ID T5
Description The purpose of this test case is to check either player can allocate turn
or not after detecting a foul by opponent player
Tester Player
Setup 1. Admin login using his account.
2. Admin Starts New Match
Instructions 1. Player 1 or Player 2 attempts a foul.
Expected Results System asks the opponent player for Allocate Option.
Verdict --
62
Snooker Management System CHAPTER7 : CONCLUSION & FUTURE SCOPE
CHAPTER7
63
Snooker Management System CHAPTER7 : CONCLUSION & FUTURE SCOPE
7.1 Conclusion
This paper focuses on the management of a snooker club and automation of a snooker
game (having a single red ball). Our main goal is to automate the snooker game with the
help of image processing techniques. We will keep the record of every player and their
ranks according to their performances in our system. This paper also focuses on the
research of the key technologies in the snooker robot vision system with the help of camera
and proposes an effective multi-objective recognition method for locating and identifying
the targets on the table (i.e. multi-objective detection). The important conclusions are
summarized as follows:
1) Our main goal is to make the camera as an official umpire. This system is helpful to
get rid of paper work. This system reduces the man power.
2) Our system keeps the history of each player. We maintain a ranking system for
each player according to their overall performance.
3) The normalized RGB color space is suitable for the segmentation of foregrounds
and background of snooker robot vision system, which is able to effectively filter
out the influence of illumination variation. Making use of the normalized RGB
color space and histogram statistics can effectively detect the edge points of balls
and the table.
4) The combination of the improved HT algorithm and the LS method can detect the
single ball position accurately. The improved HT algorithm can effectively
eliminate the imperfect edge points, while the LS method can fit and obtain the
most accurate circle with the least mean square error. The combination of the two
methods is able to overcome the disadvantage of the LS method in noise
sensitivity, and improve the accuracy of the HT algorithm.
5) Based on the above conclusions of 3 and 4, the multi-ball detection method used in
this paper is able to effectively locate and segment of each ball on the table. The
HT algorithm and LS method will ensure the correctness and robustness of the
detection process.
64
Snooker Management System CHAPTER7 : CONCLUSION & FUTURE SCOPE
65