Professional Documents
Culture Documents
CERTIFICATE
K YAMINI 22102D020242
This is work has been carried out under my guidance and supervision.
The results embodied in this Project report have not been submitted in any
University or Organization for the award of any degree or diploma.
2
“PRISON MANAGEMENT SYSTEM”
IN
COMPUTER APPLICATIONS
BY
K YAMINI 22102D020242
University, Tirupati and has not been submitted to any other course or University
K. yamini
3
ACKNOWLEDGEMENT
Dr. M. MOHAN BABU Garu who took keen interest to provide us the
infrastructural facilities for carrying out the project work.
4
ABSTRACT
helping authorities and staff better manage inmates, resources, and information.
This abstract provides a brief overview of the key features and benefits of the
Inmate Management: This module allows for efficient tracking and record-keeping
behavior reports. It aids in classifying inmates based on their security level and
5
TABLE INDEX
6
TABLE DESCRIPTION
PAGENO.
7
4.6.3.10. DESCRIPTION FOR THE USE CASE DELETE 29
INTRODUCTION
9
1. INTRODUCTION
Modeling is a central part of all the activities that lead up to the deployment of good
software. We build models to communicate the desired structure and behavior of our
system.
Unsuccessful software projects fail in their unique way, but all successful projects are alike
in many ways. There are many elements that contribute to a successful software
organization; one common thread is the use of modeling.
The UML gives us the standard way to write system’s blue prints that covers the conceptual
things, such as business processes and system functions as well as concrete things, such as
classes written in a specific programming language, database schemas, and reusable
software components.
The UML addresses the documentation of a system’s architecture and all of its details. The
UML also provides a language for expressing requirements and for tests.
The UML is appropriate for modeling systems ranging from enterprise information
systems to distributed web-based applications and even to the hard real time embedded
systems. UML also provides a language for modeling the activities of project planning and
release management.
10
Models consist of objects that interact by sending message. Think an object as alive.
Objects have things they know (attributes) and the things they can do (methods or
operations). The values of an object’s attributes determine its state.
Classes are the blue prints for objects. A class wraps attributes and methods into a single
distinct entity. Objects are instances of classes. UML is process independent, although it
should be used in a process that is use case driven, architecture-centric and iterative and
incremental.
THINGS:
Things are abstractions that are first-class citizens in a model; relationships tie these things
together; diagram group interesting collections of things. There are four kinds of things in
UML. They are:
1. Structural things
2. Behavioral things
3. Grouping things
4. Annotational things
RELATIONSHIPS:
A Relationship is a connection among things. In object-oriented modeling, the four most
important relationships are dependencies, generalizations, associations and realizations.
These relationships are the basic relational building blocks of the UML. We use them to
write well- formed models.
DEPENDENCY:
A Dependency is a using relationship specifying that a change in the
specification of one thing may affect another thing that uses it, but not necessarily the
reverse.
11
Fig: Dependency
GENERALIZATION:
A Generalization is a relationship between a general thing (super class on
parent) and a more specific kind of that thing (subclass or child).
▷
Fig: Generalization
ASSOCIATION:
An Association is a structural relationship, specifying that objects of one thing are
connected to objects of another.
0…1
*
Employer
Emplo
yee
Fig: Association
REALIZATION:
A Realization is a semantic relationship between classifiers in which one classifier
specifies a contract that another classifier guarantees to carry out. We will encounter these
relationships in two places: between interfaces and the classes or components that realize
them.
Fig: Realization
DIAGRAMS:
1. A Diagram is the graphical presentation of a set of elements, most often rendered as a
connected graph of vertices (things) and arcs (relationships). We draw diagrams to
visualize a system from different perspectives, so a diagram is a projection into a system.
12
UML includes 9 such diagrams. They are:
1. Use Case diagram
2. Class diagram
3. Collaboration diagram
4. Object diagram
5. Sequence diagram
6. Activity diagram
7. State Chart diagram
8. Component diagram
9. Deployment diagram
13
Chapter – 2
UML VIEWS AND
DIAGRAMS
14
2. UML VIEWS AND DIAGRAMS
Class, association,
Static view Class diagram Generalization,
dependency,
realization,
interface
Structural
Use case view Use case Use case, actor,
diagram association, extend,
include, use case
generalization
15
Chapter – 3
PROJECTDESCRIPTION
16
PROBLEM STATEMENT:
The management of prisons is a complex and critical responsibility that involves the secure
confinement of inmates, the protection of staff and inmates, and the facilitation of
rehabilitation and reintegration into society. However, many correctional facilities face a
range of challenges in managing their operations effectively and efficiently. The problem
statement for a Prison Management System.
In light of these challenges, there is a pressing need for a modern and integrated Prison
Management System that can streamline administrative processes, improve security and
surveillance, enhance data accessibility, and support inmate rehabilitation. Such a system
should also ensure transparency, accountability, and efficient resource management
within correctional facilities. Addressing these issues will lead to safer and more effective
prison management, reducing risks to both inmates and staff while also contributing to the
rehabilitation and reintegration of inmates into society.
OPERATIONAL STRUCTURE:
The operational system for a Prison Management System (PMS) encompasses
the various components and processes that work together to support the day.
• Inmate Management:
The core of any prison operation is the management of inmates.
the operational system should facilitate the intake, release, classification, and movement.
• Staff Management:
Efficient staff management is vital for maintaining security and providing essential services
The operational system should handle staff scheduling, attendance tracking, and payroll management.
It ensures that the right number of qualified personnel is available at all time.
• Visitor Management:
Controlling visitor access and interactions is crucial for security.
The operational system should include features for visitor registration, pre-approval of visitors, 17
scheduling of visits, and monitoring of visitor activities during their time in the facility.
• Resource Management:
Efficient resource management is essential for budget control and maintaining adequate supplies for inmates and staff.
The operational system should include features for tracking and managing resources such as food, medical supplies,
equipment, and consumables.
19
Chapter – 4
20
3. USE CASE DIAGRAM
A Use Case Diagram shows a set of use cases and actors and their relationships. Use case
diagrams address the static use case view of a system. For the most part, this involves
modeling the context of a system, subsystem, or class, or modeling the requirements of the
behavior of these elements. These diagrams are especially important in organizing and
modeling the behaviors of a system. These diagrams are important for visualizing,
specifying and documenting the behavior of an element.
COMMON PROPERTIES:
A Use Case Diagram is a just a special kind of diagram and shares the same common
properties as do all other diagrams. A use case diagram differs from all other kinds of
diagrams in its particular content.
CONTENTS:
Use case diagram commonly contains the following things:
♦ Use Case
♦ Actor
♦ Relationships
USE CASE:
Use Case is a description of set of sequence of actions that a system performs that yields
an observable result of value to a particular actor. A use case is used to structure the
behavioral things in a model. A use case is realized by collaboration. Graphically a Use
Case is rendered as an ellipse with solid lines, usually including only its name, as shown
below.
Place
order
21
ACTOR:
Actor is the user of the system, who performs action on the system and to whom
the system yields an observable result of value. Graphically, Actor is rendered as Stick
Figure.
Fig: Actor
RELATIONSHIPS:
Fig: Dependency
0….1 *
Employer Employee
Fig: Association
▷
Fig: Generalization
22
● Like all other diagrams, use case diagram may contain notes and constraints. Use
case diagram may also contain packages, which are used to group elements of your model
into larger chunks.
COMMON USES:
TO MODEL THE CONTEXT OF A SYSTEM:
Modeling the context of a system involves drawing a line around the whole system and
asserting which actor lie outside the system and interacts with it. Here, use case diagrams
are used to specify the actors and the meaning of their roles.
23
To model the requirements of a system,
⮚ Establish the context of the system by identifying the actors that surround it.
⮚ For each actor, consider the behavior that each expects or requires the system to
provide.
⮚ Name this common behavior as use cases.
⮚ Factor common behavior into new use cases that are used by others.
⮚ Model these use cases, actors, and their relationships in a use case diagram.
Reverse engineering is the process of transforming code into a model through a mapping
from a specific implementation language.
To reverse engineer a use case diagram:
❖ Identify each actor that interacts with the system.
❖ For each actor consider the manner in which that actor interacts with the system,
changes the state of the system or its environment, or responds to some event.
❖ Trace the flow of events in the executable system relative to each actor. Start with
primary flows and only later consider alternative paths.
24
❖ Cluster related flows by declaring a corresponding use case. Consider modeling
common flows by applying include relationships.
❖ Render these actors and use cases in a use case diagram, and establish their
relationships.
25
USE CASE DIAGRAM
26
USE CASE DIAGRAM DESCRIPTION FOR PRISON
MANAGEMENT SYSTEM:
ACTORS:
• User Admin
USECASES:
♦ Warden
♦ Browse website
♦ Account creation
♦ Login
♦ View Menu
♦ Select food item
♦ Place order
♦ Payment
♦ Deliver the selected food
♦ Provide feedback
27
Table 4.6.3.3: Description for the use case Exit
28
Table 4.6.3.9: Description for the use case Add
Actors warden
purpose To update the peoples
Description No of peoples update day by day
29
Chapter – 5
CLASS DIAGRAM
30
4. CLASS DIAGRAM
A Class Diagram shows a set of classes, interfaces and collaborations and their
relationships. These diagrams are the most common diagram found in modeling object-
oriented systems.
COMMON PROPERTIES:
A Class Diagram is just like as special kind of diagram and shares the same properties as
all other diagrams. But it differs from all other diagrams in its contents.
CONTENTS:
Class diagram commonly contains the following things
♦ Classes
♦ Interfaces
♦ Collaborations
♦ Dependency, generalization and association relationships.
CLASSES:
Class is a description of a set of objects that share the same attributes, operations,
relationships and semantics. A class implements one or more interfaces. Graphically, a
Class is rendered as a rectangle, usually including its name, attributes and operations.
Window
Origin: char
Size: int
close()
move()
display()
Fig: Class
The above class name is Window which is represented at the top segment in the rectangle
and its attributes in the middle compartment and its operations in the last compartment.
INTERFACES:
Interface is a collection of operations that specify a service of a class or component. An
interface describes the externally visible behavior of that element. An interface might
represent the complete behavior of a class or component. Graphically, an Interface is
rendered as a circle together with its name.
ISpelling
Fig: Interface
COLLABORATION:
Collaboration defines an interaction and is a society of roles and other elements that work
together to provide some cooperative behavior. So collaborations have structural as well as
behavioral, dimensions. Graphically, Collaboration is rendered as an ellipse with dashed
lines, usually including only its name.
C
hain of
Fig: Collaboration
DEPENDENCY:
Dependency is a semantic relationship between two things in which a change to
one thing may affect the semantics of the other thing. Graphically, a Dependency is
rendered as a dashed line, possibly directed, and occasionally including a label.
Fig: Dependency
GENERALIZATION:
A generalization is a specialization / generalization relationship in which objects of the
specialized element (child) are substitutable for objects of the generalized element (parent).
In this way, the child shares the structure and the behavior of the parent. Graphically, a
Generalization relationship is rendered as a solid line with a hollow arrow head pointing
to the parent.
Fig: Generalization
ASSOCIATION:
An association is a structural relationship that describes a set of links, a link being
a connection among objects. Graphically, an Association is rendered as a solid line,
possibly directed, occasionally including a label.
0….1 *
Employer Employee
Fig: Association
COMMON USES:
Class diagram has mainly three uses when we model the static design view. They are:
For example the following diagram shows the set of classes drawn for the implementation
of an autonomous robot. The figure focuses on the classes involved in the mechanism for
moving robot along the path. We will find an abstract class (motor) with two concrete
children, Steering motor and Main motor. Both of these classes inherit the five operations
of their parent, Motor. The two classes are in turn shown as parts of another class, Driver.
1
PathAge CollisionSe
nt nsor
Responsibilit 1
ies D
--seek path rive
1 1
SterringM MainMo
otor tor
Motor
move(d:Direction;s:spe
ed)
stop()
resetCount()
Status status()
MODELING A LOGICAL DATABASE SCHEMA:
The class diagrams are superset of the E-R diagrams, a common modeling tool for logical
database design. In E-R diagrams we focus only on data where as in class diagrams we go
a step further by the modeling of behavior. The steps involved to model logical database
schema are:
♦ Identify the classes of our model whose state must transcend the lifetime of their
applications.
♦ Create the class diagram that contains all these classes and mark them as persistent.
♦ Expand the structural details of these classes i.e., specify the details of their
attributes and focusing on the associations and their cardinalities.
♦ Watch for common patterns that complicate physical database design, such as
cyclic associations, one-to-one associations and n-array associations.
♦ Consider the behavior of these classes by expanding operations that are important
for data access and data integrity.
♦ Use tools to transform our logical design into a physical design.
Depart
ment
{Persistent}
name: Name
addInstructor()
removeInstructo
r ()
Instructor
{persistent
name:
Course
School {persistent}
{Persistent}
name: Name
name: Name courseID :
address: String
phone: Number
addStudent()
removeStudent()
getStudent()
getAllStudents()
Student
{persistent}
name: Name
studentID:Numb
Fig: Modeling a logical database schema
For example, the above figure shows a set of classes drawn from an information system of
a school .The classes Student and Course are related to one another by association,
specifying that every student may attend any number of courses and every courses may
have any number of students. Similarly, the classes Course and Instructor are related by
association. All six of these classes are marked as persistent, indicating that their instances
are intended to live in a database or in some other form of persistent store. This diagram
also exposes the attributes of all six of these classes. Two of these classes expose operations
for manipulating their parts. These operations are included because they are important to
maintain data integrity.
Client
GUIEventHand
{java}
ler
{java}
Reverse Engineering is the process of transforming code into a model through a mapping
from a specific implementation language. It is an incomplete process. It results in a flood
of information which is at lower level of detail.
CLASSES:
♦ Prison
♦ prisoner
♦ Administrator
♦ Guards
♦ supervisor
♦ visitor
RELATIONSHIPS:
♦ Dependency
♦ Association
♦ Aggregation
♦ Generalization
CLASSES DESCRIPTION:
Table 5.6.3.1: Attributes and Operations for the class Prison Management System
s.no Class name Attributes operations
-current prisoners
-photo jpeg
-state string
-country: string
-punishment duration
3 Administrator -login ID -pin code
-
+login (): Boolean
Password +New supervisor
-photo Boolean
-gender
-Address
-state
-country
-state string
-country: string
-pin code
5 supervisor -login id: string Numeric
-gender: string
-address: string
-State: string
-country: string
-pin code
Chapter-6
OBJECT DIAGRAM
5. OBJECT DIAGRAM
An Object Diagram is a diagram that shows a set of objects and their relationships at a
point in time. Graphically, an Object Diagram is a collection of vertices and arcs.
Object Diagrams are not only important for visualizing, specifying, and documenting
structural models, but also for constructing the static aspects of systems through forward
and reverse engineering.
COMMON PROPERTIES:
An Object Diagram is a special kind of diagram and shares the same common properties
as all other diagrams-that is, a name and graphical contents that are a projection into a
model. What distinguishes an object diagram from all other kinds of diagrams is its
particular content.
CONTENTS:
Object diagrams commonly contain
♦ Objects
♦ Links
Like all other diagrams, object diagrams may contain notes and constraints. Object
diagrams may also contain packages or subsystems, both of which are used to group
elements of your model into larger chunks.
COMMON USES:
You use object diagrams to model the static design view or static process view of a system
just as you do with class diagrams. This view primarily supports the functional
requirements of a system. Object diagram has one use to model the static view of a system.
That is:
For example, below figure shows a set of objects drawn from the implementation of an
autonomous robot. This figure focuses on some of the objects involved in the mechanism
used by robot to calculate a model of the world in which it moves.
As this figure indicates, one object represents the robot itself(r, an instance of Robot), and
r is currently in the state marked moving. This object has a link to w, an instance of world,
which represents an abstraction of the robot's world model. This object has a link to a multi
object that consists of instances of Element, which represent entities that the robot has
identified but not yet assigned in its world view. These elements are marked as part of
robot's global state.
At this moment in time, w is linked to two instances of Area. One of them (a2) is shown
with its own links to wall and one Door object. Each of these walls is marked with its
current width, and each is shown linked to its neighboring walls. As this object diagram
suggests, the robot has recognized this enclosed area, which has walls on three sides and a
door on the fourth.
Reverse engineering (the creation of a model from code) an object diagram is a very
different thing. In fact, while you are debugging your system, this is something that you or
your tools will do all the time.
OBJECTS:
♦ prison
♦ prisoner
♦ Administration
♦ Guards
♦ Supervisor
♦ visitor
Chapter – 7
SEQUENCE DIAGRAM
6. SEQUENCE DIAGRAM
The Sequence Diagram is an interaction diagram that emphasizes the time ordering of
messages. Graphically, a Sequence Diagram is a table that shows objects arranged
along the X axis and messages, ordered in increasing time, along the Y axis.
COMMON PROPERTIES:
The Sequence Diagram is just like as special kind of diagram and shares the same
properties as all other diagrams. But it differs from all other diagrams in its contents.
CONTENTS:
Sequence Diagram commonly contains the following things:
1. Objects
2. Links
3. Messages
OBJECTS:
Objects are typically named or anonymous instances of class. But may also represent
instances of other things such as components, collaboration and nodes. Graphically, Object
is rendered as a rectangle with underlining its name.
c: company
Fig: Object
LINKS:
A Link is a semantic connection among objects i.e., an object of an association is
called as a link. A Link is rendered as a line.
Fig: Link
MESSAGE:
A Message is a specification of a communication between objects that conveys the
information with the expectation that the activity will ensue.
COMMON USES:
Sequence Diagram has mainly one use when we model the dynamic aspects of a
system. That is:
7.3.1: TO MODEL FLOWS OF CONTROL BY TIME ORDERING:
Modeling a flow of control by time ordering emphasizes the passing of messages as
they unfold over time, which is a particularly useful way to visualize dynamic
behaviour in the context of a use case scenario. Sequence diagrams do a better job of
visualizing simple iteration and branching than do collaboration diagrams.
MANAGEMENT SYSTEM:
7.6.1. INTERACTIONS:
♦ Find
♦ Display Results
♦ Request Display All
♦ Display Results
♦ Display Records
♦ Find prisoner
♦ Delete and update
♦ Return Records
Chapter – 8
COLLABORATI
ON DIAGRAM
7. COLLABORATION DIAGRAM
COMMON PROPERTIES:
The Collaboration Diagram is just like as special kind of diagram and shares the same
properties as all other diagrams. But it differs from all other diagrams in its contents.
CONTENTS:
Collaboration Diagram commonly contains the following things
1. Objects
2. Links
3. Messages
OBJECTS:
Objects are typically named or anonymous instances of class. But may also represent
instances of other things such as components, collaboration and nodes. Graphically, Object
is rendered as a rectangle with underlining its name.
c: company
Fig: object
LINKS:
A Link is a semantic connection among objects i.e., an object of an association is
called as a link. A Link is rendered as a line.
Fig: Link
MESSAGES:
A Message is a specification of a communication between objects that conveys the
information with the expectation that the activity will ensue.
COMMON USES:
Collaboration Diagram has mainly one use when we model the dynamic aspects of a
system. That is,
8.3.1: TO MODEL FLOWS OF CONTROL BY ORGANIZATION:
Modeling a flow of control by organization emphasizes the structural relationships among
the instances in the interaction, along which messages may be passed. Collaboration
diagram do a better job of visualizing complex iteration and branching and of visualizing
multiple concurrent flows of control than do sequence diagram.
control by organization,
♦ Set the context for the interaction, whether it is a system, subsystem, operation, or
class, or one scenario of a use case or collaboration.
♦ Set the stage for the interaction by identifying which objects play a role in the
interaction. Lay them out on the collaboration diagram as vertices.
♦ Set the initial properties of each of these objects such as attribute values, tagged
values, state, or role of any object, which change over the duration of interaction.
♦ Specify the links among these objects, along which messages may pass.
✔ Lay out the association links first.
✔ Lay out other links next, and adorn them with suitable path stereotypes.
♦ Starting with the message that initiates the interaction, attach each subsequent
message to the appropriate link, setting its sequence number.
♦ If we need to specify time or space constraints, adorn each message with a timing
mark and attach suitable time or space constraints.
♦ If we need to specify this flow of control more formally, attach preconditions and
post conditions to each message.
INTERACTIONS:
♦ Return records
♦ Find prisoner
♦ Display records
♦ Find
♦ Delete and update
♦ Return prisoner
♦ Display result
♦ Request display all
Chapter – 9
ACTIVITY DIAGRAM
9. ACTIVITY DIAGRAM
An Activity Diagram shows the flow from activity to activity. The activity diagram
emphasizes the dynamic view of a system.
An Activity Diagram is a variant of a state machine that shows the computational activities
involved in performing a calculation. An activity state represents an activity: a workflow
step or the execution of an operation. An activity graph describes both sequential and
concurrent groups of activities.
COMMON PROPERTIES:
An Activity Diagram is just a special kind of diagram and shares the same common
properties as do all other diagrams but they in their content.
CONTENTS:
Activity Diagram commonly contains three things.
1. Activity states and action states
2. Transitions
3. Objects
Process
Fig: Transition
OBJECTS:
An Object is a concrete manifestation of an abstraction; an entity with a well defined
boundary and identity that encapsulates state and behavior; an instance of a class. Objects
may be involved in the flow of control associated with an activity diagram. The Object is
rendered as a rectangle.
c:company
Fig: Object
COMMON USES:
Activity Diagram has mainly two uses when we model the dynamic aspects of a system.
They are,
TO MODEL A WORKFLOW:
Here we will focus on activities as viewed by the actors that collaborate with the
system. Workflows often lie on the fringe of software-intensive systems and are used to
visualize, specify, construct and document business processes that involve the system we
are developing. In this use of activity diagrams, modeling object flow is particularly
important.
TO MODEL AN OPERATION:
Here we will use activity diagrams as flowcharts, to model the details of a
computation. In this use of activity diagrams, the modeling of branch, fork and join states
is particularly important. The context of an activity diagram used in this may involves the
parameters of the operation and its local objects.
COMMON MODELING TECHNIQUES:
MODELING A WORKFLOW:
To model a workflow,
♦ Establish a focus for the workflow. For nontrivial systems, it’s impossible to show
all interesting workflows in one diagram.
♦ Select the business objects that have the high –level responsibilities for parts of the
over all workflow. These may be real things from the vocabulary of the system, or they
may be more abstract. In either case, create a swim lane for each important business
object.
♦ Identify the preconditions of the workflow’s initial state and the post conditions of
the final state. This is important in helping you mode the boundaries of the workflow.
♦ Beginning at the workflow’s initial state, specify the activities actions that take
place over time and render them in the activity diagram as either activity states or action
states.
♦ For complicated actions, or for sets of actions that appear multiple times, collapse
these into activity states, and provide a separate activity diagram that expands on each.
♦ Render the transitions that connect this activity and action states. Start with the
sequential flows in the workflow first, next consider branching, and only then consider
forking
and joining.
♦ If there are important objects that are involved in the workflow, render them in the
activity diagram, as well. Show their changing values and state as necessary to
communicate
the intent of the object flow.
MODELING AN OPERATION:
To model an operation,
♦ Collect the abstractions that are involved in this operation. This includes the
operation’s parameters (including its return type, if any), the attributes of the enclosing
class, and certain
neighboring classes.
♦ Identify the preconditions at the operation’s initial state and post conditions at the
operation’s final state. Also identify any invariants of the enclosing class that must hold
during the execution of the operation.
♦ Beginning at the operation’s initial state, specify the activities and actions the
place over time and render them in the activity diagram as either activity states or action
states.
Reverse engineering is also possible for activity diagrams, especially if the context of the
code is the body of an operation.
1. ACTIVITY DIAGRAM
Fig 9.5: Activity Diagram for prison management system
A State chart Diagram shows a state machine, consisting of states, transitions, events, and
activities. The state chart diagram emphasizes the dynamic view of a system.
A State Machine models the possible life history of an object of a class. A state machine
contains states connected by transitions. Each state models a period of time during the life
time of an object during which it satisfies certain conditions. When an event occurs, it may
cause the firing of a transition that takes the object to a new state .When transition fires, an
action attached to the transition may be executed. State Machines are shown as State
Chart Diagrams.
COMMON PROPERTIES:
A State chart Diagram is just a special kind of diagram and shares the same common
properties as do all other diagrams but they differ in terms of contents.
CONTENTS:
State chart Diagram commonly contains two things:
1. States
2. Transitions, including events and actions.
STATES:
A State is a condition or situation in the life of an object during which it satisfies some
condition, performs some activity, or waits for some event. Graphically, a State is rendered
as a rectangle with rounded corners.
Fig: State
TRANSITIONS:
A Transition is a relationship between two states indicating that an object in the first state
will perform certain actions and enter the second state when a specified event occurs and
specified conditions are satisfied. Graphically, a Transition is rendered as a solid directed
line.
Fig: Transition
EVENTS:
An Event is the specification of a significant occurrence that has a location in time
and space.
ACTIONS:
An Action an executable atomic computation that results in a change in state of the model
or the return of a value.
COMMON USES:
State Chart Diagram has mainly one use when we model the dynamic aspects of a
system. That is,
10.3.1. TO MODEL REACTIVE OBJECTS:
To model the behavior of a reactive object, we essentially specify three things: the stable
states in which that object may live, the events that trigger a transition from state to state,
and the actions that occur on each state change. Modeling the behavior of a reactive object
also involves modeling the lifetime of an object, starting at the time of the objects creation
and continuing until its destruction, highlighting the stable states in which the object may
be found.
Reverse engineering is theoretically possible, but practically not very useful. Reverse
engineering tools have no capacity for abstraction and therefore cannot automatically
produce meaning full state chart diagrams.
STATECHART DIAGRAM
♦ Add
♦ Delete
♦ Search
♦ Update
♦ Find
♦ Add
♦ Delete
♦ Update
♦ Find
EVENTS:
♦ Added numbers prison
♦ Delete numbers prison
♦ No of peoples search prison
♦ Updated to prison
♦ No of peoples find prison
♦ Added numbers prison
♦ Delete numbers prison
♦ Update to prison day to day
♦ No of peoples in prison find
Chapter – 11
COMPONENT
DIAGRAM
11. COMPONENT DIAGRAM
COMMON PROPERTIES:
A Component Diagram is just a special kind of diagram and shares the same common
properties as all the diagrams but they in terms of contents.
CONTENTS:
Component Diagram commonly contains three things:
1. Components
2. Interfaces
3. Dependency, Generalization, Association and Realization relationships
COMPONENTS:
A Component is a physical and replaceable part of a system that conforms to and provides
the realization of a set of interfaces. Graphically, a Component is rendered as a rectangle
with tabs.
F
ind.exe
Fig: Component
INTERFACES:
An Interface is a collection of operations that are used to specify a service of a class or
component. Graphically, an Interface is rendered as a circle.
ISpelling
Fig: Interface
RELATIONSHIPS:
❖ A Dependency is a using relationship that states that a change in specification of
one thing may affect another thing that uses it, but not necessarily the reverse.
Graphically, a Dependency is rendered as a dashed line.
Fig: Dependency
arrowhead.
Fig: Generalization
Component Diagram has mainly four uses when we model the static aspects of a system.
They are,
With most contemporary object oriented programming languages, you’ll cut code using
integrated development environments that store your source code in files. You can use
component diagrams to model the configuration management of these files, which
represent work-product components.
COMPONENTS:
♦ Delete
♦ Search
♦ Add
♦ Database
♦ Update
RELATIONSHIPS:
♦ Association
♦ Dependency
Chapter – 12
DEPLOYMENT DIAGRAM
12. DEPLOYMENT DIAGRAM
A Deployment Diagram shows the configuration of run-time processing nodes and the
components that live on them. Deployment Diagram addresses the static deployment
view of architecture. These are related to component diagrams.
The Deployment View of a system encompasses the nodes that form the system’s hardware
topology on which the system executes. This view primarily addresses the distribution,
delivery and installation of the parts that make up the physical system. The static aspects
of this view are captured in deployment diagrams; the dynamic aspects of this view are
captured in interaction diagrams, state chart diagrams and activity diagrams.
COMMON PROPERTIES:
A Deployment Diagram is a just a special kind of diagram and shares the same common
properties as do all other diagrams. A deployment diagram differs from all other kinds of
diagrams in its particular content.
CONTENTS:
Deployment Diagrams commonly contain these things:
1. Node
2. Relationships
NODE:
A Node is a physical element that exists at run time and represents a computational
resource, generally having at least some memory and often, processing capability.
Graphically, a Node is rendered as a cube, usually including only its name.
ser
Fig: Node
RELATIONSHIPS:
❖ A Dependency is a semantic relationship between two things in which a change to
one thing may affect the semantics of the other thing. Graphically, a dependency is
rendered as a dashed line, possibly directed, and occasionally including a label.
Fig: Dependency
❖ Like all other diagrams, deployment diagrams may contain notes and constraints.
Deployment diagrams may also contain components, each of which must live on some
node. Deployment diagram may also contain packages, which are used to group elements
of your model into larger chunks.
COMMON USES:
Deployment Diagram has mainly three uses when we model the static aspects of a system.
They are,
NODES:
♦ Prison management system
♦ visitors
♦ mobile app
♦ Web server
♦ Application server
♦ Database server
♦ Prison database
♦ Surveillance cameras
♦ Access control system
♦ Alarm system
♦ Management software
♦ Staff work stations
RELATIONSHIPS:
♦ Association
♦ Dependency
Chapter – 13
CONCLUSION
13. CONCLUSION
The contents of this “MINI PROJECT” explain how to model real time project with the
help of OOA through UML.
Any project or event given to be implemented in real world to be modeled in order to:
BIBLIOGRAPHY
14. BIBLIOGRAPHY
Creating a bibliography for a prison management system project involves listing the sources, references, and
materials used to research and develop the project Below is a sample bibliography for a prison management system
project. It includes a variety of sources, including books, articles, reports, and websites:
Books:
1. Clear, T. R., Reisig, M. D., & Cole, G. F. (2020). American Corrections. Cengage Learning.
2. Carlson, P. M., & Garrett, J. G. (2018). Prison and Jail Administration: Practice and Theory.
Jones & Bartlett Learning.
3. Johnson, B. R., & Johnson, D. M. (2019). Prison Management, Security and Prisoner Misconduct:
4. A Multilevel Examination of the Effects of Staffing Levels, Staffing Mix, and Information Technology.
5. Crime & Delinquency, 65(8), 1052-1078.
6. Vaughn, M. S., del Carmen, R. V., & Walker, J. T. (2018). The Design and Implementation of a Prison
Information System. Journal of Contemporary Criminal Justice, 34(2), 220-238.
WEBSITES:
• https://www.bop.gov/
• https://www.europris.org/
• https://www.prisonpolicy.org/
• https://www.icpr.org.uk/
• https://www.unodc.org/