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INTERNET &

WWW
PREPARED BY: DEPARTMENT OF COMPUTER STUDIES
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WWW

WORLD WIDE WEB

WWW emerged in the early


1990s
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WWW

WORLD WIDE WEB

World Wide Web (WWW) or Web


• consists of a worldwide
collection of electronic
documents.
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WWW

WORLD WIDE
WEB
Web page can contain text,
graphics, animation, audio,
and video.
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WWW
WORLD WIDE
WEB
Two Types of Web
Pages:
1. Static (fixed)
2.Dynamic
(changing)
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WWW
WORLD WIDE
Static WEB
(fixed)
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WWW
WORLD WIDE
WEB
Dynamic (changing)
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WWW

WORLD WIDE WEB

Website
• is a collection of related
web pages
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WWW

WORLD WIDE
WEB
Web server
• is a computer that delivers
requested web pages to
your computer.
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WWW
WORLD WIDE
WEB
Web browser, or browser
is application software that allows
users to access and view web
pages or websites on the internet.
Examples: IE, Firefox, Opera,
Google Chrome, Safari
INTERNET &
WWW

WORLD WIDE
WEB
Downloading
is the process of a computer or
device receiving information
from a server on the Internet.
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WWW

WORLD WIDE
WEB
Uploading
• the process of transferring
documents, graphics, and
other objects from your
computer to a server on the
Internet.
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WWW

WORLD WIDE WEB


http://www.nps.gov/grsm/planyourvisit/wildlifeviewing.ht
m
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WORLD WIDE
WEB
Web Addresses
• A unique address of a website
• Also called a URL (Uniform
Resource Locator.
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WWW

WORLD WIDE
WEB
Hypertext Transfer Protocol (http)
- is a set of rules that de fines how
pages transfer on the Internet.
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WWW

WORLD WIDE
WEB
Search Engine
• a program that finds websites, web
pages, images, videos, news,
maps, and other information
related to a specific topic.
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WWW
WORLD WIDE
WEB
Subject Directory
• It classifies web pages in
an organized set of
categories
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WORLD WIDE
Types of WEB
Websites
1. Porta 8. Educational
l 9. Entertainmen
2. Informational
3. News t10. Advocacy
4. Business / Marketing 11. Web
5. application
Blog 12.Content
6. Wiki aggregator
7. Online 13.Personal
Social
Network
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WWW
1.
PORTAL
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WWW
2.
NEWS
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WWW
3.
INFORMATIONAL
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WWW
4.
BUSINESS
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WWW
5.
BLOG
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WWW
6.
WIKI
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WWW
7. ONLINE SOCIAL
NETWORK
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WWW
8.
EDUCATIONAL
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WWW
9.
ENTERTAINMENT
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WWW
10.
ADVOCACY
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WWW
11. WEB
APPLICATION
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WWW
12. CONTENT
AGGREGATOR
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13.
PERSONAL
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MULTIMEDIA ON THE WEB


Multimedia refers to any
application that combines text
with graphics, animation,
audio, video, and/or virtual
reality.
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WWW

MULTIMEDIA ON THE
WEB
• Graphics • Video
• Thumbnail • Virtual
• Animation Reality
• Audio • Plug-ins
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WWW
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WWW
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PLUG-
INS
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WWW

WEB PUBLISHING

Web publishing is the


development and maintenance
of Web pages.
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THE 5 MAJOR STEPS IN WEB
PUBLISHING
1. Plan a
website
2. Analyze and design a
website
3. Create a website
4. Deploy a website
5. Maintain a website
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WWW
E-
COMMERCE
Electronic Commerce
• a business transaction that
occurs over an electronic
network such as the Internet.
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WWW
OTHER INTERNET
SERVICES mail)
 e-mail (electronic
 mailing lists
 instant messaging
 chat rooms
 VoIP (Voice over IP)
 newsgroups and message
boards
 FTP (File Transfer Protocol).
INTERNET &
WWW

NETIQUETTE

Netiquette (Internet Etiquette)


• the code of acceptable
behaviors users should follow
while on the Internet.
INTERNET &
WWW
NETIQUETT
E
SYSTEM
ANALYSIS
Introduction to Computing Topic
4
DATA COMMUNICATION
AND
0 TOPIC
1
NETWORKING
1 SYSTEM

0 TOPIC 2
SYSTEM DEVELOPMENT LIFE
2 CYCLE

TOPIC 3
0 REQUIREMENTS
3
TOPIC
0 4
4 DESIGN
0 TOPIC 5
IMPLEMENTAYION
5
TOPIC
0 6

6 TESTING

TOPIC 7
0 MAINTENANCE
7
TOPIC 8
0 SDLC
MODELS
8
SYSTE
M
SYSTE
M
• The term “system” originates from the Greek
term systēma, which means to “place
together.”
• a group of interrelated components working
together towards a common goal.
SYSTEM
PROPERTIES
1. Organization
2. Interaction
3. Interdependence
4. Integration
5. Central
Objective
CHARACTERISTICS OF A
SYSTEM
ELEMENTS OF A
SYSTEM
• A system has three basic elements input, processing and
output.

• The other elements include control, feedback,


boundaries, environment and interfaces.
INFORMATION SYSTEMS
(IS)
• an integrated set of components for
collecting, storing, and processing data and
for providing information, knowledge, and
digital products.
INFORMATION
SYSTEMS
Hardware technology
COMPONENTS
• physical components of the

• set of instructions that tells the hardware what to


Softwar do

• collection of
e Data facts

• this component connects the hardware together


Telecommunications to
form networks
• persons involved in an information
People system

• rules or guidelines to follow when using


Procedures Hardware and software
SYSTEM
DEVELOPMENT LIFE
CYCLE (SDLC)
SYSTEM
DEVELOPMENT
LIFE CYCLE
a process of (SDLC)or altering
creating
information systems, and the models and
methodologies that people use to develop
these systems.
a system development life cycle is similar to
a project life cycle.
PHASES OF
SDLC
• The SDLC framework
provides a step-by-step
guide through the
phases of
implementing both a
physical and software
based system.
1.
PLANNING
• System development typically starts with a
system request.
• followed by a preliminary investigation
study) and how to conduct a reportto
(feasibility
manager which the
concludes phrase. planning
1.
PLANNING
TYPES OF FEASIBILITY STUDY
• Economic Feasibility - effectiveness of system by using
cost/benefit analysis method.
• Technical Feasibility - the technical feasibility of each
implementation.
• Operational Feasibility – how will the system is operate once
it is developed and implemented.
• Behavioral Feasibility - the user attitude or behavior towards
the development of new system.
• Schedule Feasibility - the project should be completed within
given time.
2.
ANALYSIS
• a process of collecting factual data, understand
the processes involved, identifying problems and
recommending feasible suggestions for improving
the system functioning.
• It involves requirements determination and
information gathering
2.
ANALYSIS
REQUIREMENTS DETERMINATION:
• Requirements Anticipation
• Requirements Investigation
• Requirements
Specifications
2.
ANALYSIS
INFORMATION GATHERING TECHNIQUES:

1.Interview
2.Questionnaires
3.Observation
4.Secondary Research or
Background Reading
2.
INFORMATION GATHERING
ANALYSIS
TOOLS:
2.
ANALYSIS
DATA FLOW DIAGRAM

• a graphical
visualization of the
movement of data
through an
information system.
2.
DATA DICTIONARY ANALYSIS
• a structured repository of data elements in the
system.
2.
ANALYSIS
DECISION TREES

• are a method for


defining complex
relationships by
describing decisions and
avoiding the problems in
communication.
2.
ANALYSIS
DECISION TABLES

• a method of
describing the
complex logical
relationship in a
precise manner which
is easily
understandable.
2.
ANALYSIS
STRUCTURES
ENGLISH /
PSEUDOCODE

• It gives more
understandable and
precise description
of process.
3.
DESIGN
• the phase that bridges the gap between
problem domain and the existing system
in a manageable way.
3.
TYPES OF SYSTEM DESIGN: DESIGN
• Logical design - an abstract representation of
the data flow, inputs, and outputs of the system
• Physical design - relates to the actual input
and output processes of the system.
• Architectural Design - describes the structure
and behavior of the system.
3.
DESIGN
TYPES OF SYSTEM DESIGN:

• Detailed Design - follows architectural design


• Conceptual Data Modeling - a representation
of organizational data
• Entity Relationship Model it describes the
relationship between entities of an
organization.
4.
IMPLEMENTATION
• During this phase, developers write code
and you construct and fine-tune
technical and physical configurations.
5. TESTING AND
INTEGRATION
• a test run of the system is done
for removing the bugs, if any.
• a test plan should be developed and
run on a given set of test data.
5. TESTING AND
INTEGRATION
TYPES OF TESTING
1.Unit Testing
2.Integration Testing
3.Functional Testing
• Positive Functional Testing
• Negative Functional
Testing
6.
MAINTENANCE
• The cyclical nature of SDLC recognizes
that the process of change and
upgrading are constant.
SYSTEM
ANALYSIS
Introduction to Computing Topic
4
SYSTEM
ANALYSIS
0 TOPIC
1
1 SYSTEM

0 TOPIC 2
SYSTEM DEVELOPMENT LIFE
2 CYCLE

TOPIC 3
0 REQUIREMENTS
3
TOPIC
0 4
4 DESIGN
0 TOPIC 5
IMPLEMENTAYION
5
TOPIC
0 6

6 TESTING

TOPIC 7
0 MAINTENANCE
7
TOPIC 8
0 SDLC
MODELS
8
SDLC
MODELS
WATERFALL
MODEL
• It is an example of a Sequential model.
• It is divided into phases and output of one
phase becomes the input of the next
phase.
WATERFALL
MODEL
When to use Waterfall
Model
• Requirements are stable and not changed frequently.
• An application is small.
• There is no requirement which is not understood or not
very clear.
• The environment is stable
• The tools and technology used is stable and is not
dynamic
• Resources are well trained and are available
V-
MODEL
• also known as Verification and
Validation model.
• the process is often mapped out as a
flowchart that takes the form of the letter V.
WATERFALL
MODEL
When to use Waterfall
Model
- Requirements are well defined, clearly
documented and fixed.
- Product definition is stable.
- Technology is not dynamic and is well understood
by the project team.
- There are no ambiguous or undefined requirements.
- The project is short.
SPIRAL
MODEL
• used for projects which involves
continuous enhancements.
• used by software engineers and is favored
for large, expensive and complicated
projects.
SPIRAL
MODEL
When to use Spiral
- Model
When the project is large.
- Where the software needs continuous risk
evaluation.
- Requirements are a bit complicated and
require continuous clarification.
- Software requires significant changes.
- Where enough time frame is their to get end
user feedback.
- Where releases are required to be frequent.
ITERATIVE
MODEL
• the development begins by specifying and
implementing just part of the software, which
is then reviewed in order to identify further
requirements.
ITERATIVE
MODEL
When to use Iterative
• When the Model
requirements of the complete system are
clearly defined and understood.
• A new technology is being used and is being learnt by
the development team, while they are working on the
project.
• If there are some high risk features and goals, which
might change in the future.
• When the resources with needed skill sets are not
available and are planned to be used on contract
basis for specific iterations.
PROTOTYPING
MODEL
• A prototype is built, test, and then reworked
when needed until an acceptable
prototype is achieved.
• It is an iterative, trial, and error method
which take place between the developer
and the client.
PROTOTYPING
MODEL
When to use Prototyping
Model
• Whenever the customer not clears about the
requirement in this situation we generally go
for prototype model.

• If it is complex project then prototype model


makes clear understand the requirement.

• Prototyping make sure that the customer constantly


work with the system and provide a feedback
about the system.
RAPID
APPLICATION
DEVELOPMENT (RAD)
MODEL
• if the project can be broken down into
small modules wherein each module can
be assigned independently to separate
teams.
RAD
MODEL
When to use RAD
Model
• When a system needs to be produced in a short span of time
(2-3 months)
• When the requirements are known
• When the user will be involved all through the life cycle
• When technical risk is less
• When there is a necessity to create a system that can be
• modularized in 2-3 months of time
• When a budget is high enough to afford designers for modeling
along with the cost of automated tools for code generation
BIG BANG
MODEL
• has no certain technique for working
on software development project.
• A project may start with just a basic amount
of money and resources to begin with.
BIG BANG
MODEL
When to use Big Bang
• Customer Model
is not sure about his wants and
the requirements are not analyzed that well

• When the developer wants to learn something new


and doing some real experiments.

• Gives Flexibility to the learner and small


project development.

• Good environment for study propose and


school projects.
AGILE
MODEL
• These builds are provided in iterations
• Each iteration typically lasts from about
one to three weeks.
AGILE
MODEL
AGILE
MANIFESTO
4 Key Values
1.Individuals and
interactions
2.Working software
3.Customer collaboration
4.Responding to change
When to use Agile
Model
• The users’ needs change dynamically

• Less price for the changes implemented because of the


many iterations

• Unlike the Waterfall model, it requires only initial


planning to start the project
THANK YOU!

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