Professional Documents
Culture Documents
WWW
PREPARED BY: DEPARTMENT OF COMPUTER STUDIES
INTERNET &
WWW
WORLD WIDE
WEB
Web page can contain text,
graphics, animation, audio,
and video.
INTERNET &
WWW
WORLD WIDE
WEB
Two Types of Web
Pages:
1. Static (fixed)
2.Dynamic
(changing)
INTERNET &
WWW
WORLD WIDE
Static WEB
(fixed)
INTERNET &
WWW
WORLD WIDE
WEB
Dynamic (changing)
INTERNET &
WWW
Website
• is a collection of related
web pages
INTERNET &
WWW
WORLD WIDE
WEB
Web server
• is a computer that delivers
requested web pages to
your computer.
INTERNET &
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.
INTERNET &
WWW
WORLD WIDE
WEB
Uploading
• the process of transferring
documents, graphics, and
other objects from your
computer to a server on the
Internet.
INTERNET &
WWW
WORLD WIDE
WEB
Web Addresses
• A unique address of a website
• Also called a URL (Uniform
Resource Locator.
INTERNET &
WWW
WORLD WIDE
WEB
Hypertext Transfer Protocol (http)
- is a set of rules that de fines how
pages transfer on the Internet.
INTERNET &
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.
INTERNET &
WWW
WORLD WIDE
WEB
Subject Directory
• It classifies web pages in
an organized set of
categories
INTERNET &
WWW
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
INTERNET &
WWW
1.
PORTAL
INTERNET &
WWW
2.
NEWS
INTERNET &
WWW
3.
INFORMATIONAL
INTERNET &
WWW
4.
BUSINESS
INTERNET &
WWW
5.
BLOG
INTERNET &
WWW
6.
WIKI
INTERNET &
WWW
7. ONLINE SOCIAL
NETWORK
INTERNET &
WWW
8.
EDUCATIONAL
INTERNET &
WWW
9.
ENTERTAINMENT
INTERNET &
WWW
10.
ADVOCACY
INTERNET &
WWW
11. WEB
APPLICATION
INTERNET &
WWW
12. CONTENT
AGGREGATOR
INTERNET &
WWW
13.
PERSONAL
INTERNET &
WWW
MULTIMEDIA ON THE
WEB
• Graphics • Video
• Thumbnail • Virtual
• Animation Reality
• Audio • Plug-ins
INTERNET &
WWW
INTERNET &
WWW
INTERNET &
WWW
PLUG-
INS
INTERNET &
WWW
WEB PUBLISHING
NETIQUETTE
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.
• collection of
e Data facts
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
• 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:
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.