Sie sind auf Seite 1von 26

1.

INTRODUCTION

1.1.

AIM

The aim of the multimedia project is to simulate a car race on a racing track.

1.2. DESCRIPTION

Our project is to illustrate a car race among two racing cars. This illustration includes a 360 degree view of each car and driver before the race. Once the race starts, the motion of the cars is rendered in different angles. This is a single lap race. The race continues until one car finishes the race off triumphant.

1.3. PROJECT GOALS

1) To render different views of different objects 2) To create a simple and attractive multimedia project on car race

2. SYSTEM CONFIGURATION
2.1. HARDWARE SPECIFICATION

Processor Memory Hard Disk Monitor Keyboard Mouse

: : : : : :

Pentium IV or higher 1GB or higher 80 GB or higher Visual Graphic Adapter/Super Visual Graphic Adapter Normal Normal

2.2. SOFTWARE SPECIFICATION

Operating System Front end Back end

: : :

Windows XP Professional Edition or higher MEDIA PLAYER 3D STUDIO MAX & QUICK TIME PRO

2.2.1. WINDOWS XP PROFESSIONAL

Windows XP brims with new features, improved programs, and tools. Windows XP contains including systems, accessories, and communications and entertainment programs. Windows XP packs the punch you need for top performance and enjoyment! You get all the power and dependability of Microsoft's most advanced operating system technology. And to ensure that your version of Windows XP is always the very latest, automatic updates are available at your command from the Microsoft Web site. Windows XP delivers greater dependability and increased efficiency. Windows XP works harderso you can work smarter! Windows XP brings a brand-new visual style to your computerfriendly, fresh, and streamlined. You will notice cleaner lines, richer colors, smarter organization, and easier ways to get where you want to go and do what you want to do.

The simplified Start menu automatically puts your most frequently-used programs in plain view, never more than one click away. The updated taskbar organizes files "on the fly." An automatic cleanup wizard keeps everything on the desktop neat and tidy. With Windows XP, viewing photos and sharing them with friends, family, and colleagues couldn't be easier. Just plug in your digital camera and your photos appear instantlyready for you to edit, e-mail, or print. You can even publish images directly to a Web site or save them on CD. Or send them to an online retailer for professional quality prints. With Windows XP it is easier than ever to share a single computer among several users. Each person using the computer can create a separate password-protected account with personalized settings and private files. Multiple accounts can be active on the computer at the same timeswitching back and forth is fast and simple. For example, if someone wants to check e-mail while you are working, they simply switch over to their account. There is no need for you to close your programs and log off. The other user would not see your files while they are working; and when you switch back you would not see theirs. You will find the screen exactly as you left it. Connecting computers into a network boosts the abilities of every computer on the system. Make team efforts out of big projects like creating reports and spreadsheets. Free up space on smaller computers by centralizing large files like photos and music on one computer, where they can be shared by everyone, even at the same time. Play multiplayer computer games on a whole new level, with each player on a separate computer. Save money by sharing hardware. Networked computers can share the same printer, scanner, fax, even the same Internet connection. Family members can surf the Web at the same time, from different computers, all on the same phone or other service line! Windows XP contains powerful new features designed to keep your computer network running no matter what. Sophisticated protection software guards each computer's operating system, and also establishes a protective barrier, or firewall, that shields the entire network from outside hackers and viruses spread over the Internet. Windows XP Professional marks a new standard in business softwarecombining enterprise-class performance and reliability with unprecedented ease of use. Built on the rocksolid foundation of Microsoft's proven Windows 2000 technology, Windows XP Professional contains all the features of Microsoft Windows XP Home Edition, and includes new and

enhanced features designed especially for business and advanced use. Startup time is faster and your business programs will run better than ever before. Windows XP Professional is worldready with multi-language support. Select among 24 languagesa very useful feature if your company spans the globe, with multilingual employees who use different languages but share the same computers. The enhanced power management features in Windows XP stretch battery life. And with laptops and other PCs you get better control over how your computer uses power. The secure wireless connections in Windows XP let you communicate and collaborate in real timeat the same moment things are happeningusing voice, video, and instant messaging. There is no wasting time trying to hook upyou are automatically notified whenever another Windows XP-equipped wireless device is in range. Windows XP Professional allows up to 10 Internet or other file-sharing connections simultaneously. Network bridging allows communication over wireless, Ethernet, and home phone lines all at the same time. With Windows XP Professional, going mobile means no hassles. Business computers linked via Windows 2000 Server software are a cinch to upgrade and manage using Remote Installation Services and Group Policies. These features let you install, configure, and manage individual computers as groups rather than single machines, and monitor them from a centralized location at great savings in time and support costs.

2.2.2. FEATURES OF 3D STUDIO MAX 2009 3D Studio Max is used to quickly create professional-quality 3D models, photo-realistic still images, and film quality animations developed by AUTODESK cooperation. With 3ds Max6 you can create 3D places and characters, objects and subjects of any type. You can arrange them in settings and environments to build the scenes for your play. You can animate the characters, set them in motion, make them speak, sing and dance, or kick and fight. Then, shoot movies of the whole virtual things. The new features of 3D STUDIO MAX 6.0 are: User Interface changes New Modeling features New material features

New animation features New Advanced Lighting New Rendering Features

3ds max is a single-document application, meaning you can work on only one scene at a time. However, you can open more than one copy of the program and open a document scene in each copy. Opening additional copies of the program requires a lot of RAM. For the best performance, you should plan to open one copy and work on one scene at a time. Opening multiple copies of a program is not supported Windows 95/98 or ME.

2.2.2.1. 3D STUDIO MAX 6.0 WINDOW

INTRODUCTION MENU BAR COMMAND PANELS OBJECT CATEGORIES ROLL OUT ACTIVE VIEW PORT VIEW PORT NAVIGATION CONTROLS ANIMATION PLAY BACK CONTROL ANIMATION KEYING CONTROLS SNAPS WINDOW/ CROSSING SELECTION TOGGLE KEYBOARD SHORTCUT OVERRIDE TOGGLE ABSOLUTE/RELATIVE COORDINATES TOGGLE AND DISPLAY PROMPT LINE AND STATUS BAR MAX SCRIPT MINI-LISTENER TRACK BAR TIME SLIDER MAIN TOOLBAR

INTRODUCTION Most of the main window is occupied by the viewports, where you view and work with your scene. The remaining area of the window holds controls and show status information. One of the most important aspects of using 3ds max is its versatility. Many program functions are available from multiple user interface elements. For example you can open track view for animation control from main toolbar as well as the track view menu, but the easiest way to get to a specific objects track in a track view is to right-click the object, and then chooses track view selected from the quad menu. You can customize the user interface in a variety of ways: by adding keyboard shortcuts, moving toolbars and command panels around, creating new toolbars and tool buttons, and even recording scripts into toolbar buttons.

Max scripts lets you create and use custom commands in the built-in scripting languages. For more information, access the MAX script Reference file from the help menu. MENU BAR A standard Window menu bar with typical File, Edit, Views and Help menus. Special menus include: Tools contain duplicates of many of the tool bar commands. Group contains command for managing combined objects. Create contains commands for creating objects. Modifiers contain commands for modifying objects. Character has tools for working with bones, linked structures and character assemblies. Animation contains command for animating and constraining objects. Graph Editors provides graphical access to editing objects and animation. Rendering contains commands for rendering, video post, graciosity and the environment. Customize gives you access to controls that let you customize the user interface. Max Script has commands for working with MAX scripts, the built-in scripting language. TAB PANEL When visible, the tab panel appears directly under the main tool bar. It holds a collection of tool bars organized by index tabs. The tool bar contains buttons for creating, selecting, transforming and rendering geometry in a scene, as well as many other functions. Some tool bar buttons are shortcuts for menu commands; other appears only on the Main tool bar. Click a tab to display the collection of tools on each tab. When you click a tool button, the tools parameters appear on the command panel or in a dialogue. You can tear off the entire tab panel as well as individual tool bars and place them wherever you like. You can also create new functions and tool bars and set them up anyway you like. If not all of a toolbars button are visible, position the mouse cursor on a blank area of the toolbar and begin dragging horizontally when the hand cursor appears. You can turn on and of the tab display with the Customize menu > Show UI command. The tab panel is on by default.

TIME CONTROLS The auto key button turns on animation mode. The other controls navigate through time and playback an animation. COMMAND PANEL This collection of six panels holds most of the modeling and animation features. You can tear off the command panel and place it anywhere you like. By default, the comm and panel is docked at the right of your screen. You can access a menu that lets you float or dismiss the command panel by right-clicking just above it. If it is not displayed, or you want to change its location and docking or floating status, right-click in a blank area on the tab panel, and choose from the shortcut menu. Create holds all object creation tools. Modify holds all modifiers and editing tools. Hierarchy holds linking and inverse kinematics parameters. Display holds object display controls. Motion holds animation controllers and trajectories. Utilities hold miscellaneous utilities. STATUS BAR AND PROMPT LINE These two lines display prompts and information your scene and the active command. They also contain system toggles controlling selections, precision, and display properties. VIEW PORTS You can display from one four view ports. These can show multiple views of the same geometry, as well as the track View, Schematic View, and other informational displays. VIEW PORT NAVIGATION BUTTONS In order to build a new animation there are certain steps to be followed. There are button cluster at the lower-right of the main window contains controls for zooming, panning, and navigating within the view ports are: Modeling the object Applying the Material Placing lights and camera

Animate the scene Render the scene.

MODELING THE OBJECTS By using the following three methods we can model an object, Modify panel, Create panel, and Object Categories. You model the objects in your scene in your scene by creating standard objects, such as 3D geometry and 2D shapes, and then applying modifiers to those objects. The program includes a wide range of standard objects and modifiers. CREATING OBJECTS You create objects by clicking an object category and type on the Create panel and then clicking, dragging, in a viewport to define the objects creation parameters. The program organizes the Create panel in to these basic categories: Geometry, shapes, Lights, Cameras, Helpers, Space Warps, and systems. Each category contains multiple sub categories from which you can choose. SELECTING AND POSITIONING OBJECTS

You select objects by clicking or dragging a region around them. You can also select objects by name or other properties such as color or object category. After selecting objects, you position them in your scene using the transform tools Move, Rotate and Scale. Use alignment tools to precisely position objects. MODIFYING OBJECTS

You sculpt and edit objects into their final form by applying modifiers from the Modify panel. The Modifiers you apply to an object are stored in a stack. You can go back at any time and change the effect of the modifiers, or remove it from the object.

APPLYING MATERIAL

BASIC MATERIAL PROPERTIES You set basic material properties to control such surface characteristics as default color, shininess, and level of opacity. You can create realistic, single-color, materials using just the basic properties. USING MAPS You extend the realism of materials by applying maps to the control surface properties such as textures, bumpiness, opacity and reflection. Most of the basic properties can be enhanced with a map. Any image file, such as one you might create in a paint program, can be used as a map. The program also includes a ray-trace map for creating accurate reflections and refractions. VIEWING MATERIALS IN THE SCENE You can view the effect of materials on objects in a shaded view port, but the display is just an approximation of the final effect. Render your scene to view materials accurately. DEFAULT LIGHTING Default lighting evenly illuminates the entire scene. Such lighting is useful while modeling, but it is not very artistic or realistic. PLACING LIGHTS You create and place lights from the Lights Category of the Create panel when you are ready to get more specific about the lighting in your scene. The program includes the following standard light types: Omni, spot, and directional lights. You can set a light to any color and even animate the color to stimulate dimming or colorshifting lights. All of these lights can cause shadows, Project maps, and use volumetric effects. PHOTOMETRIC LIGHTS Photometric lights give you the ability to work more accurately and intuitively using realworld lighting units (lumens and candles). Photometric lights also support industry standard photometric file formats (IES, CIBSE, LTL) so that you can model the characteristics of real world manufactured luminaries, or even drag ready-to-use luminaries from the Web. Photometric lights are available from create panel> Lights > Photometric.

VIEWING LIGHTING EFFECTS IN THE SCENE When you place lights in the scene, the default lighting turns off and the scene is illuminated only by the lights you create. The illumination you see in the view port is just an approximation of the true lighting. Render your scene to view lighting accurately. PLACING CAMERAS You create and place cameras from the cameras category of the Create Panel. Cameras define view points for rendering, and you can animate cameras to produce cinematic effects. ANIMATING THE SCENE You can animate almost anything in your scene. Click the Auto key button to turn it on, drag the time slider, and change in your scene to create an animated effect. CONTROLLING THE TIME The program starts each new scene with 100 frames for animation. Frames are a way of measuring time, and you move through time by dragging the time slider. You can also open the Time Configuration dialog to set the number of frames used by your scene and the speed at which frames are displayed.

ANIMATING TRANSFORMS AND PARAMETERS When the auto key button is on the program creates and animation key whenever you transform an object or change a parameter. To animate a value over a range of frames, specify the value at the first and last frames of the range. The program calculates the values for all of the frames in-between.

EDITING ANIMATION You edit your animation by opening the Track View window or by changing options on Motion panel. Track View is like a spread sheet that displays animation keys along a time line. You edit the animation by changing the keys. Track View has two modes. You can display the animation as a series of function curves that graphically show how a value changes over time in the Curve Editor mode. You can display your animation as a sequence of keys or ranges on a grid in the Dope sheet mode.

RENDER THE SCENE Rendering fills in geometry with color, shadow, lighting effect, and so on use the rendering features to define an environment and to produce the final output from your scene.

DEFINING ENVIRONMENT AND BACKGROUNDS Rarely do you want to render your scene against the default background color. Open the environment dialogue to define a background for your scene, or to set up effects such as fog.

SETTING RENDERING OPTIONS To set the size and quality of your final output, you can choose from many options on the render scene dialogue. You have full control over professional grade film and video properties as well as effects such as reflection, ant aliasing, shadow properties, and motion blur.

RENDERING IMAGES AND ANIMATION You render a single image by setting the rendered to render a single frame of your animation. You specify what type of image file to produce and where the program stores the file. Rendering an animation is the same as rendering a single image except that you set the rendered to render a sequence of frames. You can render an animation to multiple single frames files or to popular animation formats such as .flc or .avi.

VIDEO POST We can also render a scene using video post by the following these steps. Click rendering menu > video post. Video post provides composite rendered outputs of various types of events, including the current scene, bitmap images, image processing functions, and so on. A video post queue can include scene geometry; background images, effects, and masks for compositing them. Its a self-contained, modeless dialogue, similar in appearance to Track View. The video post dialogue contains following window components. Video post Queue: shows the sequence of post-reduction events. Video post status/bar view controls: shows information about the active.

Video post controls and let you control the display of tracks in the event tracks area. Video post tool bar : provides Video post commands. Procedure To use the Video post dialogue: Choose Rendering > Video post This displays the video post dialogue. Create a new Video post sequence by adding events to the queue or open an existing Video post file in order to edit it.

2.2.3 FEATURES OF QUICK TIME PRO QuickTime is an extensible multimedia framework developed by Apple Inc., capable of handling various formats of digital video, picture, sound, panoramic images, and interactivity. The classic version of QuickTime is available for Windows XP and later, as well as Mac OS X Leopard and later operating systems. A more recent version, QuickTime X, is currently available on Mac OS X Snow Leopard and newer. .

QuickTime is bundled with OS X. QuickTime for Microsoft Windows has always been downloadable as a standalone installation, as well as being bundled with Apple's iTunes (prior to iTunes 10.5).Software development kits (SDKs) for QuickTime are available to the public with an Apple Developer Connection (ADC) subscription. It is available free of charge for both OS X and Windows operating systems. There are some other free player applications that rely on the QuickTime framework, providing features not available in the basic QuickTime Player. For example, iTunes can export audio in WAV, AIFF, MP3, AAC, and Apple Lossless. In addition, OS X has a

simple AppleScript which can be used to play a movie in full-screen mode, but since version 7.2 full-screen viewing is now supported in the non-pro version.

QuickTime Player 7 is limited to only basic playback operations unless a QuickTime Pro license key is purchased from Apple. Apple's professional applications (e.g. Final Cut Studio, Logic Studio) include a QuickTime Pro license. Pro keys are specific to the major version of QuickTime for which they are purchased and unlock additional features of the QuickTime Player application on OS X or Windows.[3] Also, the Pro key does not entail any additional downloads. Features enabled by the Pro license include, but are not limited to:

Editing clips through the cut, copy and paste functions, merging separate audio and video tracks, and freely placing the video tracks on a virtual canvas with the options of cropping and rotation.

Saving and exporting (encoding) to any of the codecs supported by QuickTime. QuickTime 7 includes presets for exporting video to a video-capable iPod, Apple TV, and the iPhone.

Saving existing QuickTime movies from the web directly to a hard disk drive. This is often, but not always, either hidden or intentionally blocked in the standard mode. It should be noted that two options exist for saving movies from a web browser:

Save as source This option will save the embedded video in its original format. (i.e., not limited to *.mov files.) Save as QuickTime movie This option will save the embedded video in a *.mov file format no matter what the original container is/was.

Mac OS X Snow Leopard includes QuickTime X. QuickTime Player X lacks cut, copy and paste and will only export to four formats, but its limited export feature is free. Users do not have an option to upgrade to a pro version of QuickTime X, but those who have already purchased QuickTime 7 Pro and are upgrading to Snow Leopard from a previous version of OS X will have QuickTime 7 stored in the Utilities or user defined folder. Otherwise, users will have to install QuickTime 7 from the "Optional Installs" directory of the Snow Leopard DVD after installing the OS. Mac OS X Lion and OS X Mountain Lion also include QuickTime X. No installer for QuickTime 7 is included with these software packages, but users can download the QuickTime 7 installer from the Apple support site. You can import and natively edit content from Panasonic P2 cameras in DVCPRO, DVCPROHD, and AVC-Intra formats, and across multiple P2 cards. Similarly, you can import and edit content from Sony XDCAM EX and XDCAM HD cameras directly, without rewrapping or transcoding. Access the footage you want before you import it by viewing camera metadata and organizing files in the Media Browser. You can also edit directly from the P2 card via the camera or a card reader, the SxS card by way of the camera or a card reader (XDCAM EX only), or use the Media Browser to transfer content to hard disk for better performance.
QUICK TIME FRAMEWORK

The QuickTime framework provides the following:


Encoding and transcoding video and audio from one format to another. Decoding video and audio, then sending the decoded stream to the graphics or audio subsystem for playback. In OS X, QuickTime sends video playback to the Quartz Extreme (OpenGL) Compositor.

A "component" plug-in architecture for supporting additional 3rd-party codecs (such as DivX).

As of early 2008, the framework hides many older codecs listed below from the user although the option to "Show legacy encoders" exists in QuickTime Preferences to use them. The framework supports the following file types and codecs natively: Multiple items for encoding, manage priorities, and control advanced settings for each item individually. Adobe Media Encoder also encodes compositions from Adobe After Effects software when its installed as a component of Adobe Creative Suite 4 Production Premium. Use any combination of sequences and clips as sources, and encode to a wide variety of video formats, including FLV and F4V, Windows Media, MPEG-2, H.264, QuickTime, and more. FILE FORMATS The native file format for QuickTime video, QuickTime File Format, specifies a multimedia container file that contains one or more tracks, each of which stores a particular type of data: audio, video, effects, or text (e.g. for subtitles). Each track either contains a digitally encoded media stream (using a specific format) or a data reference to the media stream located in another file. The ability to contain abstract data references for the media data, and the separation of the media data from the media offsets and the track edit lists means that QuickTime is particularly suited for editing, as it is capable of importing and editing in place (without data copying). Other file formats that QuickTime supports natively (to varying degrees) include AIFF, WAV, DV-DIF, MP3, and MPEG program stream. With additional QuickTime Components, it can also support ASF, DivX Media Format, Flash Video, Matroska, Ogg, and many others.

PROFILE SUPPORT

QuickTime 6 added limited support for MPEG-4; specifically encoding and decoding using Simple Profile (SP). Advanced Simple Profile (ASP) features, like B-frames, were unsupported (in contrast with, for example, encoders such as XviD or 3ivx). QuickTime 7 supports the H.264 encoder and decoder With new Adobe Premiere Pro integration in Adobe On Location, you can send entire shot lists directly to Adobe Premiere Pro along with all the metadata-based project intelligence that was logged during the shoot. Other integration enhancements in Adobe Premiere Pro CS4 include:

PICTURE VIEWER

Picture Viewer is a component of QuickTime for Microsoft Windows and the Mac OS 8 and Mac OS 9 operating systems. It is used to view picture files from the still image formats that QuickTime supports. In OS X, it is replaced by Preview.
QUICK TIME 7.X

Initially released on April 29, 2005 in conjunction with Mac OS X v10.4 (for version 10.3.9 and 10.4.x), QuickTime 7.0 featured the following:

Improved MPEG-4 compliance An H.264/MPEG-4 AVC codec (does not support the AVCHD H.264 AVC format from Sony HD camcorders)

Support for Core Audio, a set of Application programming interfaces that supports high resolution sound and replaces Sound Manager

Support for using Core Image filters in Mac OS X v10.4 on live video (Not to be confused with Core Video)

Support for Quartz Composer (.qtz) animations Support for distinct decode order and display order QuickTime Kit Framework (QTKit), a Cocoa framework for QuickTime

After a couple of preview Windows releases, Apple released 7.0.2 as the first stable release on September 7, 2005 for Windows 2000 and Windows XP. Version 7.0.4, released on January 10, 2006 was the first universal binary version. But it suffered numerous bugs, including a buffer overrun, which is more problematic to most users. Apple dropped support for Windows 2000 with the release of QuickTime 7.2 on July 11, 2007. The last version available for Windows 2000, 7.1.6, contains numerous security vulnerabilities. References to this version have been removed from the QuickTime site, but it can be downloaded from Apple's support section. Apple has not indicated that they will be providing any further security updates for older versions. QuickTime 7.2 is the first version for Windows Vista.

Apple dropped support for Flash content in QuickTime 7.3, breaking content that relied on Flash for interactivity, or animation tracks. Security concerns seem to be part of the decision. [51] Flash flv files can still be played in QuickTime if the free Perian plugin is added. In QuickTime 7.3, a processor that supports SSE is required. QuickTime 7.4 does not require SSE. Unlike versions 7.2 and 7.3, QuickTime 7.4 cannot be installed on Windows XP SP1 system (its setup program checks if Service Pack 2 is installed). QuickTime 7.5 was released on June 10, 2008. QuickTime 7.5.5 was released on September 9, 2008, which requires Mac OS X v10.4 or higher, dropping 10.3 support. QuickTime 7.6 was released on January 21, 2009. QuickTime 7.7 was released on August 23, 2011.

3. SYSTEM DESIGN
System design is a solution to how to approach to the creation of a new system. The important phase is composed of several steps. The first step is to determine how the output is to be produced. Second, input data and master files have to be designed. It proves understanding and procedural details necessary for implementing the system recommended in the feasibility study. It refers to the technical specifications that will be applied in implementing the candidate system. It also includes the construction of programs and program testing. Finally, the details related to justification of the system and an estimate of the impact of the candidate system on the user and the organization are documented and evaluated by the management as a step towards implementation. Emphasis is on translating the performance requirements in to design specifications. The design goes through logical and physical design of development. Logical design reveals the present physical system. Logical design reviews present physical system input and output specification, security and control specification. Physical design reviews physical system, plans the system implementation and specifies any hardware and software.

3.1. INPUT DESIGN Input design is a part of overall design, which requires careful attribute. Inaccurate input data are the most common cause of errors in data processing. Errors entered by data entry operators can be controlled by input design. Input design is the process of converting user-originated inputs to a computer-based format. This input to the system is provided through 3D STUDIO MAX and QUICKTIME PRO. The goal of designing input data is to make output as easy, logical, and free from errors. In the system design phase input data are collected and organized into groups of similar data. The expanded data flow diagram logical data flows, data sources, data stores and destination. Input design input data and source document. Source data are captured initially. A source document should be logical and easy to understand. It should be logical and easy to understand. It should be clearly identified and should specify for the user what to write and where to write it. Source data are input into the system using input media and devices.

3.2. OUTPUT DESIGN Computer output is the most important and direct source of information to the user. Efficient, intelligible output design improves the systems relationship with the user and helps in decisi onmaking.

4. SYSTEM DEVELOPMENT
The first form loaded is the login form. Here we enter the login id and password. If the id and the password are correct then the next form will be loaded. The next form will be the menu form. It will have the control of all the module i.e., File and window. In file module the user has various options like branch, student, batch, and subject registrations. Apart from these it also has question paper creation, answer paper creation, and user creation. In window module we have cascading, horizontal and vertical positioning along with the forms which are active now. This helps users to monitor and control the Turn-Around-time and detention.

5. SYSTEM TESTING AND IMPLEMENTATION


System Testing is a critical element of software quality assurance and represents the ultimate review of specification, design and coding. Software testing is often referred to as verification and validation (V&V). 5.1. TEST CASE DESIGN: 5.1.1. BLACK BOX TESTING are used to demonstrate that software function are operational, that input is properly accepted and output is correctly produces; and that integrity of external information is maintained. The software is tested for finding errors. Incorrect or missing functions are identified and corrected. Interface errors are checked and corrected.

5.1.2. WHITE BOX TESTING of the software is predicated on close examination of procedural detail. Logical paths through the software are tested by providing test cases that exercises specific set of conditions and/or loops. Using white box testing methods, test cases were designed for this system and are Guaranteed that independent paths within a module have been exercised at least once. Exercised all logical decisions on their true and false sides. Exercised all loops at their boundaries and within their operational bounds. Exercised internal data structure to assure their validity. 5.1.3. UNIT TESTING Initially the testing of the developed software focused as a unit. The unit test is normally white box oriented. This involves testing individual classes and machines. The module interface was tested to ensure that the information properly flows into and out of the program unit under test. Boundary conditions are tested to ensure that the module operates properly at boundaries established to limit or restrict processing. All independent paths through the control structure are exercise to ensure that all statement in a module have been executed at last once. All error-handling paths are tested. 5.1.4. INTEGRATION TESTING The objective is to take unit-tested module and build a program structure that has been dictated by design. 5.1.5. BOTTOM UP INTEGRATION Bottom up integration testing begins with construction and testing of atomic module (modules at the lowest levels in the program structure) namely the classs methods and properties. 5.1.6. VALIDATION TESTING At the culmination of the integration testing, software is completely assembled as a package; interfacing errors have been uncovered and corrected, and a final series of software

test-validation- may begin. Validation succeeds when software functions in a manner that can be reasonably expected by customer. All the validations namely date validation, numeric validation, length validation are tested on every screen and was found to be correct. 5.1.7. USER ACCEPTANCE TESTING A series of acceptance test are conducted to enable the customer to validate all requirements. The end user conducted the acceptance test. The end user reviewed the project and demanded for additional changes that are incorporated. The customer also recorded all problems that are encountered during testing at their place and reported the changes and problem at regular intervals. Modification are made accordingly and prepared for release of the software product. 5.1.8. SYSTEM TESTING Software once validated must be combined with other system elements. System testing is actually a series of different tests whose primary purpose is to fully exercise the computer based system. The Export-Import Management System is a single standard exe project and thus they are linked. System testing verified that all the elements mesh properly and that the overall function performance is achieved.

5.2. IMPLEMENTATION The theoretical design of the project is tuned into a working system in the implementation stage. The user manual is prepared that contains the general working of the software and explains each and every field, providing a sequence of data entry into the form this manual also lists the names of the procedures used for adding, modifying deleting, saving the records in the database. The users were trained to use this software. The users were allowed to enter certain dummy records and were asked to notice the working of the software. The users were given the user manuals to understand the flow of the software. During this training some modifications were demanded and the changes were incorporated into the software and were tested again and were found to be satisfactory. The working of the entire system was up to the satisfaction of the organization. The system was then accepted and implemented in the necessary system environment.

6. CONCLUSION
We have successfully completed the project entitled CAR RACE by which presents a simulation of car race with the aid of multimedia. We have included maximum pictures and animation for developing our project .The effect of multimedia resources like animation, sound clips etc enhance our project. Thus our project is user friendly and satisfies the user requirement. The system has been implemented and found to be working successfully in the user environment under test conditions.

7. FUTURE
The video can be enhanced with precise sound effects and more detailing. The duration can be increased, and more cars can be brought into the screen. More laps can be added, pitstops be introduced and the project can be made more interesting.

BIBLIOGRAPHY
[1] Abramson, G. (1995). Authoring systems and constructivist learning. Hyper Nexus: Journal of Hypermedia and Multimedia Studies, 5(3/4), 10. [2] Alessi, S. M., & Trollip, S. R. (2001). Multimedia for learning: Methods and development (3rd ed.). Needham Heights, MA: Allyn & Bacon. [3] Beyer, M. (2005, February). Storyboarding for reusable content. Advanced Distributed Learning. [4] Burmark, L. (2012). Three shots to caffeinate your presentations. T.H.E. Journal, 39(1), 45. [5] Deubel, P. (2006). Game on!: Game-based learning. T.H.E. Journal, 33(6), 30-33, 41. Retrieved from http://thejournal.com/Issues/2006/January-2006.aspx [6] Fluckiger, F. (1995). Understanding networked multimedia. New York, NY: Prentice Hall. [7] Beginning to animation using max! - John Connel- August 1998, Wrox Press Ltd, United Kingdom. [8] Expert Guide To Photoshop 6-Wayane S Freeze-2000, SYBEX Inc. USA [9] Mastering 3D STUDIO MAX 6.0 Petroutsos [10] Essentials of Video animation by David I. Schneider. [11] Adobe Premiere Pro, Adobe Publishers [12] Video animation made easy, [4th Edition by David I Schneider]. [13] Beginning Sound Animation by Robert Vieira. [14] Making Animation videos by Brain Larson. [15] Animation using MAX [TM] Administrators pocket consultant by William R. Stanck. [16] Object Oriented Analysis And Design-Ash Rofil, Yasser Shouhound [17] Software Engineering - Rojer S Prenman [18] Structured System Analysis And Design Lee [19] System Concept Abraham Silberssehatz, Henry F Korth, and S Sudharshan

Das könnte Ihnen auch gefallen