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Arte Museo

Project Report

INTRODUCTION

St Thomas College, Kozhencherry


Dept Of Computer Science

Arte Museo

Project Report

1.1 ABOUT THE PROJECT


The Arte Museo is a software that handles the sales and purchase of various paintings. It
includes everything from initial contact with the customer to final settlement of their bill. The
system stores the details of a variety of paintings. And also provides billing and data processing
are handled with accuracy. The project Arte Museo is divided into four modules to make the
development and maintenance easy. Each of the modules undertakes distinguishable tasks.
The Main modules are Users (painters/customers) Module, Painting Module, Ordering module,
Payment module. The Users module stores the details of painters, and customers who wants to
purchase those paintings. This module will increase the dynamism of the administration system.
The change that occurs in the general administration reflects in the overall functionality of the
project. The administrator is responsible to insert news regarding new trends that are emerging in
the Arte Museo. It is also the duty of the administrator to add, remove and update the various
informations of the application.
The Ordering module user can order variety of Paintings such as landscape models,
Ravivarma collections, M.F. Husains paintings and so on..The user can select any number of
paintings at any time. And if he is satisfied with that he can order the paintings. Otherwise he
can go for a better search of paintings and can order the paintings as he wishes. The user must
have to pay the amount by using a demand draft.
The Search module includes the comprehensive searching for Paintings. The user can
search for paintings of particular type. They are by Painter name, by Paint name.The report
module is handled by the administrator. This module generates all reports of different types of
payments made by the user and generates the reports of all the services.
The project has been developed in JAVA as front end and SQL Server as back end which
develop to help powerful software. The bills can be searched by bill number and purchased date.

St Thomas College, Kozhencherry


Dept Of Computer Science

Arte Museo

Project Report

SYSTEM ANALYSIS

2.1 INTRODUCTION
St Thomas College, Kozhencherry
Dept Of Computer Science

Arte Museo

Project Report

It is the process of gathering and interpreting facts in the area of paintings, diagnosing the
problems and using the information to recommend improvements on the system. System analysis
is a problem solving activity that requires intensive communication between the system users
and system developers. Requirement analysis or study is an important phase of any system
development process. The system is studied to the minutest detail and analyzed. The system
analyst plays the role of interrogator and dwells deep into the system are identified. The outputs
from the organization are traced through various phases of the processing of inputs.

2.2 EXISTING SYSTEM


A detailed study of these processes must be made by the various techniques like
interviews, questionnaire etc. The data collected these sources must be scrutinized to arrive to a
conclusion. Conclusion is an understanding of how the system functions. This system is called
the existing system. Now, the existing system is subjected to close study and the problem areas
are identified. The designer now functions as a problem solver and tries to sort out the difficulties
that the enterprise faces. The solution is given as a proposal. The proposal is then weighted with
the existing system analytically the best one is selected. The proposal is presented to the user for
an endorsement by the user. The proposal is reviewed on user request and suitable changes are
made. This is a loop that ends as soon as user is satisfied with the proposal.

2.3 PROPOSED SYSTEM


In this project Arte Museo, a detailed study of the existing system is carried along with
all the steps in the system analysis. An idea for creating a better project was carried out and the
next steps were followed. This is a powerful human resource tool to automate the processes in a
art gallery shop. More than a data storage program, Arte Museo helps you to manage and
purchase the paintings in the stock and also offers a wide variety of reports that give you exactly
the information you need. It is available to view information of each customer who purchase the
paintings and to find their paintings and other facilities. Arte Museo allows to add and
removethe paintings with detailed description and cost. The admin can view all the bookings and
grand total of the bills.
St Thomas College, Kozhencherry
Dept Of Computer Science

Arte Museo

Project Report

2.4 FEASIBILITY STUDY


A feasibility study is made to see if the project on completion will serve the purpose of
the organization for the amount of work, time and effort spent on it. Feasibility study lets the
developer to foresee the future of the project and its usefulness.
There are three aspects in the feasibility study portion of the preliminary investigation:

Technical Feasibility

Economic Feasibility

Operational Feasibility

The proposed system Arte Museo must be evaluated from the technical point of view first, and if
technically feasible their impact on the organization must be assessed. If compatible, operational
system can be devised. Then they must be tested for economic feasibility. The assessment of this
feasibility must be based on an outline design of the system requirement in the terms of input,
output, programs, procedure and staff. Having identified an outline system, the investigation must
go to suggest the type of the equipment, required method developing the system, method of
running the system once it has been designed. The project should be developed such that the
necessary functions and performance are achieved within the constraints. Though the system may
become obsolete after some period of time, due to the fact that the newer version software supports
the older version, this system may still be used. Arte Museo helps you to manage and purchase the
paintings in the stock and also offers a wide variety of reports that give you exactly the information
you need. It is available to view information of each customer who purchase the paintings and to
find their paintings and other facilities. Arte Museo allows to add and removethe paintings with
detailed description and cost. The admin can view all the bookings and grand total of the bills. This
module will increase the dynamism of the administration system. The change that occurs in the
general administration reflects in the overall functionality of the project. The administrator is
responsible to insert news regarding new trends that are emerging in the Arte Museo. It is also the
duty of the administrator to add, remove and update the various informations of the application.
St Thomas College, Kozhencherry
Dept Of Computer Science

Arte Museo

Project Report

2.4.1 Technical Feasibility


The system must be evaluated from the technical viewpoint first. The assessment of this
feasibility must be based on an outline design of the system requirement in the terms of input,
output, programs, procedure and staff. Having identified an outline system, the investigation
must go to suggest the type of the equipment, required method developing the system, method of
running the system once it has been designed. The project should be developed such that the
necessary functions and performance are achieved within the constraints. Though the system
may become obsolete after some period of time, due to the fact that the newer version software
supports the older version, this system may still be used.

2.4.2 Economic Feasibility


The developing system must be justified by cost and benefit. Criteria are to ensure that
effort taken on the project give the best return at the earliest. One of the factors, which affect the
development of a new system, is the cost it would require. Since the system developed is part of
a project work, there is no manual cost to spend for the proposed system. Also all the resources
are already available, giving an indication that the system is economically possible for
development.

2.4.3 Operational Feasibility


The proposed project would be beneficial to anyone who would like to send their files
securely. One of the main problems faced during development of a new system is getting the
acceptance from the user. They were doubtful about the degree of security provided by our
software. We have considered all the operational aspects. Thus the project is operationally
feasible.

Requirement Analysis:

The system shall be standalone.

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Arte Museo

Project Report

There must be a laptop or desktop to run the system.

There must be a java virtual machine.

The system can store the data entered by the user.

The field validations must be provided for login process.

The system shall provide a login facility to the admin.

The system will provide a login name and password to the admin.

An error message will be displayed if the username and password does not match.

The admin can have the overall authority on the system.

The admin can add, edit/update and delete the customer details.

The admin can edit/view/delete the painter details.

The admin can add, edit/update and delete the paintings details.

The admin can add, edit/update and delete the booking details.

The admin can add, edit/update and delete the payment details.

The proposed system minimizes the paper work.

The user can efficiently use the system.

The system requires jdk 1.6.

The system requires MS SQL Server 2005.

The system requires minimum 512MB RAM or above.

The System require minimum 40 GB hard disk or above.

St Thomas College, Kozhencherry


Dept Of Computer Science

Arte Museo

Project Report

SYSTEM
REQUIREMENT
SPECIFICATION

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Arte Museo

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3.1 HARDWARE REQUIREMENTS


CPU

DUAL CORE PROCESSOR or ABOVE

HARD DISK SPACE

80 GB

DISPLAY

15 COLOR MONITOR

MAIN MEMORY

1 GB

KEYBOARD

104 KEYS

CLOCK-SPEED

2.6 GHZ

MONITOR

15 SVGA COLOR

3.2 SOFTWARE REQUIREMENTS


OPERATING SYSTEM

WINDOWS 7

BACKEND

MS SQL SERVER 2005

FRONT END

JAVA (jdk1.6)

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Arte Museo

Project Report

3.3 INTRODUCTION TO JAVA


Java is a high level language, object-oriented programming language developed by Sun
Microsystems. It is similar to C++. Java is a general programming language with a number of
features. Java has following features:

Platform Independence:
The Write-Once-Run-Anywhere ideal has not been achieved (tuning for different
platforms usually required), but closer than with other languages.

Object Oriented:
Object oriented throughout - no coding outside of class definitions, including main (). In
core language package an extensive class library available.

Compiler/Interpreter:
Code is compiled to byte codes that are interpreted by Java virtual machines (JVM). This
provides portability to any machine for which a virtual machine has been written. The two steps
of compilation and interpretation allow for extensive code checking and improved security.

Robust:
Exception handling built-in, strong type checking (that is, all data must be declared an
explicit type), local variables must be initialized.

Automatic Memory Management:


Automatic garbage collection memory management handled by JVM.

Security:

No memory pointers

Programs run inside the virtual machine sandbox.

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Array index limit checking

Code pathologies reduced by

Byte code verifier - checks classes after loading

Class loader - confines objects to unique namespaces. Prevents loading a hacked


"java.lang.SecurityManager" class.

Security manager - determines what resources a class can access such as reading and
writing to the local disk.

Dynamic Binding:
The linking of data and methods to where they are located is done at run-time. New
classes can be loaded while a program is running. Linking is done on the fly. Even if libraries are
recompiled, there is no need to recompile code that uses classes in those libraries.
This differs from C++, which uses static binding. This can result in fragile classes for cases
where linked code is changed and memory pointers then point to the wrong addresses.

Good Performance:
Interpretation of byte codes slowed performance in early versions, but advanced virtual
machines with adaptive and just-in-time compilation and other techniques now typically provide
performance up to 50% to 100% the speed of C++ programs.

Threading:
Lightweight processes, called threads, can easily be spun off to perform multiprocessing.
Can take advantage of multiprocessors where available. Good for multimedia displays.

Built-in Networking:
Java was designed with networking in mind and comes with many classes to develop
sophisticated Internet communications.

Features Removed From C and C++:

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The first step was to eliminate redundancy from C and C++. In many ways, the C
language evolved into a collection of overlapping features, providing too many ways to say the
same thing, while in many cases not providing needed features. C++, in an attempt to add
"classes in C", merely added more redundancy while retaining many of the inherent problems of
C.

No More Typedefs, Defines, or Preprocessor:


Source code written in Java is simple. There is no preprocessor, no #define and related
capabilities, no typedef, and absent those features, no longer any need for header files. Instead of
header files, Java language source files provide the declarations of other classes and their
methods.
A major problem with C and C++ is the amount of context you need to understand
another programmer's code: you have to read all related header files, all related #defines, and all
related typedefs before you can even begin to analyze a program. In essence, programming with
#defines and typedefs results in every programmer inventing a new programming language that's
incomprehensible to anybody other than its creator, thus defeating the goals of good
programming practices.
In Java, you obtain the effects of #define by using constants. You obtain the effects of
typedef by declaring classes after all; a class effectively declares a new type. You don't need
header files because the Java compiler compiles class definitions into a binary form that retains
all the type information through to link time.
By removing all this baggage, Java becomes remarkably context-free. Programmers can
read and understand code and, more importantly, modify and reuse code much faster and easier.

No More Structures or Unions:


Java has no structures or unions as complex data types. You don't need structures and
unions when you have classes; you can achieve the same effect simply by declaring a class with
the appropriate instance variables.
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In C you'd define these classes as structures. In Java, you simply declare classes. You can
make the instance variables as private or as public as you wish, depending on how much you
wish to hide the details of the implementation from other objects.

No Enums:
Java has no enum types. You can obtain something similar to enum by declaring a class
whose only raison d'etre is to hold constants. Using classes to contain constants in this way
provides a major advantage over C's enum types. In C (and C++), names defined in enums must
be unique.
Using the class-to-contain-constants technique in Java, you can use the same names in
different classes, because those names are qualified by the name of the containing class. There is
no ambiguity because the name of the containing class acts as a qualifier for the constants. Java
effectively provides you the concept of qualified enums, all within the existing class
mechanisms.

No More Functions:
Java has no functions. Object-oriented programming supersedes functional and
procedural styles. Mixing the two styles just leads to confusion and dilutes the purity of an
object-oriented language. Anything you can do with a function you can do just as well by
defining a class and creating methods for that class.
It's not to say that functions and procedures are inherently wrong. But given classes and
methods, we're now down to only one way to express a given task. By eliminating functions,
your job as a programmer is immensely simplified: you work only with classes and their
methods.

No More Multiple Inheritance:


Multiple inheritance and all the problems it generates was discarded from Java. The
desirable features of multiple inheritance are provided by interfaces conceptually similar to
Objective C protocols.
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An interface is not a definition of a class. Rather, it's a definition of a set of methods that
one or more classes will implement. An important issue of interfaces is that they declare only
methods and constants. Variables may not be defined in interfaces.

No More Goto Statements:


Java has no goto statement. Studies illustrated that goto is (mis)used more often than not
simply "because it's there". Eliminating goto led to a simplification of the language there are no
rules about the effects of a goto into the middle of a for statement, for example. Studies on
approximately 100,000 lines of C code determined that roughly 90 percent of the goto statements
were used purely to obtain the effect of breaking out of nested loops. As mentioned above, multilevel break and continue remove most of the need for goto statements.

No More Operator Overloading:


There are no means provided by which programmers can overload the standard arithmetic
operators. Once again, the effects of operator overloading can be just as easily achieved by
declaring a class, appropriate instance variables, and appropriate methods to manipulate those
variables. Eliminating operator overloading leads to great simplification of code.

No More Automatic Coercions:


Java prohibits C and C++ style automatic coercions. If you wish to coerce a data element
of one type to a data type that would result in loss of precision, you must do so explicitly by
using a cast.

No More Pointers:
Most studies agree that pointers are one of the primary features that enable programmers
to inject bugs into their code. Given that structures are gone, and arrays and strings are objects,
the need for pointers to these constructs goes away. Thus, Java has no pointer data types. Any
task that would require arrays, structures, and pointers in C can be more easily and reliably
performed by declaring objects and arrays of objects. Instead of complex pointer manipulation
on array pointers, you access arrays by their arithmetic indices.
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The Java run time system checks all array indexing to ensure indices are within the
bounds of the array. You no longer have dangling pointers and trashing of memory because of
incorrect pointers, because there are no pointers in Java.

Java is simple because it is a stripped version of C++. Some of the complex features
of C++ such as pointers, operator overloading, and memory management problems
have been removed in Java.

The building up of functions and data together as a single entity called the object,
leads to several attractive features like data encapsulation, data abstraction,
inheritance and polymorphism. The chief advantage of object-oriented languages is
their code reusability.

Java is distributed since it supports applications that are developed to be executed


over network.

Java is an interpreted language and such interpreters are a part of Java-enabled Webservers.

Java is secure since sufficient safeguards are built in the language.

Java is architecture-neutral. Being an interpreted language, it makes it easy to run


Java on any machine that has Java interpreter irrespective of the type of processor it
has.

Java is portable since it does not contain any OS dependent code. This means that it
can run on OS like Windows 95/98/Me/NT, UNIX, LINUX, and Solaris etc.

Multithreaded feature is ideal for a network like Internet where multiple tasks have to
be performed simultaneously.

Java Database Connectivity (JDBC)

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Sun offers a package java.sql that allows the java programs to access relational
database management system. Through this Java database connectivity package, we
can connect to relational database and interact with the database.

Using JDBC to work with a Database

Establish a connection between Java program and the database manager. Send a SQL
statement to the database by using the statement object. Read the results and use them
in your program.

In order to establish a connection with the database the Java runtime environment
must load the driver for the specified database. The Driver manager class is
responsible for loading and unloading drivers.

Loading Drivers

A database vendor typically writes JDBC drivers. They accept JDBC connection and
statements from one-side and issue native calls to the database from the other. Some
database vendors havent yet written JDBC drivers, but they have drivers that confirm
to Microsoft Standard ODBC. The following code preloads a JDBC-ODBC bridge:

Try

{ Class.forName (sun.jdbc.odbc.JdbcOdbcDriver); }

catch (ClassNotFoundException) { };

Using the connection Class

Once a driver has registered with Driver Manager we can use it to connect to a
database. Tell Driver Manager that we want to make a new connection. It will invoke
the Driver and return a reference to the connection for us. You will need to specify the
location of the database and for many database you will need a user name and a
password.

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When the Driver Manager gets a getConnection () request, it takes the JDBC URL
and passes it to each registered Driver in turn. The first Driver to recognize the URL
and say that it can connect gets to establish the connection.

Using the statement Object

The connection class produces the statement object using a method createStatement().
We can use a statement object to hold the SQL statement. When we send a statement
object to the database over the connection, the database runs our SQL and returns a
Resultset. To get a Resultset write code like

ResultSet rs=Statement.executeQuery (select * from drivinglicense);

Handling the Resultset

The Result set class itself functions as a SQL cursor. Resultset allows us to step
through the data from a SELECT statement one row at a time. To advance from one
row to the next Sun has provided getType() methods for all of the primitive types that
SQL can store. When you have finished with the statement and connection objects, it
is good

3.4 USER INTERFACES IN JDK1.6


SWING
Swing is a GUI toolkit for Java. Swing is one part of the Java Foundation Classes (JFC).
Swing includes Graphical User Interface (GUI) widgets such as textboxes, buttons, split-panes
and tables.
Swing widgets provide more sophisticated GUI components than the earlier Abstract
Windowing Toolkit. Since they are written in pure Java, they run the same on all platforms,
unlike the AWT, which is tied to the underlying platforms windowing system. Swing supports
pluggable look and feel-not by using the native platforms facilities, but by roughly emulating
them. This means you can get any supported look and feel on any platform. The disadvantage of
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lightweight components is possibly slower execution. The advantage is uniform behavior on all
platforms.

The Swing Components


Swing components also provide GUI environment to Java in addition to applet. Swing
components are a collection of lightweight visual components that provide a replacement for the
heavyweight AWT components. The major difference between the lightweight visual
components and heavyweight visual components is that lightweight components have transparent
pixels while the latter are opaque.
Swing components contain the Pluggable Look and Feel (PL& F) feature that allows
applications to have same behavior on various platforms.

The Swing component class:


The JComponent class is the root of the Swing Hierarchy, which is an extension of the AWT
container class. The class Hierarchy of the Swing components is categorized into:

Top-Level Swing Containers:


Top-Level Swing Containers placed on the top-level containers contain automatic Swing
components, such as panels, frames and checkboxes. The various top-level Swing containers
are:

JApplet

JFrame

JDialog

Intermediate-Level Swing Containers:


Intermediate-level Swing containers placed on top-level containers contain atomic
components such as button, checkboxes and labels. The various intermediate-level swing
components are:
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JPanel

JTabbedPane

JScrollPane

JToolBar

Project Report

Atomic components:
Atomic components placed on the intermediate level Swing containers. Atomic
components are used to accept input from a user. The various atomic components are:

JTextField

JComboBox

JCheckbox

JButton

JLabel

JTable

Top-Level Swing Containers

JApplet
JApplet is an extension of the AWT Applet class. The Swing components that contain an

applet need to extend the JApplet class. We can add menu and toolbars using the JApplet class.
The JApplet class includes various panes such as content pane, layered pane, glass pane and root

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pane. The JApplet () constructor enables us to create a Swing applet instance when we create an
instance of the JApplet class.

JFrame
JFrame class is an extension of the AWT Frame class. A frame is a top-level window that

contains the title, border, minimize and maximize buttons. We cannot add components directly to
JFrame. We need to add components to content pane of the JFrame class.

JDialog
JDialog class is extension of the Java AWT Dialog class. The JDialog class is used to

create modal and non-modal Dialog boxes. A modal dialog box does not enable us to interact
with other windows until the dialog box is closed. A non-modal dialog box enables us to interact
with other windows while the dialog box is open. The JDialog class does not enable us to add
component directly to a dialog box. The components are added to the content pane, which is a
child class of the dialog box.

Intermediate-Level Swing Containers

JPanel
JPanel class is an extension of the JComponent class that provides placement for the

AWT panel class. A panel is used to hold other Swing components. We create a panel and add
various components to it. The panel is further added to the content pane, which represents the
display area of a window, a dialog or a frame. JPanel support all Layout Managers of AWT. By
default, Panel applies the Flow Layout Manager.

JTabbedPane
JTabbedPane class is used to create a tabbed pane component that enables us to switch
between groups of components by clicking a tab with given label. Tabs are added to the
JTabbed pane object by using the addTab () method.

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Atomic Components

JButton
The JButton class enables us to add a button to an applet or a panel.

JTextField
The JTextField class creates a text field that enables us to edit a single line of text.

JCheckbox
The JCheckbox class is an extension of check boxes created using AWT. The JCheck Box
class creates a check box that contains a text string and icon.

JComboBox
The JComboBox is a combination of text field and a drop-down list. We can type in a
value or select it from a list using the JCombo Box.

JLabel
The JLabel class is used to display text and image. By default, a label that displays text is
left aligned and a label that displays images is horizontally centered.

3.5 FEATURES OF OPERAING SYSTEM


Operating system that is to be used in the system is Windows XP. Every version of
Windows XP is easier to use, easier to manage, more compatible and more powerful. Windows
XP is packed with many new features and improvements to the current ones.

Easier to Use
Windows XP makes it easier to work with file find information, personalize user

computing environment, work on the web and work remotely.


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Easier to Manage
Windows XP makes it easier to setup, easier to administrate and easier to support

workstation.

More Compatible
Windows XP is more compatible with different types of networks, current and next

generation hardware and software devices and multimedia devices that make up computing
system.

More Powerful
Windows XP produces instrumental strength, reliability, the highest level of security

and powerful performances for all the computing needs.

3.6 MICROSOFT SQL SERVER 2005


Microsoft SQL Server 2005 is a set of components that work together to meet the data
storage and analysis needs of the largest Web sites and enterprise data processing systems. SQL
Server is a relational database management system for distributed Client-Server computing. Like
all

other

database management systems, it provides the following features:

A variety of user interfaces

Physical data independence

Logical data independence

Query optimization

Data integrity

Concurrency control

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Backup and recovery

Security and authorization

FEATURES OF SQL SERVER 2005


Microsoft SQL Server features include:

Internet Integration.

The SQL Server 2005 database engine includes integrated XML support .It has the
scalability, availability, and security features required to operate as the data storage
component of the largest Web sites.

Scalability and Availability.

The same database engine can be used across platforms ranging from laptop computers
running Microsoft Windows 98 through large, multiprocessor servers running Microsoft
Windows 2005 Data Center Edition. SQL Server 2005 Enterprise Edition supports
features such as federated servers, indexed views, and large memory support that allow it
to scale to the performance levels required by the largest Web sites.

Enterprise-Level Database Features

The SQL Server 2005 relational database engine supports the features required to support
demanding data processing environments .The database engine protects data integrity
while minimizing the overhead of managing thousands of users concurrently modifying
the database.

Ease of installation, deployment, and use

SQL Server 2005 includes a set of administrative and development tools that improve
upon the process of installing, deploying, managing and using SQL Server across several
sites .SQL Server 2005 also supports a standards- base programming model integrated
with the Windows DNA, making the use of SQL Server databases and data warehouses a
seamless part of building powerful and scalable systems.

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Data Warehousing

SQL Server 2005 includes tools for extracting and analyzing summary data for online
analytical processing .SQL Server also includes tools for visually designing databases
and analyzing data using English-based questions.

Advantages of SQL Server 2005 as a Database Server


Microsoft SQL Server 2005 is capable of supplying the database services needed
by extremely large systems. Large servers may have thousands of users connected to an
instance of SQL Server 2005 at the same time .SQL Server 2005 has full protection for these
environments, with safeguards that prevent problems, such as having multiple users trying to
update the same piece of data at the same time .SQL Server 2005 also allocates the available
resources effectively, such as memory, network bandwidth, and disk I/O, among the multiple
users.
Extremely large Internet sites can partition their data across multiple severs,
spreading the processing load across many computers, and allowing the site to serve
thousands of concurrent users. Multiple instances of SQL Server 2005 can be run on a single
computer. SQL Server 2005 applications can run on the same computer as SQL Server 2005.
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SYSTEM DESIGN

4.1 INTRODUCTION
In system engineering, modular design or "modularity in design" is an approach
that subdivides a system into smaller parts (modules) that can be independently created and then
used in different systems to drive multiple functionalities. Besides reduction in cost (due to lesser
customization, and less learning time), and flexibility in design, modularity offers other benefits
such as augmentation (adding new solution by merely plugging in a new module), and exclusion.
Applications are getting more and more complicated, and they are increasingly assembled
from pieces developed independently. But they still need to be reliable. Modular coding enables
you to achieve and manage that complexity. Splitting an application into modules has benefits
for software quality. Modular software limits the risk of creeping coupled nest by requiring that
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different components of the system interoperate through well-defined API contracts to a method
will return only once.
Modularity is about the interaction between systems, rather than between small parts of
subsystems. Modular applications are composed of modules. Modularity gives systems clearer
design and control of module interdependencies; it also gives developers more flexibility in
maintenance.
Modular design will have large benefits for the architecture of the entire application as it
grows from its infancy. The real benefits of modular programming might not be apparent in the
first version of an application. But they will become obvious later with the reduced cost of
creating the 2.0 and 3.0 versions. Since modular programming does not add significant cost to
creating the 1.0 version of an application, there is little reason not to use this approach on all
projects. A downside to modularity (and this depends on the extent of modularity) is that modular
systems are not optimized for performance. This is usually due to the cost of putting up
interfaces between modules

4.2 SYSTEM DESIGN


Design is the first step in the development phase for any engineered product or system.
Design is a creative process; a good design is the key to effective system. The term "Design" is
defined as "The process of applying various techniques and principles for the purpose of defining
a process or a system in sufficient detail to permit its physical realization ". It may be defined as
the process of applying various techniques and principles for the purpose of defining a device, a
process or a system in sufficient detail to permit its physical realization. Software design sits at
the technical kernel of the software engineering process and is applied regardless of the
development paradigm that is used.

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From a project management point of view, software design is conducted in two steps.
Preliminary design is concerned with the transformation of requirements in to data and software
architecture. Detail design focuses on refinement to the architectural representation that lead to
detail algorithm data structure and representation of software.
In System Design, high-end decisions are taken regarding the basic system architecture,
platforms and tools to be used. The system design transforms a logical representation of what a
given system is required to be in the physical specification. Design starts with the System
Requirement Specification and converts it to a physical reality during the development.
Important design factors such as reliability response time, throughput of the system
maintainability, expandability etc should be taken into account to storage device. This is the
difference between logical and physical data.
Different stages of system design are:

Input Design

Output Design

Database Design

Procedure Design

4.2.1 INPUT DESIGN


The user interface design is very important for any application. The interface design
describes how the software communicates within itself, to system that interpreted with it and with
humans who use it. The interface is a packaging for computer software if the interface is easy to
learn, simple to use. If the interface design is very good, the user will fall into an interactive
software application.
The input design is the process of converting the user-oriented inputs in to the computerbased format. The data is fed into the system using simple interactive forms. The forms have
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been supplied with messages so that user can enter data without facing any difficulty. The data is
validated wherever it requires in the project. This ensures that only the correct data have been
incorporated into the system.
The goal of designing input data is to make the automation as easy and free from errors as
possible. For providing a good input design for the application easy data input and selection
features are adopted. The input design requirements such as user friendliness, consistent format
and Interactive Dialogue for giving the right message and help for the user at right time are also
considered for the development of this project.

4.2.2 OUTPUT DESIGN


A quality output is one, which meets the requirements of the end user and presents the
information clearly. In any systems results of processing are communicated to the user and to
other systems through outputs. In the output design it is determined how the information is to be
displayed for immediate need and also the hard copy output. It is the most important and direct
source information to the user. Efficient and intelligent output design improves the system's
relationship with the user and helps in decision-making.
The objective of the output design is to convey the information of all the past activities, current
status and to emphasize important events. The output generally refers to the results and
information that is generated from the system. Outputs from computers are required primarily to
communicate the results of processing to the users. They are also used to provide a permanent
copy of these results for later consultation.

4.2.3 DATABASE DESIGN


The most important aspect of building an application is the design of database. The data
they store must be organized according to the user requirement. A well designed database is
essential for the good performance of the system. A database table known as a relation provides
information related to specific entity.
The basic functions involved in a database system related to the information required by the user
are:
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Defining the data

Input the data

Locating the data

Communicating the data

4.3 DATA FLOW DIAGRAM (DFD)


A DFD is a network that describes the flow of data throughout a system, data stores,
and the processes that change, or transform data flows. The DFD network is a formal, logical
abstract of a system that may have many possible physical configurations. For this reason, a
set of symbols that do not imply a physical form is used to represent data sources, data flows,
data transformations and data storage.
The circle or bubble represents a transformation process and the label inside the
bubble describes the process, using an active verb. Data flows are directed lines that identify
the input data flows and output data flows at each process bubble. Data storage is represented
by an open-ended rectangle with a label that identifies the data store or file. The square is
labeled to identify an external entity that is a source or destination of a data flow.

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4.3.1 Arte Museo DFD


Level 0

Level 1

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Level 1.1

Level 1.2

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Level 1.3

Level 1.4

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4.4 DATABASE TABLES


DATABASE NAME: artgallery
Primary key *
Foreign key **

Table Name: login

FIELD NAME

DATA TYPE

SIZE

CONSTRAINTS

DESCRIPTION

*username

varchar

50

PRIMARY KEY

Username

password

varchar

50

NOT NULL

Password

Table Name: users

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FIELD NAME

DATA TYPE

SIZE

CONSTRAINTS

DESCRIPTION

*userid

int

PRIMARY KEY

User ID

name

varchar

50

NOT NULL

Name

address

varchar

150

NOT NULL

Address

city

varchar

30

NOT NULL

City

state

varchar

30

NOT NULL

State

country

varchar

30

NOT NULL

Country

registrationdate

varchar

10

NOT NULL

Registration Date

phone

varchar

15

NOT NULL

Phone Number

mobile

varchar

15

NOT NULL

Mobile Number

email

varchar

60

NOT NULL

Email ID

usertype

tinyint

NOT NULL

User Type

Table Name: paintings


FIELD NAME

DATA TYPE

SIZE

CONSTRAINTS

DESCRIPTION

*paintingid

int

PRIMARY KEY

Painting ID

**userid

int

FOREIGN KEY

Painter ID

rate

float

NOT NULL

Rate

quantity

int

NOT NULL

Quantity

description

varchar

150

NOT NULL

Painting Description

paintingtype

varchar

50

NOT NULL

Painting Type

Table Name: sales


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FIELD NAME

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DATA TYPE

SIZE

CONSTRAINTS

DESCRIPTION

*billno

int

PRIMARY KEY

Bill Number

**userid

int

FOREIGN KEY

User ID

date

varchar

10

NOT NULL

Sale Date

Table Name: salesdetails


FIELD NAME

DATA TYPE

SIZE

CONSTRAINTS

DESCRIPTION

**billno

int

FOREIGN KEY

Bill Number

**paintingid

int

FOREIGN KEY

Painting ID

quantity

int

NOT NULL

Quantity

discount

int

NOT NULL

Discount

4.5 SCREEN SHOTS


Login Page

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Home Page
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Users

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Add users

Edit Users

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View users

Paintings

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Add paintings

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Edit Paintings

View Paintings

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Payment

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SYSTEM TESTING
&
CODING

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5.1 SYSTEM TESTING


The different levels of testing done on the system are:

Unit Testing
Integration Testing
Validation Testing
Output Testing
User Acceptance Testing
System Testing

5.1.1 UNIT TESTING


Here we test each module individually and integrate the overall system. Unit testing
focuses verification efforts even in the smallest unit of software design in each module. This is
known as Module Testing. The modules of the system are tested separately. This testing is
carried out in the programming style itself. In this testing each module is focused to work
satisfactorily as regard to expected output from the module. There are some validation checks for
the fields.

5.1.2 INTEGRATION TESTING


Data can be lost across an interface, one module can have an adverse effect on the other
sub-functions, when combined may not produce the desired functions. Integrated testing is the
systematic testing to uncover the errors within the interface. This testing is done with simple data
and the developed system has run successfully with this simple data. The need for integrated
system is to find the overall system performance.

5.1.3 VALIDATION TESTING


At the culmination of black box testing, software is completely assembled as a package.
Interfacing errors have been uncovered and correct and final series of test, i.e., validation test
begins. Validation test van is defined with a simple definition that succeeds when the software
functions in a manner that can be reasonably accepted by the customer.
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5.1.4 OUTPUT TESTING


After performing validation testing, the next step is output testing of the proposed system.
Since the system cannot be useful if it does not produce the required output. Asking the user
about the format in which the system is required tests the output displayed or generated by the
system under consideration. Here the output format is considered in two ways. One is on screen
format and other one is printed format. The output format on the screen is found to be corrected
as the format was designed in the system phase according to the user needs. As for hard copy the
output comes according to the specification requested by the user. Here the output testing does
not result in any correction in the system.
Taking various kinds of data plays a vital role in system testing. After preparing the test
data, system under study is tested using the tested data. While testing, errors are again uncovered
and corrected by using the above steps and corrections are also noted for future use. The system
has been verified and validated by running test data and live data.
First the system is tested with some sample test data are generated with the knowledge of
possible range of values that are required to hold by the fields. The system runs successfully for
the given test data and for live data.

5.1.5 USER ACCEPTANCE TESTING


User acceptance testing of the system is the key factor for the success of any system. The
system under consideration is tested for the user acceptance by constantly keeping in touch with
perspective system at the time of development and making change whenever required. This is
done with regard to the input screen design and output screen design.

5.1.6 BLACK BOX TESTING


Knowing the specific function that a product has been designed to perform, test can be
conducted that each function is fully operational. Black Box Testing is carried to test that input to
a function is probably accepted and output is correctly produced. A black box testing examines

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some aspects of a system with little regards for the internal logical structure of the software.
Errors in the following categories were found through black box testing

Incorrect or missing function

Interface errors

Errors in data structures or external database access

Performance errors

Initialization and termination errors

5.1.7 WHITE BOX TESTING


White Box Testing of software is predicated on a close examination of procedural details.
The status of a program may be tested at various points. Things to determine whether asserted
status is corresponding to the actual status. Using the following test case can be derived.

Exercise all logical conditions on their true and false side


Exercise all loops within their boundaries and their operational bounds
Exercise internal data structure to ensure their value.

5.2 CODING
Coding is the software activity where the detailed design specification is implemented as
source code. Coding is the lowest level of abstraction for the software development process. It is
the last stage in decomposition of the software requirements where module specifications are
translated into a programming language.
Typical tasks for Coding

Traceability analyses

Source Code to Design Specification(and vice versa)

Test Cases to Source Code and to Design Specification

Source Code and Source Code Document Evaluation

Source Code Interface Analysis

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Test Procedure and Test Case Generation

SYSTEM
IMPLEMENTATION

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6.1 IMPLEMENTATION CONCEPTS


Implementation is the stage of the project when the theoretical design is turned into a
working system. The implementation stage is a systems project in its own right. It includes
careful planning, investigation of current system and its constraints on implementation, design of
methods to achieve the changeover, training of the staff in the changeover procedure and
evaluation of changeover method.
The first task in implementation is planning- deciding on the methods and time-scale to
be adopted. Once the planning has been completed, the major effort is to ensure that the
programs in the system are working properly. At the same time concentrate on training the staff.
When the staffs have been trained, the complete system, involving both computer and user can
be executed effectively.
When the Managers system is linked to terminals on remote sites, the telecommunication
network and tests of the network along with the system are also included under implementation.
Depending upon the nature of the system, extensive user training may be required. Programming
itself is a design work. The initial parameters of the management information system should be
modified as a result of programming efforts; programming provides a Reality test for the
assumptions made by the analyst.
System testing check the readiness and accuracy of the system access update and retrieve
data from new files. Once the program becomes available, the test data are read into the
computer and processed. In this system, conventional Parallel Run was conducted to establish
the efficiency of the system.
Implementation is used here to mean the process of converting a new or a revised system
design into an operational one. Conversion is one aspect of Implementation. Conversion means
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changing from one system to another. The objective is to put the tested system into operation
while holding costs, risks and personal irritation to a minimum.
Changeover is the process of adopting the new system. The new system has to be
introduced however. This is done after the system has been developed and tested completely.
There is a set of methods like Direct Changeover, Parallel Changeover, Pilot running etc. Pilot
running is intended here.
Data from one or more previous periods for the whole or part of the system is run on the
new system after results have been obtained from the old system and both are compared. It is
performed till the completion of one system life cycle.
When the changeover has taken place there will be a need for amendment to correct or
improve the new system. When the user wants to add any new records, some fields will
automatically get their default values. If the user desires to change these default values he can do
it.

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CONCLUSION

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The application entitled "Arte Museo developed is designed in such a way that any
further enhancement can be done with ease. The system has the capability for easy integration
with other systems. New modules can be added to the existing system with less effort. We put as
much as our effort to develop this system based application titled "Arte Museo that is easily
accessible, informative and helpful. It has been designed in such a way that it is easy to modify,
can be updated efficiently and accurately. The forms are designed user friendly by providing
messages and captions whenever necessary, so that user has no problem to overcome difficulties
in data entry, validation, searching etc. On realizing the importance of systematic documentation
all the processes are implemented using a software engineering approach. Working in a live
environment enables one to appreciate the intricacies involved in the System Development Life
Cycle (SDLC). We have gained a lot of practical knowledge from this project, which we think,
shall make us stand in a good state in the future.
Once again we would like to thank everyone who was somehow or other related with the
successful completion of this project.

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BIBLIOGRAPHY

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1. The Complete Reference - Java, by Herbert Schildt


2. www.java.sun.com/docs/books/tutoruals/
3. www.totorialized.com/tutorials/java
4. www.freejavaguide.com

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