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Lab Record Final11

The document outlines the vision, mission, and objectives of a computer science and engineering department and institute. It includes details about the department and institute, as well as program outcomes and rubrics for assessment. The document contains a significant amount of information about the academic programs.

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21CS115 NAWIN.V
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0% found this document useful (0 votes)
23 views45 pages

Lab Record Final11

The document outlines the vision, mission, and objectives of a computer science and engineering department and institute. It includes details about the department and institute, as well as program outcomes and rubrics for assessment. The document contains a significant amount of information about the academic programs.

Uploaded by

21CS115 NAWIN.V
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Department of Computer Science and Engineering

KPR Institute of Engineering and Technology

U21CS604 – OBJECT ORIENTED SOFTWARE


ENGINEERING LABORATORY

LABORATORY RECORD
KPR INSTITUTE OF ENGINEERING AND TECHNOLOGY
Coimbatore – 641 407

LABORATORY RECORD

Name : ………………………………………………………….....
Register Number : ………………………………………………………….....
Subject Code & Title : ………………………………………………………….....
Department : …………………………………………………………....
Year & Semester : ………………………………………………………….....

This is to certify that the record of work done by …………………………………


register number ………………………….

Staff In-Charge Head of the Department

Place:
Date:

He/She has submitted the record for the University Practical Examination held on

……………………………

Internal Examiner External Examiner


VISION AND MISSION OF THE INSTITUTE

Vision

To become a premier institute of academic excellence by imparting technical, intellectual and


professional skills to students for meeting the diverse need of the industry, society, the nation and the
world at large.

Mission

 Commitment to offer value-based education and enhancement of practical skills

 Continuous assessment of teaching and learning process through scholarly activities

 Enriching research and innovation activities in collaboration with industry and institute of repute

 Ensuring the academic process to uphold culture, ethics and social responsibilities

VISION AND MISSION OF THE DEPARTMENT


Vision

To be a premier centre for education, dissemination of knowledge and research in the frontier areas
of computer science and engineering to serve the community with moral values.

Mission

 Provide holistic education incorporating the state-of-the-art technologies to produce successful


professionals.
 Facilitate the students to pursue higher education and research in the areas related to Computer
Science and Engineering.
 Promote strong collaborations with the industries and steer the students to nurture their interest in
continuous learning to meet the changing needs of the society.

Program Educational Objectives (PEOs)


Graduates of B.E. CSE program, four years after graduation, will
 Acquire knowledge and skills on cutting edge technologies in the field of computer science and
engineering.
 Inculcate a passion for continuous learning through further studies and research in the field of
computer science and engineering.
 Develop innovative ideas upholding the rich value systems to solve the changing technological needs.
Program Outcomes (POs)

Engineering Graduates will be able to:

1. Engineering knowledge: Apply the knowledge of mathematics, science, engineering fundamentals,


and an engineering specialization to the solution of complex engineering problems
2. Problem analysis: Identify, formulate, review research literature, and analyze complex engineering
problems reaching substantiated conclusions using first principles of mathematics, natural sciences,
and engineering sciences

3. Design/development of solutions: Design solutions for complex engineering problems and design
system components or processes that meet the specified needs with appropriate consideration
for the public health and safety, and the cultural, societal, and environmental considerations
4. Conduct investigations of complex problems: Use research-based knowledge and research methods
including design of experiments, analysis and interpretation of data, and synthesis of the information
to provide valid conclusions
5. Modern tool usage: Create, select, and apply appropriate techniques, resources, and modern
engineering and IT tools including prediction and modeling to complex engineering activities with an
understanding of the limitations
6. The engineer and society: Apply reasoning informed by the contextual knowledge to assess societal,
health, safety, legal and cultural issues and the consequent responsibilities relevant to the professional
engineering practice
7. Environment and sustainability: Understand the impact of the professional engineering solutions in
societal and environmental contexts, and demonstrate the knowledge of, and need for sustainable
development
8. Ethics: Apply ethical principles and commit to professional ethics and responsibilities and norms of
the engineering practice
9. Individual and team work: Function effectively as an individual, and as a member or leader in
diverse teams, and in multidisciplinary settings
10. Communication: Communicate effectively on complex engineering activities with the engineering
community and with society at large, such as, being able to comprehend and write effective reports
and design documentation, make effective presentations, and give and receive clear instructions
11. Project management and finance: Demonstrate knowledge and understanding of the engineering
and management principles and apply these to one's own work, as a member and leader in a team, to
manage projects and in multidisciplinary environments
12. Life-long learning: Recognize the need for, and have the preparation and ability to engage in
independent and life-long learning in the broadest context of technological change
Program Specific Outcomes (PSOs)

A graduate of Computer Science and Engineering will be able to

1. PSO 1: Solve complex engineering problems by building integrated systems across various
domains of Computational Intelligence.
2. PSO 2: Apply technical skills to produce solutions that meet the requirements of the emerging
technologies in Computer Science and Engineering.
RUBRICS FOR ASSESSMENT

Excellent Good Adequate Inadequate


Criteria
(4 Marks) (3 Marks) (2 Marks) (1 Mark)
Unable to identify
Able to develop Able to use theoretical
theoretical
contingency or framework,
A. Preparation & Observation

Criterion #1 Able to develop framework,


alternative plans and measurement
Ability to setup contingency or measurement
and conduct anticipate problems techniques, testing
alternative plans. techniques,
experiments during experiment. apparatus or model.
testing apparatus or
model.
Able to formulate,
Able to apply
controls and evaluate
Criterion #2 constraint and
alternatives of the Able to evaluate
Ability to take assumption into the Unable to discuss
experiment. Able to data and relate to
measurements experimental design. experimental
evaluate data and engineering
/ readings and Able to processes and
relate to engineering phenomena for
present data conduct experiment protocols
phenomena for decision-making.
correctly and collect
decision-making.
data.
Criterion #3
Ability to
Able to combine Able to select and Unable to select and
Analyze the data
/organize more than Able to evaluate or use and apply describe the
theoretically
B. Results & Interpretation

one set of data, compare data and appropriate techniques or


and logically to
interpret data and make meaningful techniques or methods of
conclude
make meaningful conclusion methods to analyse analyzing the data.
experimental
conclusion. the data.
results

Criterion #4
Ability to
Able to verify and/or
interpret and Able to verify and/or Able to identify and Unable to identify
validate several sets
discuss any validate data and verify how results how results
of data and relates to
discrepancies relate to engineering relate/differ from relate/differ from
engineering
between phenomena for theory or previous theory or previous
phenomena for
theoretical and decision making. results results.
decision making.
experimental
results
Able to listen Misunderstand the Unable to listen
Criterion #5 Carefully and respond questions and does carefully to
C. Viva Voce

Able to listen
Demonstrate the to questions not questions and does
Carefully and
ability to appropriately; is respond not provide an
Respond to
respond able to explain and appropriately to the appropriate answer,
questions
effectively to interpret results to teacher, or has some or is unable to
appropriately
questions the teacher trouble in answering answer
Questions questions
LIST OF EXPERIMENTS

Ex. No. Date Experiment Name Page Marks Sign


No
1 Identify and create use cases for the problem statement

2 Identify and create the Actors for the problem statement

3 Draw a use case diagram for the problem statement

4 Define classes in the logical view associated with ease


use case and define their structure
5 Draw the class diagram for the problem statement

6 Draw state chart diagram for the problem statement

7
Draw sequence diagram for the problem statement

8
Draw collaboration diagram for the problem statement

9
Draw component diagram for the problem statement

10
Draw deployment diagram for the problem statement

Total
PROBLEM STATEMENT- RECRUITMENT SYSTEM

The recruitment system allows the job seekers to view the job opportunity through
Advertisement and helps to apply for the job. The organization shortlist the applicants for
the interview. The shortlisted applicants undergo through a process of Test and Interview.
The HR department selects the Applicant based on the performance in the Test and
Interview. Finally the recruited applicants are informed. This system makes the task of
the job seeker easier rather than waiting in queue for enrollment. This also reduces the
time consumption for both for the job seeker and organization.
EX. NO : 01
Identify and create use cases for Recruitment system.
DATE :

AIM:
To analyze the given requirements for Recruitment system and to draw the use cases.

USE CASES:

1. Advertisment
2. Apply for job
3. Shortlisted applicant
4. Test and Interview
5. Performance
6. Selected Candidates
7. Check Status
8. Notify Job seekers
9. Send Email
RESULT:

Thus, the use cases identified and created for Recruitment system.
EX. NO : 02
Identify and create actors for Recruitment system
DATE :

AIM:
To analyze the given requirements for Recruitment system and to draw the actors.

ACTORS:

1. Job Seekers
2. HR Department

RESULT:

Thus, the actors identified and created for Recruitment system.


EX. NO : 03
Draw a use case diagram for Recruitment system.
DATE :

AIM:
To analyze the given requirements for Recruitment system and to draw the use case
diagram with possible relationships.

BASIC USE CASE DIAGRAM SYMBOLS AND NOTATIONS:


Use case diagrams model the functionality of a system using actors and use cases.
Use cases are services or functions provided by the system to its users.

SYSTEM:
 Draw your system's boundaries using a rectangle that contains use cases.
 Place actors outside the system's boundaries.

USE CASE:
Draw use cases using ovals. Label with ovals with verbs that represent the system's
functions.

ACTORS:
Actors are the users of a system. When one system is the actor of another system, label the
actor system with the actor stereotype.

RELATIONSHIPS:
Illustrate relationships between an actor and a use case with a simple line. For
relationships among use cases, use arrows labeled either "uses" or "extends." A "uses"
relationship indicates that one use case is needed by another in order to perform a task. An
"extends" relationship indicates alternative options under a certain use case.
USE CASE DIAGRAM:
RESULT:

Thus, the requirements were analyzed and the use case diagram is drawn for Recruitment
system and output was verified successfully.
EX. NO : 04
Define classes in the logical view associated with ease use case
DATE : and define their structure

AIM:
To analyze the given requirements for Recruitment system and define the classes in the
logical view associated with each use case and to draw the classes with possible relationships.

UML Class Notation

A class represent a concept which encapsulates state (attributes) and behavior (operations).
Each attribute has a type. Each operation has a signature. The class name is the only
mandatory information.

Class Name:

 The name of the class appears in the first partition.

Class Attributes:

 Attributes are shown in the second partition.


 The attribute type is shown after the colon.
 Attributes map onto member variables (data members) in code.

Class Operations (Methods):

 Operations are shown in the third partition. They are services the class provides.
 The return type of a method is shown after the colon at the end of the method signature.
 The return type of method parameters are shown after the colon following the
parameter name. Operations map onto class methods in code
Class Visibility

The +, - and # symbols before an attribute and operation name in a class denote the visibility of
the attribute and operation.

 + denotes public attributes or operations


 - denotes private attributes or operations
 # denotes protected attributes or operations

Relationships between classes

UML precisely conveys how code should be implemented from diagrams. If precisely
interpreted, the implemented code will correctly reflect the intent of the designer. A class may
be involved in one or more relationships with other classes. A relationship can be one of the
following types:
LOGICAL VIEW:

1. Composition:

2. Dependency:
RESULT:
Thus, the requirements were analyzed and defined the classes in the logical view
associated with each use case with possible relationships.
EX. NO : 05
Draw a class diagram for the Recruitment system
DATE :

AIM:
To analyze the given requirements for the Recruitment system and to draw the class
diagram with possible relationships.

Inheritance (or Generalization):

A generalization is a taxonomic relationship between a more general classifier and a more


specific classifier. Each instance of the specific classifier is also an indirect instance of the
general classifier. Thus, the specific classifier inherits the features of the more general classifier.

 Represents an "is-a" relationship.


 An abstract class name is shown in italics.
 SubClass1 and SubClass2 are specializations of SuperClass.

The figure below shows an example of inheritance hierarchy. SubClass1 and SubClass2 are
derived from SuperClass. The relationship is displayed as a solid line with a hollow arrowhead
that points from the child element to the parent element.

Inheritance Example - Shapes

The figure below shows an inheritance example with two styles. Although the connectors
are drawn differently, they are semantically equivalent.
Association

Associations are relationships between classes in a UML Class Diagram. They are
represented by a solid line between classes. Associations are typically named using a verb or
verb phrase which reflects the real world problem domain.

Simple Association

 A structural link between two peer classes.


 There is an association between Class1 and Class2

Cardinality

Cardinality is expressed in terms of:

 one to one
 one to many
 many to many
Aggregation

A special type of association.

 It represents a "part of" relationship.


 Class2 is part of Class1.
 Many instances (denoted by the *) of Class2 can be associated with Class1.
 Objects of Class1 and Class2 have separate lifetimes.

The figure below shows an example of aggregation. The relationship is displayed as a solid
line with a unfilled diamond at the association end, which is connected to the class that
represents the aggregate.

Composition

 A special type of aggregation where parts are destroyed when the whole is destroyed.
 Objects of Class2 live and die with Class1.
 Class2 cannot stand by itself.

The figure below shows an example of composition. The relationship is displayed as a solid
line with a filled diamond at the association end, which is connected to the class that represents
the whole or composite.
Dependency

An object of one class might use an object of another class in the code of a method. If the
object is not stored in any field, then this is modeled as a dependency relationship.

 A special type of association.


 Exists between two classes if changes to the definition of one may cause changes to the
other (but not the other way around).
 Class1 depends on Class2

The figure below shows an example of dependency. The relationship is displayed as a dashed
line with an open arrow.

The figure below shows another example of dependency. The Person class might have a
has Read method with a Book parameter that returns true if the person has read the book
(perhaps by checking some database).

Realization

Realization is a relationship between the blueprint class and the object containing its
respective implementation level details. This object is said to realize the blueprint class. In other
words, you can understand this as the relationship between the interface and the implementing
class.
Class Diagram Example: Order System
Class Diagram Example: GUI

A class diagram may also have notes attached to classes or relationships.


Class Diagram:

RESULT:

Thus, the requirements were analyzed and class diagram is drawn for the Recruitment
system and output was verified successfully.
EX. NO : 06
Draw a start chart diagram for the Recruitment system
DATE :

AIM:
To analyze the given requirements for the Recruitment system and to draw the start chart
diagram with possible states.

State chart diagram symbols and notations

A state chart diagram shows the behavior of classes in response to external stimuli. This
diagram models the dynamic flow of control from state to state within a system.

States

States represent situations during the life of an object.

Transition

A solid arrow represents the path between different states of an object. Label the
transition with the event that triggered it and the action that results from it.

Initial State

A filled circle followed by an arrow represents the object's initial state.

Final State

An arrow pointing to a filled circle nested inside another circle represents the object's final state.
Nested States
A state allows nesting to contain sub states. A sub state inherits the transitions of its super
state (the enclosing state).

Concurrent States

States can be broken into several orthogonal state diagrams that run concurrently.
Example shows a pathetically simple alarm clock that can play either CDs or the radio and show
either the current time or the alarm time.
Synchronization and Splitting of Control

A short heavy bar with two transitions entering it represents a synchronization of control. A short
heavy bar with two transitions leaving it represents a splitting of control that creates multiple
states.

Start Chart Diagram:


RESULT:

Thus, the requirements were analyzed and start chart diagram is drawn for the Recruitment
system and output was verified successfully.
EX. NO : 07
Draw a sequence diagram for the Recruitment system
DATE :

AIM:
To analyze the given requirements for the Recruitment system and to draw the sequence
diagram with possible messages.

Sequence diagram symbols and notations

Sequence diagrams describe interactions among classes in terms of an exchange of


messages over time. It shows interaction between two objects. A sequence diagram captures the
behavior of a single scenario. It shows interaction between two objects. Sequence diagrams
illustrate interactions in a kind of fence format, in which each new object is added to the right.

Class roles

Class roles describe the way an object will behave in context. Use the UML object
symbol to illustrate class roles, but don't list object attributes.

Activation

Activation boxes represent the time an object needs to complete a task.


Messages

Messages are arrows that represent communication between objects. Use half-arrowed
lines to represent asynchronous messages. Asynchronous messages are sent from an object that
will not wait for a response from the receiver before continuing its tasks.

Various message types for Sequence and Collaboration diagrams

Lifelines

Lifelines are vertical dashed lines that indicate the object's presence over time. The
notation for a Lifeline is a vertical dotted line extending from an object.
Illustrating Reply or Returns

There are two ways to show the return result from a message:
1. Using the message syntax returnVar = message(parameter).
2. Using a reply (or return) message line at the end of an activation bar.

Creation of Instances
Object creation notation is shown in dashed line, the arrow is filled if it's a regular
synchronous message (such as implying invoking a Java constructor), or open (stick arrow) if an
asynchronous call.
Destroying Objects

Objects can be terminated early using an arrow labeled "<< destroy >>" that points to an X.

Loops

A repetition or loop within a sequence diagram is depicted as a rectangle. Place the condition for
exiting the loop at the bottom left corner in square brackets [ ].

Sequence Diagram:
RESULT:

Thus, the requirements were analyzed and the interaction between objects and represent
them using UML sequence diagram is drawn for the Recruitment system and output was verified
successfully.
EX. NO : 08
Draw an Interaction / Collaboration diagram for the Recruitment
DATE : system

AIM:
To analyze the given requirements for the Recruitment system and to draw the
collaboration diagram with possible messages.

Collaboration diagram symbols and notations

Collaboration diagrams (known as Communication Diagram) are used to show how


objects interact to perform the behaviour of a particular use case, or a part of a use case.
Collaboration are used by designers to define and clarify the roles of the objects that perform a
particular flow of events of a use case. They are the primary source of information used to
determining class responsibilities and interfaces.

Objects
An object is represented by an object symbol showing the name of the object and its
class underlined, separated by a colon:

Object_name : class_name

Class roles

Class roles describe how objects behave. Use the UML object symbol to illustrate class roles, but
don't list object attributes.

Association roles

Association roles describe how an association will behave given a particular situation. Draw
association roles using simple lines labeled with stereotypes.
Links

Links connect objects and actors and are instances of associations and each link corresponds to
an association in the class diagram

Links are defined as follows:

 A link is a relationship among objects across which messages can be sent. In


collaboration diagrams, a link is shown as a solid line between two objects.
 An object interacts with, or navigates to, other objects through its links to these objects.
 A link can be an instance of an association, or it can be anonymous, meaning that its
association is unspecified.
 Message flows are attached to links.

Messages

Unlike sequence diagrams, collaboration diagrams do not have an explicit way to denote time
and instead number messages in order of execution. Sequence numbering can become nested
using the Dewey decimal system. For example, nested messages under the first message are
labeled 1.1, 1.2, 1.3, and so on. The condition for a message is usually placed in square brackets
immediately following the sequence number. Use a * after the sequence number to indicate a
loop.
Collaboration Diagram:

RESULT:

Thus, the requirements were analyzed and the interaction between objects and represent
them using UML collaboration diagram is drawn for the Recruitment system and output was
verified successfully.
EX. NO : 09
Draw an component diagram for the Recruitment system
DATE :

AIM:
To analyze the given requirements for the Recruitment system and to draw the
component diagram with possible components.

UML Component Diagram

A component diagram is used to break down a large object-oriented system into the
smaller components, so as to make them more manageable. It models the physical view of a
system such as executables, files, libraries, etc. that resides within the node.

It visualizes the relationships as well as the organization between the components present
in the system. It helps in forming an executable system. A component is a single unit of the
system, which is replaceable and executable. The implementation details of a component are
hidden, and it necessitates an interface to execute a function. It is like a black box whose
behavior is explained by the provided and required interfaces.

Notation of a Component Diagram

a) A component

b) A node
Basic Concepts of Component Diagram

A component represents a modular part of a system that encapsulates its contents and whose
manifestation is replaceable within its environment. In UML 2, a component is drawn as a
rectangle with optional compartments stacked vertically. A high-level, abstracted view of a
component in UML 2 can be modeled as:

1. A rectangle with the component's name


2. A rectangle with the component icon
3. A rectangle with the stereotype text and/or icon

Interface

In the example below shows two type of component interfaces:

Provided interface symbols with a complete circle at their end represent an interface that the
component provides - this "lollipop" symbol is shorthand for a realization relationship of an
interface classifier.

Required Interface symbols with only a half circle at their end (a.k.a. sockets) represent an
interface that the component requires (in both cases, the interface's name is placed near the
interface symbol itself).

Component Diagram Example - Using Interface (Order System)


Subsystems

The subsystem classifier is a specialized version of a component classifier. Because of


this, the subsystem notation element inherits all the same rules as the component notation
element. The only difference is that a subsystem notation element has the keyword of subsystem
instead of component.

Port

Ports are represented using a square along the edge of the system or a component. A port
is often used to help expose required and provided interfaces of a component.
Component Diagram:

RESULT:

Thus, the requirements were analyzed and the communication between components and
represent them using UML component diagram is drawn for the Recruitment system and output
was verified successfully.
EX. NO : 10
Draw an deployment diagram for the Recruitment system
DATE :

AIM:
To analyze the given requirements for the Recruitment system and to draw the
deployment diagram with possible components.

Symbol and notation of Deployment diagram

The deployment diagram consist of the following notations:

1. A component
2. An artifact
3. An interface
4. A node

Other Notations

 Dependency
 Association relationships.
 May also contain notes and constraints.
Deployment diagram:
RESULT:

Thus, the requirements were analyzed and the communication between nodes and
represent them using UML deployment diagram is drawn for the Recruitment system and output
was verified successfully.

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