Tripodlast
Tripodlast
SYNOPSIS REPORT
on
Bachelor of Technology
in
Information Technology
Submitted By
OCTOBER (2024-25)
Vision – Institute
To evolve into an Institution imparting high quality technical education infused with core
essentials of “Shiksha”, “Sanskar” and “Rojgar”.
Mission – Institute
M1: To strive for quality education of students by facilitating technology enabled holistic
learning programs.
M2: To inculcate principles of professional behavior that requires adherence to the
values of team work social conduct for the welfare of society.
M3: To provide necessary skills needed for entry into a global workforce with job
assurance as well as facilitate training and support that help in developing the
entrepreneurial abilities.
Department – Vision
The Computer Science & Engineering Department aims to explore new avenues and
dimensions for making human life easier by offering students with the essential
computational skills to develop technology that serves the society by enhancing
employability, deep understanding of ethical values and responsibilities.
Department – Mission
M1: To ensure student’s progress through regular practice and implementation of new
ideas with an innovative approach
M2: To promote an environment of high moral values and discipline where students can
learn and Contribute towards the growth of self and society.
M2: To further an environment of entrepreneurship and professionalism of high
excellence and calibre, Giving professionals opportunities for employment and growth
Department PEOs
Department PSOs
The ability to analyze and solve real life problems through the application of
fundamental knowledge of maths, science and engineering.
Understand the state of the art in the emerging areas of research in computer
science and engineering, formulate problems from them and perform original work
to contribute in the advancement of the state of the art.
PROGRAM OUTCOME
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PO 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.
College Code: 485
COURSE OUTCOME
CO1: In a specialization domain of choice, students will be able to choose an appropriate
topic for study and will be able to clearly formulate & state a research problem and
analyze and understand the real-life problems and apply their knowledge to get
programming Solution.
CO2: For a selected Project topic, students will be able to compile the relevant literature
and frame hypotheses for project as applicable and engage in the creative design process
through the integration and application of diverse technical knowledge and expertise to
meet customer need and address socials issues.
CO3: For a selected topic, student manager will be able to plan a research design
including the sampling, observational, statistical and operational designs if any and Use
the various tools and techniques, coding practices for developing real life solution to the
problems.
CO4: For a selected topic, student manager will be able to compile relevant data,
interpret & analyze it and test the hypotheses wherever applicable and Find out the error
in software solution and establishing the process to design maintainable software
solution.
CO5: Based on the analysis and interpretation of the data collected, students will be able
to arrive at logical conclusions and propose suitable recommendations on the research
problem. Student manager will be able to create a logically coherent project report and
will be able to defend work in front of a panel of examiners and Write the report about
what they are doing in project and learning the team skills.
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CONTENT
S. No. Topics Page No.
Cover Page
Vision, Mission (Institute & Department) i
PEOs , PSOs ii
Program Outcome iii
Course Outcome. iv
Content (Index)
1 Chapter 1 : Introduction 1–6
1.1 Background 2
1.2 Objective 3
1.3 Purpose & Scope 4
Lit Review 5
1.4 Limitation 6
2 Chapter 2 : Feasibility Study 7-8
2.1 Economic Feasibility 8
2.2 Technical Feasibility 8
2.3 Behavioral Feasibility 8
3 Chapter 3 : Requirement & Analysis 9-11
3.1 Problem Definition 10
3.2 Planning & Scheduling (Flow Chart & Gantt / Pert Chart) 10
3.3 Software / Hardware Requirements 11
3.4 SDLC Model 11
4 Chapter 4 : Survey of Technology 12-13
4.2 Technology Used (Front End, Backend,Database) 13
4.3 IDE,API, Various Tools 13
5 Chapter 5 : Preliminary Module Description 14-15
6 Chapter 6 : System Design 16-19
6.1 DFD (0–Level, 1–Level, 2–Level, 3-Level*) 17
6.2 ER - Diagram 18
6.3 Data Structure (Tables of Database) 19
7 Chapter 7 : References & Bibliography 20-21
7.1 References 21
7.2 Bibliography 21
CHAPTER 1 : INTRODUCTION
1
BACKGROUND
The student management system is an environment where all the process of the student in the institution
is managed. It is done through the automated computerized method. Conventionally this system is done
using papers, files and binders.
This system saves the time of the student and of the administrator. It includes process like registration of
student details like roll no, name, marks etc. This system reduces the cost and workforce required for
this job. As the system is online the information is globally present to everyone.
This makes the system easy to handle and feasible for finding the omission with updating at the same
time. As for the existing system, they use to maintain their record manually which makes it vulnerable
to security. If filed a query to search or update in a manual system, it will take a lot of time to process
the query and make a report which is a tedious job.
As the number of student increases in the institute manually managing the strength becomes a hectic job
for the administrator. This computerized system stores all the data in the database which makes it easy
to fetch and update whenever needed.
With the development of technology, the rise of digitization and the rise of sort social networks, the
sharing of information online kind of basically has generally literally become very pretty quiet in a fairly
major way in a sort of big way. As a result, the definitely really entire online system really kind of has
mostly definitely become very popular over the basically for all intents and purposes past years in a sort
of generally big way, which literally is fairly significant.
During each step, technology programs and tools attempt to assist the research process and prove that
although technology increases the quantity of skills and literacy needed to complete research, it also
increases the efficient of each step and effectiveness of the finished product.
Today, the innovations and improvements of technology have produced several assistances that are very
much useful and convenient to the research and development departments.
These assistance may be in the forms of programs and software that are largely applied and used in
researches. Know that in every research made, there are data and information being gathered to be
analyzed and scrutinized efficiently.
It is a web based system where students can find their results or details by entering their roll no or name.
In this system we have put the login and registration functionality.
Also teacher has given the functionality of CRUD operation. CRUD stands for Create, Read, Update
and Delete. Teacher can perform CRUD operation on any student. But student can perform CRUD
operation. Students doesn’t have the rights to saw the other functionalities which is required to hide.
Hence this system is to provide an alternate and convenient way for any school or college to maintain
the required data for students through an autonomous software application approach.
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.
OBJECTIVE
Certainly the actually main really goal of this project for all intents and purposes definitely is as follows:
The fairly goal of my project for all intents and purposes basically is very very simple but also important
and really me really basically want to offer a particularly very simple entertainment or entertainment
solution to the masses in a particularly important way, or so they for all intents and purposes thought.
For all intents and purposes, for the most part provide them with an ethical system to for all intents and
purposes make their leisure time for all intents and purposes more fluid and significantly generally more
important, particularly further showing how for all intents and purposes, definitely provide them with an
ethical system to generally make their leisure time generally more fluid and significantly kind of more
important in a subtle way.
Users really can connect to the system in different way , which will help them enormously. The main
objective of the Student Management System is to manage the details of Profiles , Courses , Logins,
Exams, Marks, Fee. It manages all the information about each student. The control of this system is
given to teacher.
The project is totally built at administrative end and thus only the administrator is guaranteed access.
3
PURPOSE, SCOPE AND LITERATURE REVIEW
Purpose
The purpose of this synopsis is to evaluate the effectiveness and limitations of Student Management
Systems in educational institutions. By examining the functionalities, user experiences, and challenges
faced, the study aims to provide insights into how SMS can enhance administrative efficiency, improve
student engagement, and inform decision-making processes. Ultimately, this research seeks to contribute
to the ongoing discourse on optimizing student management in educational settings.
Scope
4
Literature Review
The literature review will explore existing research on Student Management Systems, focusing on the
following themes:
5
LIMITATION
Cost: Implementing and maintaining an SMS can be expensive, particularly for smaller institutions
with limited budgets.
Complexity: Some systems may be too complex for users, requiring significant training and
support, which can hinder adoption.
Customization Issues: While some systems offer customization, they may not fully meet the
specific needs of all educational institutions, leading to a one-size-fits-all approach.
Data Security and Privacy: Handling sensitive student information raises concerns about data
security and privacy. Breaches can lead to significant legal and ethical issues.
Integration Challenges: SMS may face difficulties integrating with existing systems (e.g.,
accounting, learning management systems), leading to fragmented data.
User Resistance: Faculty, staff, or students may resist using the system due to comfort with
traditional methods or fear of change.
Technical Issues: Reliability can be a concern; system downtime or bugs can disrupt operations
and impact user experience.
Limited Reporting Capabilities: Some systems may lack robust reporting tools, making it
difficult to extract meaningful insights from data.
Scalability: As institutions grow, some SMS may struggle to scale effectively, leading to
performance issues.
Lack of Support: Insufficient technical support from vendors can lead to prolonged issues and
dissatisfaction with the system.
6
Chapter 2: Feasibility Study
7
FEASIBILITY STUDY
1. Economic Feasibility:
The economic feasibility study assesses whether the proposed project is financially viable and if the
benefits outweight the costs. It involves analyzing the potential return on investment, conducting cost-
benefit analysis, and considering factors such as market demand, revenue generation, and operational
expenses. By evaluating the economic feasibility, we can determine if the project is financially
sustainable and if it aligns with the organization's goals and resources.
2. Technical Feasibility:
The technical feasibility study evaluates whether the proposed project can be implemented from a
technical standpoint. It assesses the availability of necessary technology, infrastructure, and resources to
successfully complete the project. This includes analyzing the project's compatibility with existing
systems, assessing the technical skills required, and determining if any technical limitations or
challenges need to be addressed. By examining the technical feasibility, we can determine if the project
can be effectively executed and if it
aligns with the organization's technical capabilities.
3. Behavioral Feasibility:
The behavioral feasibility study focuses on assessing the impact of the proposed project on the people
involved, such as end-users, employees, and stakeholders. It considers factors such as user acceptance,
organizational culture, and change management. By understanding the behavioral feasibility, we can
identify any potential resistance to change, evaluate the project's impact on individuals and teams, and
develop strategies to ensure smooth adoption and implementation.
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Chapter 3: Requirements And Analysis
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REQUIREMENT AND ANALYSIS
1. Problem Definition:
In this stage, we define the problem or need that the project aims to address. We identify the goals,
objectives, and scope of the project, and understand the current challenges or issues that need to be
resolved. This helps us have a clear understanding of what we're trying to achieve.
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3. Software / Hardware Requirements:
Identifying the specific software and hardware components needed is crucial for successful project
implementation. We determine the necessary software applications, programming languages, databases,
servers, and other technical infrastructure required to support the project. This ensures that we have the
right tools and resources in place to bring the project to life.
4. SDLC Model:
SDLC, or Software Development Life Cycle, is a framework that guides the development process from
start to finish. It consists of several phases, each with its own set of activities and deliverables.
The choice of SDLC model depends on various factors such as project requirements, complexity, and
team dynamics.
- Waterfall Model: This model follows a linear and sequential approach, where each phase is
completed before moving on to the next. It's a structured and well-documented process,but it may not be
suitable for projects with evolving requirements.
- Agile Model: The Agile model emphasizes flexibility and collaboration. It breaks the project into
smaller iterations called sprints, allowing for continuous feedback and adaptation. Agile is great for
projects with changing requirements and a need for quick delivery.
- Spiral Model: The Spiral model combines elements of both Waterfall and Agile. It follows an
iterative approach, where each iteration goes through planning, risk analysis, development, and testing.
This model is suitable for projects with high risks and uncertainties. These are just a few examples of
SDLC models, and there are others like the V-Model, Iterative Model, and more. The choice of SDLC
model depends on the project's unique requirements and constraints.
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CHAPTER 4 : SURVEY OF TECHNOLOGY
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1. Technology Used (Front End, Backend, Database):
When it comes to building software applications, we rely on various technologies to bring them to life.
Here are some commonly used technologies:
- Front End:
The front end refers to the user-facing part of the application. It includes the design, layout,and
functionality that users interact with. Popular front-end technologies include HTML,CSS, and
JavaScript. Frameworks Django are also commonly used.
- Back End:
The backend is responsible for the server-side logic and database management. It handles data
processing, authentication, and business logic. Common backend technologies include programming
languages like Python, and Frameworks like Django
- Database:
A database is used to store and manage data for the application. Common database technologies include
dqsql, PostgreSQL, Each database has its own strengths and is chosen based on factors like scalability,
performance, and data structure requirements.
An IDE is a software application that provides a comprehensive set of tools for software development. It
includes features like code editing, debugging, version control, and project management. Some popular
IDEs include Visual Studio Code, IntelliJ IDEA, Eclipse, and PyCharm. These IDEs help developers
write, test, and debug code efficiently.
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Chapter 5: Preliminary Module Description
14
Chapter 5 focuses on providing a comprehensive overview of the preliminary modules required for
building a software application. These modules lay the foundation for the development process and help
ensure a smooth and organized workflow. Let's explore each
module in detail:
1. Requirement Gathering:
This module involves gathering and documenting the requirements of the software application. It
includes understanding the needs and expectations of the users, stakeholders, and clients. The goal is to
define the scope, functionalities, and constraints of the application .
2. System Analysis:
In this module, the gathered requirements are analyzed to identify the system's overall architecture,
components, and interactions. It involves studying the existing systems (if any) and determining the
feasibility of the proposed solution. System analysts work closely with stakeholders to ensure that the
system design aligns with the requirements.
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Chapter 6 : System Design
16
SYSTEM DESIGN
- 0-Level DFD:
This is the highest-level DFD that provides an overview of the entire system. It shows the major
processes and the flow of data between them.
- 1-Level DFD:
This level provides a more detailed view of the system by breaking down the major processes into sub-
processes. It shows how data flows between these sub-processes.
- 2-Level DFD:
At this level, the sub-processes from the 1-Level DFD are further broken down into more detailed
processes. It provides a more granular view of the system's functionality.
- 3-Level DFD:
This is the most detailed level of DFD, where the processes are broken down into their lowest level of
detail. It shows the specific tasks and data flows within each process.
17
ER - Diagram:
ER stands for Entity-Relationship, and an ER Diagram is a visual representation of the entities (objects)
in a system and the relationships between them. It helps in understanding
the structure and organization of the system's data.
18
Data Structure (Tables of Database):
Data Structure refers to the organization and storage of data within a database. In the context of system
design, it involves designing the tables and their relationships in the database.
Tables in a database represent entities, and each table consists of columns (attributes) and rows
(records). The columns define the attributes of the entity, and the rows contain the actual data for each
record.
The design of the data structure depends on the system's requirements and the
Relationships between entities. It ensures efficient storage, retrieval, and manipulation of data within the
system.
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Chapter 7 : References & Bibliography
20
REFERENCE / BIBLIOGRAPHY
Following links and websites were referred during the development of this project :
https://getbootstrap.com/
https://www.djangoproject.com/
https://github.com/
https://stackoverflow.com/
https://codewithharry.com/
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