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i VISUAL HOSTEL ALLOCATION SYSTEM (VHAS) SITI NURHAZATULAZREEN BINTI HAMDAN BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA) WITH HONOURS FACULTY OF INFORMATICS AND COMPUTING UNIVERSITY OF SULTAN ZAINAL ABIDIN (UniSZA) 2018

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Page 1: VISUAL HOSTEL ALLOCATION SYSTEM...To solve this problem, Visual Hostel Allocation System (VHAS) is proposed where students are able to fill up, submit and automatically get the results

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VISUAL HOSTEL ALLOCATION SYSTEM

(VHAS)

SITI NURHAZATULAZREEN BINTI HAMDAN

BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA)

WITH HONOURS

FACULTY OF INFORMATICS AND COMPUTING

UNIVERSITY OF SULTAN ZAINAL ABIDIN (UniSZA)

2018

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SISTEM PERUNTUKAN ASRAMA SECARA VISUAL

(VHAS)

SITI NURHAZATULAZREEN BINTI HAMDAN

IJAZAH SARJANA MUDA TEKNOLOGI MAKLUMAT (MEDIA INFORMATIK)

DENGAN KEPUJIAN

FAKULTI INFORMATIK DAN KOMPUTERAN

UNIVERSITY OF SULTAN ZAINAL ABIDIN (UniSZA)

2018

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SUPERVISOR ENDORSEMENT

I have read this project report and this report fulfils the requirement of Final Year

Project for Bachelor of Information Technology (Informatics Media).

Supervisor : Mrs. Hasni Binti Hassan

Date : 23 / 12 / 2018

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STUDENT DECLARATION

I hereby declare that this thesis is based on my original work with some information

from sources that being notified with confession. I also declare that this report has not been

produced for any diploma or degree programmes in University of Sultan Zainal Abidin

(UniSZA) or any other learning institutions.

Name: Siti Nurhazatulazreen Binti Hamdan

Date : 23 / 12 / 2018

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ACKNOWLEDGEMENT

First and foremost, I would like to express my gratitude to the Almighty God for His

grace, mercy and guidance which enabled me to accomplish this project successfully as a

partial fulfilment of the requirements for the Bachelor of Information Technology Majoring in

Informatics Media, University of Sultan Zainal Abidin (UniSZA).

I also would like to express my deep gratitude and appreciation towards my supervisor,

Mrs. Hasni Hassan who has dedicated her valuable time, motivation, enthusiasm and immense

knowledge for assists me in completing this project work from the beginning up to the end. My

due appreciation goes to the member of the panel for the assessment and their valuable

feedbacks and positive criticism during the final presentation that has helped me to improve

my weaknesses.

Last but not least, I would like to express my deepest thanks to my beloved family and

friends for the encouragement and moral support that made me possible to accomplish this

project work successfully. I also would like to appreciate to everyone whom directly or

indirectly has lent their contribution in this venture.

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ABSTRACT

University of Sultan Zainal Abidin which is also known as UniSZA is one of the famous

university in Terengganu. Currently in UniSZA, students need to apply for hostel allocation

during the semester break that take times to get the results. To solve this problem, Visual Hostel

Allocation System (VHAS) is proposed where students are able to fill up, submit and

automatically get the results for hostel allocation. In this way, students can save their time.

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ABSTRAK

Universiti Sultan Zainal Abidin yang juga dikenali sebagai UniSZA adalah salah satu

universiti terkenal di Terengganu. Kini di UniSZA, pelajar perlu memohon peruntukan asrama

semasa rehat semester yang mengambil masa untuk mendapatkan keputusan. Untuk

menyelesaikan masalah ini, Sistem Peruntukan Hostel secara Visual (VHAS) dicadangkan di

mana pelajar dapat mengisi, menyerahkan dan mendapatkan keputusan secara automatik untuk

peruntukan asrama. Dengan cara ini pelajar dapat menjimatkan masa mereka.

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TABLE OF CONTENT

TITLE PAGE

FRONT PAGE i

SUPERVISOR ENDORSEMENT iii

STUDENT DECLARATION iv

ACKNOWLEDGEMENT v

ABSTRACT vi

ABSTRAK vii

CONTENTS viii

LIST OF FIGURES xii

LIST OF TABLES xiii

LIST OF ABBREVIATIONS xiv

LIST OF APPENDIX xv

CHAPTER

1 INTRODUCTION

1.1 Project Background 1

1.2 Problem Statement 2

1.3 Objectives 2

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1.4 Scope 3

1.5 Limitations/constraints of work 4

2 LITERATURE RIVIEW

2.1 Introduction 5

2.2 Problem analysis 5

2.3 Human Computer Interaction (HCI) design elements 6

2.3.1 Affordance 7

2.3.2 Support diverse types of users 7

2.3.3 Consistency 8

2.3.4 Control and feedback 8

2.3.5 Metaphor 8

2.3.6 Aesthetic interface 9

2.4 Conclusion 9

3 METHODOLOGY

3.1 Introduction 10

3.2 Categories of methodology 11

3.2.1 Traditional approach 11

3.2.2 Contemporary approach 13

3.3 Justification for the chosen Methodology 14

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3.4 Methodology review 15

3.4.1 Planning 15

3.4.2 Requirement 16

3.4.3 Analysis and design 16

3.4.4 Implementation 16

3.4.5 Testing 17

3.4.6 Deployment 17

3.4.7 Evaluation 17

3.4.8 Initial planning 17

3.5 Context diagram 18

3.6 Data Flow Diagram (DFD) Level 0 19

3.7 Data Flow Diagram (DFD) Level 1 Manage Profile 20

3.8 Data Flow Diagram (DFD) Level 1 Manage Hostel 21

3.9 Data Flow Diagram (DFD) Level 1 Manage Results 22

3.10 Entity Relationship Diagram (ERD) 23

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3.11 Database modelling 24

3.11.1 Introduction 24

3.11.2 Data tables in database 24

3.11.3 Table ‘usertype’ 25

3.11.4 Table ‘useraccount’ 25

3.11.5 Table ‘pelajar’ 25

3.11.6 Table ‘application’ 26

3.11.7 Table ‘admin’ 26

3.11.8 Table ‘hostel’ 27

3.12 Software requirement 28

3.13 Conclusion 29

REFERENCES 30

APPENDIX A 31

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LIST OF FIGURES

FIGURE NO TITLE PAGE

Figure 3.1 Waterfall model 11

Figure 3.2 Iterative and incremental model 13

Figure 3.3 Iterative and incremental development 15

Figure 3.4 Context diagram 18

Figure 3.5 Data Flow Diagram (DFD) Level 0 19

Figure 3.6 Data Flow Diagram Level 1 (3.7 Manage Profile) 20

Figure 3.7 Data Flow Diagram Level 1 (3.8 Manage Hostel) 21

Figure 3.8 Data Flow Diagram Level 1 (3.9 Manage Result) 22

Figure 3.9 Entity Relationship Diagram (ERD) 23

Figure 3.10 Data tables in database 24

Figure 3.11 Data table ‘userType’ 25

Figure 3.12 Data table ‘useraccount’ 25

Figure 3.13 Data table ‘pelajar’ 25

Figure 3.14 Data table ‘application’ 26

Figure 3.15 Data table ‘admin’ 26

Figure 3.16 Data table ‘hostel’ 27

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LIST OF TABLES

TABLE TITLE PAGE

Table 2.1 HCI elements among various hostel allocation system. 6

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LIST OF ABBREVIATIONS

VHAS Visual Hostel Allocation System

HCI Human Computer Interaction

DFD Data Flow Diagram

ERD Entity Relationship Diagram

HTML Hypertext Mark-up Language

PHP Hypertext Pre-processor

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LIST OF APPENDIXES

APPENDIX TITLE PAGE

A Gantt chart 31

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CHAPTER 1

INTRODUCTION

1.1 Project Background

Visual Hostel Allocation System (VHAS) is a system that allows the administration to

make hostel registration visually. VHAS is proposed to improve existing hostel allocation

system by adding the visuals of the hostel areas and provide visual room allocations.

Apart from that, the VHAS is also able to manage students’ information, process new

registrations and update the hostel information. In addition, VHAS is designed in a way that it

is user-friendly so that it improves users’ tasks and reduces their workload.

This system focuses particularly on the interface design elements and guidelines such

as affordance, support diversity of users, strive for consistency, control and meaningful

feedback, metaphors and design aesthetically appealing interface design for a better satisfied

and quality user interaction with the system.

VHAS is a system that is developed as a platform to ease the process of visualizing

hostel information and allocation. In this system, the users are the administrator and users.

Administrator is in charge to manage the system meanwhile user can use the system register

information and apply for hostel.

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1.2 Problem Statement

Current implementation of hostel registration and management system is carried out

online but the process starts from registration, approval of the application and finally manual

room allocation. The procedure involving the application of hostel and its allocation is time

consuming. If the student’s successfully filled up and submitted the application early, the

students still do not get the allocation for hostel. They have to wait until the hostel administrator

manually allocate the rooms and update the results online.

1.3 Objectives

The main objectives of this project is to design and develop a user-friendly system as

well as to help the hostel administrator to organize their task in a more effective and efficient

manner. The detailed objectives of the project are as follows:

1. To design an interactive and user-friendly hostel system that will help improve user

task performance and reduce their effort.

2. To implement VHAS that applies Human Interaction System (HCI) elements such

as design guidelines and principles to create a satisfying and quality user interaction

with the system.

3. To test the proposed system.

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1.4 Scope

The scope of this system covers two types of users that will interact directly with this

system that one the students and the hostel management staffs. The scope for each type of the

user is as follows:

1. Students/Users

Login

Add , delete and update student details

Apply for hostel

2. Management staff/Admin

Login

Manage student information

Manage hostel’s info

Manage hostel applications

Allocate rooms based on predetermined rules or priority

Rooms detail

Visualize the rooms

View report

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1.5 Limitations / Constraints of work

Constraints is a requirement or condition that the system must satisfy or outcomes that

the system must meet. A constraint can involve hardware, software, time, policy, law or cost.

System constraint also defines project scope. For example, if the system must operate with

existing hardware, it is a constraint that affects potential solutions.

Regardless of the type, all constraints should be identified as early as possible to avoid

future problem and surprise. A clear definition of project scope and constraints avoid

misunderstanding that arise.

One of the limitation or constraint that been faced throughout the development process

is the internet connectivity. During each phase of development especially the early phase such

as the planning and analysis, the main source of information is from the internet. Hence, the

weak connection of internet during peak hours causes difficulties in carrying out the research

and information gathering for the completion of tasks.

Apart from that, the main constraint faced in developing this project is the time. This

refers to actual time required to produce a deliverable. In this case, it would be the end result

of the project. Since the time allocated or given to complete this project shorter, there are many

things that need to be settled in the given period of time. Therefore, a proper time management

plan is needed to organize every task in each development phase. Other than that, another

constraint faced is the communication or involvement with the users of the system are students

and hostel management staffs, it is difficult to set an appointment to meet them for fact

gathering purposes due to their tight schedules.

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CHAPTER 2

LITERATURE REVIEW

2.1 Introduction

In this era of globalization, technology plays a major role and becomes a part of humans’

daily lives. There are many developments and enhancements that have been made especially

in the field of computer science to make daily tasks easier. This project is aimed at developing

a system that implements the design elements of Human Computer Interaction (HCI) to

promote a better and quality user interaction experience. Therefore, a study was done to analyse

the problem on existing current techniques and tools that is suitable to solve the problem under

study.

2.2 Problem analysis

The traditional system provides less efficient and less effective hostel management

system. So far there is no proper system to manage and update hostel applications effectively.

At the same time, various existing hostel management system in other universities were studied

to gain information on the Human Machine Interaction (HCI) design elements incorporated

into those systems.

The following table summarizes the result of the findings:

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HCI Elements UPSI Hostel

Allocation System

UMS Hostel

Allocation System

USIM Hostel

Allocation System

Affordance

Support diverse of

users

x

x

Consistency x

Control and feedback x

Metaphor x

Aesthetic interface x

Table 2.1 : Comparing HCI elements among various hostel allocation system.

Identification of the drawbacks of the existing technique leads to the design of a

computerized system which is more user-friendly and user-centred. The efficiency of user task

completion can be improved and the workload is reduced. Thus the drawbacks of the existing

system can be overcomed.

2.3 Human Computer Interaction (HCI) Design Elements

Human Computer Interaction (HCI) is a field that emphasizes on the design and use of

computer technology, focusing particularly on the interfaces between users and computers.

Researchers in the field of HCI both observe the ways in which human interact with computers

and design technologies that lets human interact with computers in a novel ways. In HCI, there

are design elements such as the design principles and the guidelines that need to be followed

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by every interfaces designer in order to achieve a better quality user interaction experience and

thus reducing user’s workload and effort in carrying out their daily task. ⑷

In this project, the design elements that applied are as follows:

2.3.1 Affordance

An affordance is the design aspect of an object which suggests how the object should

be used; a visual clue to its function and use. The terms affordance also refers to the perceived

and actual properties of the thing, primarily those fundamental properties that determine just

how the thing could possibly be used. Affordance provide strong clues to the operation of

things. Plates are for pushing. Knobs are for turning. Balls are for throwing or bouncing. When

affordances are taken advantage of, the user knows what to do just by looking no picture, label,

or instruction needed.

2.3.2 Support diverse type of users

When designing a user interface many aspects of human diversity must be taken into

account. Depending on the purpose of the software, designers must take into account factors

such as the physical disabilities, educational background and geographical location.

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2.3.3 Consistency

User needs consistent design scheme so that they do not have to relearn things. In

consistency, various aspects need to be taken into consideration such as:

Colour – The colour is the most important element.

Layout – when the search button and the navigation bars are always in the same

place across the site they are easier to find and therefore save user’s time.

Background elements and font.

Language

2.3.4 Control and feedback

A good example of feedback is when icons on the screen which show a different colour

when selected. Users need for feedback from the system is an important consideration.

Feedback is most often visual, with text, graphics or icons.

2.3.5 Metaphor

Metaphor is a set of user interface visuals, actions and procedures that exploit specific

knowledge that user already have of other domains. The purpose of the interface metaphor s to

give the user instantaneous idea on how to interact with the user interface.

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2.3.6 Aesthetic interface

Aesthetic interface has to deal with how the system is visually, emotionally, or

physically appealing to the user. Design should ideally without compromising on the usefulness

and usability of the system.

2.4 Conclusion

In conclusion, apart from being a fully functional system, the element of design in HCI

plays a major role in the acceptance of a software product by users. This is because the design

principles and guidelines in HCI focus on the design and use of computer technology

particularly on the interfaces between users and computers.

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CHAPTER 3

METHODOLOGY

3.1 Introduction

This chapter focuses on the methodology that is being used in the system development.

A software development methodology in software engineering process is defined as a

framework that is used to structure, plan and control the process of developing an information

system. Most common types of methodologies include waterfall, prototyping, iterative and

incremental development, spiral development, rapid application development and extreme

programming. In this project, iterative development approach was chosen and to be used for

the development of the system.

Apart from that, this chapter further discusses about the system modelling that includes

the ERD, DFD, system framework and the database structure. A model serves as an abstraction,

which is an approximate representation of the real item that is to be built. It is not practical to

build certain kinds of complex systems without first creating a design, a blueprint or another

abstract representation. A model serves as a guide in constructing a system and document the

decision that been made. In this chapter, the various modules, functions and processes involved

in the system were identified and discussed.

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3.2 Categories of Methodologies

There are several categories in the software development methodologies namely the

traditional approach, the contemporary approach, radical and agile approach.

3.2.1 Traditional approach

Figure 3.1 Waterfall model

One of the prominent examples of methodology approach that falls on the traditional

category is the classic waterfall model. The original Waterfall method is featured in Figure 1.

The steps include Requirements, Design, Implementation, Verification, and Maintenance.

The Waterfall method makes the assumption that all requirements can be gathered up

front during the Requirements phase. Communication with the user is front-loaded into this

phase to get a detailed understanding of the user’s requirements. ⑸

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The Design phase is best described by breaking it up into Logical Design and Physical

Design sub phases. During the Logical Design phase, the system’s analysts makes use of the

information collected in the Requirements phase to design the system independently of any

hardware or software system. Once the higher-level Logical Design is complete, the systems

analyst then begins transforming it into a Physical Design dependent on the specifications of

specific hardware and software technologies.

The Implementation belongs to the programmers in the Waterfall method, as they take

the project requirements and specifications, and code the applications. The Verification phase

was to ensure that the project is meeting customer expectations.

During the Maintenance phase, the customer is using the developed application. As

problems are found due to improper requirements determination or other mistakes in the design

process, or due to changes in the users’ requirements, changes are made to the system during

this phase.

The Waterfall method does have certain advantages, including the approach is very

structured and it is easier to measure progress by reference to clearly defined milestones.

Unfortunately, the Waterfall method carries with it quite a few disadvantages, such as the

model does not cater for the possibility of requirements changing during the development cycle.

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3.2.2 Contemporary approach

Figure 3.2 Iterative and incremental model

An example of the contemporary approach is the iterative and incremental approach.

This approach is combination of both iterative method and incremental build model for system

development. The iterative model is a particular implementation of a software development

life cycle (SDLC) that focuses on an initial, simplified implementation, which then

progressively gains more complexity and a broader feature set until the final system is complete.

When discussing the iterative method, the concept of incremental development will also often

be used liberally and interchangeably, which describes the incremental alterations made during

the design and implementation of each new iteration. The advantages of this method is easy

adaptability when hinging on the core strength of constant, frequent iterations coming out on a

regular basis, another primary advantage of the iterative model is the ability to rapidly adapt to

the ever-changing needs of both the project or the whims of the client. Even fundamental

changes to the underlying code structure or implementations (such as a new database system

or service implementation) can typically be made within a minimal time frame and at a

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reasonable cost, because any detrimental changes can be recognized and reverted within a short

time frame back to a previous iteration. ⑹

3.3 Justification for the chosen Methodology

Iterative and incremental approach is chosen as the methodology in developing this

project. The advantages of this approach includes Inherent Versioning that is rather obvious

that most software development life cycles will include some form of versioning, indicating

the release stage of the software at any particular stage. However, the iterative model makes

this even easier by ensuring that newer iterations are incrementally improved versions of

previous iterations. Later, the process of designing and building of the framework is followed

by evolving the design based on what had been built.

Unlike the more traditional waterfall model, which focuses on a stringent step-by-step

process of development stages, the iterative model is best thought of as a cyclical process. After

an initial planning phase, a small handful of stages are repeated over and over, with each

completion of the cycle incrementally improving and iterating on the software. Enhancements

can quickly be recognized and implemented throughout each iteration, allowing the next

iteration to be at least marginally better than the last.

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3.4 Methodology Review

Iterative and incremental method consist of 8 phases namely planning, requirements,

analysis and design, implementation, deployment, testing, evaluation and initial planning.

3.3 Iterative and incremental development

3.4.1 Planning

As with most any development project, the first step is go through an initial planning

stage to map out the specification documents, establish software or hardware requirements, and

generally prepare for the upcoming stages of the cycle. This phase begins with brainstorming

of idea with supervisor.

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3.4.2 Requirements

In this phase, a list of user requirements for the system is collected. In this case, the

user requirement are gathered from students and staffs of the UniSZA Residential Hostel

Management office. After that, all possible alternatives are analysed and strategies are

identified so as to use them in later stages of the development process.

3.4.3 Analysis & Design

Once planning and requirements is complete, an analysis is performed to nail down the

appropriate business logic, database models, and the like that will be required at this stage in

the project. The design stage also occurs here, establishing any technical requirements

(languages, data layers, services, etc) that will be utilized in order to meet the needs of the

analysis stage.

3.4.4 Implementation

With the planning, requirements and analysis out of the way, the actual implementation

and coding process can now begin. All planning, specification, and design docs up to this point

are coded and implemented into this initial iteration of the project using programming language

such as PHP, JavaScript, CSS and HTML.

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3.4.5 Testing

Once this current build iteration has been coded and implemented, the next step is to

go through a series of testing procedures to identify and locate any potential bugs or issues that

have cropped up.

3.4.6 Deployment

In software deployment phase, the system or system modifications are made

operational in a production environment. The phase is initiated after the system has been tested.

If the product is not ready to be used, then it will undergo the evaluation process.

3.4.7 Evaluation

Once all prior stages have been completed, it is time for a thorough evaluation of

development up to this stage. This allows the developer, as well as clients or other outside

parties, to examine where the project is at, where it needs to be, what can or should change,

and so on.

3.4.8 Initial Planning

After every phase in the software development are executed and it is found that there

are some elements that needed to be added to make the system to be more complete, initial

planning phase is entered again to finalize the software development process.

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3.5 Context Diagram

Apply Manage students

Feedback Results

Figure 3.4: Context diagram of UniSZA Hostel Management System

Figure 3.4 illustrate the context diagram for the UniSZA Hostel Management System.

There are two entities involve in this system, which are students and the admin. Each entity

interacts with each other through the system and have their own modules and processes as

shown above.

Students

0

UniSZA Hostel Allocation

System

Admin

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3.6 Data Flow Diagram 0

Students

Students info record

criteria details record

view results record

Request for report Students record

Hostel record

Results record

Figure 3.5: Data Flow Diagram (DFD) Level 0

Students

1.0

Manage profile

4.0

Generate report

2.0

Manage hostel

3.0

Manage results

Admin

D1 | Students

D2 | Hostel

D3 | Results

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3.7 DFD 1 Manage Profile

Login Students record

Profile students

Students record

Profile students

Figure 3.6: Data Flow Diagram Level 1 (3.7 Manage Profile)

Students

Admin

D1 | Students

2.1

View profile

2.2

Update profile

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3.8 DFD 1 Manage Hostel

View criteria

Hostel record

View information

Hostel record

Figure 3.7: Data Flow Diagram Level 1 (3.8 Manage Hostel)

Admin 3.1

Provide information

3.2

Manage hostel

D2 | Hostel

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3.9 DFD 1 Manage Result

Apply hostel

Results record

Results record

View results

Feedback

Figure 3.8: Data Flow Diagram Level 1 (3.9 Manage Result)

Students 4.1

Get result

4.2

Manage result

D3 | Results Admin

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3.10 ERD

Figure 3.9: Entity Relationship Diagram (ERD)

Students apply Hostel

ID (PK)

Password (PK)

semester

Start sem

End sem

Faculty

(PK)

Name (PK)

Faculty (PK)

Room no. (PK)

Password

Block

Results

Room no.

Password

Block

Validity

Priority

Block

get

Name (PK)

semester

End sem

Start sem

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3.11 Database Modelling

3.11.1 Introduction

A database modelling is a type of data modelling that determines the logical structure

of a database and fundamentally determines in which manner data can be stored, organized,

and manipulated. The following diagram illustrates the various tables that consist in the system

database.

3.11.2 Data tables in Database

Figure 3.10: Data tables in database

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3.11.3 Table ‘userType’

Figure 3.11: Data table ‘userType’

3.11.4 Table ‘useraccount’

Figure 3.12:Data table ‘useraccount’

3.11.5 Table ‘pelajar’

Figure 3.13: Data table ‘pelajar’

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3.11.6 Table ‘application’

Figure 3.14: Data table ‘application’

3.11.7 Table ‘admin’

Figure 3.15: Data table ‘admin’

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3.11.8 Table ‘hostel’

Figure 3.16: Data table ‘hostel’

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3.12 Software Requirement

XampServer

- Managed connection MySQL in the localhost server.

Mozila Firefox, Google Chrome

- Browser to the system.

Windows 10 Home Premium

- OS of the computer used in developing the system.

Visual studio

- Design of the prototype for the visual.

Adobe Dreamweaver

- Design of the prototype.

Microsoft Word 2013

- Preparation for the documentations for the project proposal.

Microsoft Office 2013

- Preparation of slides for the presentation of the project proposal.

- Preparation of project poster.

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3.13 Conclusion

Software development methodology is an important element to consider because the

software must be delivered to the client on time and it also must meet the user requirement and

needs. Choosing the right methodology and approach in developing the software is a critical

process because it depends on the type of software to be developed and also time and cost

constraints.

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REFERENCES

[1] https://portal.upsi.edu.my/

[2] https://www.usim.edu.my/ms/#

[3] http://www.ums.edu.my/

[4] Dix, A. (2009). Human-computer interaction. In Encyclopedia of database systems

(pp. 1327-1331). Springer, Boston, MA.

[5] Balaji, S., & Murugaiyan, M. S. (2012). Waterfall vs. V-Model vs. Agile: A comparative

study on SDLC. International Journal of Information Technology and Business Management,

2(1), 26-30.

[6] Larman, C., & Basili, V. R. (2003). Iterative and incremental developments. a brief

history. Computer, 36(6), 47-56.

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GANTT CHART PROPOSAL

Activity/Week 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Topic Discussion

and Determination

Project Title

Proposal

Proposal Writing

Introduction

Proposal Writing –

Literature Review

Proposal Progress

Presentation &

Evaluation

Discussion &

Correction Proposal

& Proposed

Solution

Methodology

Proposed Solution

Methodology

Proposed Solution –

Methodology

(Continued)

Proof of Concept

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Drafting Report of

the Proposal

Drafting Report of

Proposal

(Continued)

Submit draft of

report to supervisor

Seminar

Presentation

Correction Report

Final Report

Submission