visual hostel allocation system...to solve this problem, visual hostel allocation system (vhas) is...
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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
xiv
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
xv
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
⑴
UMS Hostel
Allocation System
⑵
USIM Hostel
Allocation System
⑶
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.
30
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
32
Drafting Report of
the Proposal
Drafting Report of
Proposal
(Continued)
Submit draft of
report to supervisor
Seminar
Presentation
Correction Report
Final Report
Submission