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    SUMMER TRAINING REPORT

    ON

    REPORT CARD MAKING

    Submitted in Partial Fuslfillment of the Requirement for the Degree of

    Bachelor of Technology

    Submitted By:

    MOHINI KAMBOJ

    (COMPUTER SCIENCE ENGINEERING)

    GNIT GIRLS INSTITUTE OF TECHNOLOGY

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    DECLARATION

    I hereby declare that the project titled REPORT CARD MAKING is an original piece of research wor

    carried out by me under the guidance and supervision of Mr D.P. Sharma. The information has bee

    collected from genuine & authentic sources. The work has been submitted in partial fulfillment of th

    requirement of B.Tech course in GNIT GIRLS Institute of Technology .

    Place : Name of the student : MOHINI KAMBOJ

    Date : Signature :

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    ACKNOWLEDGEMENT

    We would like to take this opportunity to express our sincere gratitude to our respected Mentor Mr. Anan

    Prakash(Sr.Engg.( HRDC)) for his valuable guidance.

    We extend our sincere thanks to Mr. D.P.Sharma(It Department ) for his support and help in th

    completion of the project. We would like to thanks almost everybody at the BHEL office for his friendlines

    and helpful nature.

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    PREFACE

    With immense pleasure and deep sense of sincerity, we have completed our Industrial training. It is a

    essential requirement for each and every student to have some practical exposure towards real worl

    situations. A systematized practical experience to inculcate self confidence in a student so that they ca

    mentally prepare themselves for this competitive environment.

    The purpose of training is to provide an easily manipulated database for REPORT CARD MAKING a

    BHEL.

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    INDEX

    1. Certificate

    2. Declaration

    3. Acknowledgement

    4. Preface

    5. BHEL Introduction

    BHEL Profile

    Manufacturing location

    Vision , Mission , Value

    Certification

    Operation

    Objectives

    Major Achievements

    Manufacturing Unit

    6.REPORT CARD MAKING

    Overview of c++

    Arrays and pointers

    Classes and objects

    Functions

    File handling

    7.Hardware And Software Requirements

    8. Feasibility Study

    9.Testing Models

    10.Software Development Life Cycle

    12. REFERENCES

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    BHEL INTRODUCTION

    BHEL PROFILE:

    BHEL is the largest engineering and manufacturing enterprise in India in the energy-related/infrastructur

    sector, today. BHEL was established more than 40 years ago, ushering in the indigenous Heavy Electrica

    Equipment industry in India - a dream that has been more than realized with a well-recognized track recor

    of performance. The company has been earning profits continuously since 1971-72 and paying dividend

    since 1976-77.

    BHEL manufactures over 180 products under 30 major product groups and caters to core sectors of the

    Indian Economy viz., Power Generation & Transmission, Industry, Transportation, Telecommunication

    Renewable Energy, etc. The wide network of BHEL's 14 manufacturing divisions, four Power Secto

    regional centers, over 100 project sites, eight service centers and 18 regional offices, enables the Compan

    to promptly serve its customers and provide them with suitable products, systems and services -- efficientl

    and at competitive prices. The high level of quality & reliability of its products is due to the emphasis o

    design, engineering and manufacturing to international standards by acquiring and adapting some of th

    best technologies from leading companies in the world, together with technologies developed in its ow

    R&D centers.

    BHEL's operations are organized around three business sectors, namely Power, Industry - includin

    Transmission, Transportation, Telecommunication & Renewable Energy - and Overseas Business. Th

    enables BHEL to have a strong customer orientation, to be sensitive to his needs and respond quickly to th

    changes in the market.

    Besides these manufacturing units there are four power sectors which undertake EPC contract from variou

    customers. The Research and Development arm of BHEL is situated in Hyderabad and two repair shops ar

    at HERP (Heavy Equipment Repair Plant), Varanasi and EMRP (Electric machines repair plant) Mumbai.

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    MANUFACTURING DIVISION LOCATION:

    Bhopal(Madhya Pradesh)

    Bharat Heavy Electrical Limited, Ranipur, Haridwar (Uttarakhand) [4]

    Hyderabad (Andhra Pradesh)

    Jhansi (Uttar Pradesh)

    Tiruchirapalli(Tamil Nadu)

    Ranipet (Tamil Nadu)

    Bangalore (Karnataka)

    Jagdishpur (Uttar Pradesh)

    Rudrapur (Uttrakhand)

    Goindwal (Punjab)

    Bharat Heavy Plates and Vessels Limited (Vizag)

    VISION , MISSION , VALUES

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    CERTIFICATIONS:

    BHEL has acquired certifications to Quality Management Systems (ISO 9001), Environmental Managemen

    Systems (ISO 14001) and Occupational Health & Safety Management Systems (OHSAS 18001) and is als

    well on its journey towards Total Quality Management.

    BHEL has

    Installed equipment for over 90,000 MW of power generation -- for Utilities, Captive and Industria

    users.

    Supplied over 2,25,000 MVA transformer capacity and other equipment operating in Transmission &

    Distribution network up to 400 kV (AC & DC).

    Supplied over 25,000 Motors with Drive Control System to Power projects, Petrochemicals

    Refineries, Steel, Aluminum, Fertilizer, Cement plants, etc. Supplied Traction electrics and AC/DC locos to power over 12,000 km Railway network.

    Supplied over one million Valves to Power Plants and other Industries.

    OPERATIONS:

    BHEL's operations are organized around three business sectors, namely Power, Industry -includin

    Transmission, Transportation, Telecommunication & Renewable Energy - and Overseas Business. Th

    enables BHEL to have a strong customer orientation, to be sensitive to his needs and respond quickly to th

    changes in the market. BHEL, ranking among the major power plant equipment suppliers in the world, ione of the largest exporters of engineering products & services from India.

    Over the years, BHEL has established its references in around 60 countries of the world, ranging from the

    United States in the West to New Zealand in the Far East. BHEL's export range covers individual products

    to complete Power Stations, Turnkey Contracts for Power Plants, EPC Contracts, HV/EHV Substations

    O&M Services for familiar technologies, specialized after-market services like Residual Life Assessmen

    (RLA) studies and Retrofitting, Refurbishing & Overhauling, and supplies to manufacturers & EPC

    contractors. BHEL has assimilated and updated/adopted the state-of the- art-technologies in the Power an

    Industrial equipment sectors acquired from world leaders.

    BHEL has successfully undertaken turnkey projects on its own and possesses the requisite flexibility t

    interface and complement international companies for large projects, and has also exhibited adaptability b

    manufacturing and supplying intermediate products to the design of other manufacturers and origina

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    equipment manufacturers (OEMs). The success in the area of rehabilitation and life extension of powe

    projects has established BHEL as a reliable alternative to the OEMs for such power plants.

    OBJECTIVE OF COMPANY

    (a) To explore, secure and execute EPC contract(s) for Power Plants and other Infrastructure Projects i

    India and abroad including plant engineering, project management, quality assurance, quality contro

    procurement, logistics, site management, erection and commissioning services.

    (b) And to engage in manufacturing and supply of equipments for power plants and other infrastructur

    projects in India and abroad.

    GENERAL BHEL OBJECTIVE:

    A. PROFITABILITY: To manage the assets and human resources, in the most effective and efficien

    manner, to ensure reasonable return on investment and to maintain adequate liquidity

    B. GROWTH: To achieve reasonable and consistent growth and to generate resources for developing th

    infrastructure and expertise in the Company

    C. DEVELOPMENT: To enrich its design capabilities and to improve catalyst manufacturing

    D. ORGANIZATIONAL ENVIRONMENT: To develop and maintain a organizational environment fo

    initiative, innovation and productivity, and also to ensure a fair deal to the employees with humane approach

    E. BUSINESS DEVELOPMENT: To generate adequate profitable Business by utilising the existin

    resources to the maximum extent

    F. DIVERSIFICATION: To maximize generation of business in sectors other than Fertilizer sector

    G. OBLIGATION TO SOCIETY: To conduct business in the most ethical manner, and with legal standards

    in order to generate a good social environment.

    H. CUSTOMER FOCUS: To build a high degree of customer confidence by providing increased value fo

    this money through international standards of product quality, performance and superior customer service

    I. PEOPLE ORIENTATION: To enable each employee to achieve his potential, improve his capabilities

    perceive his role and responsibilities and participate and contribute positively to the growth and success o

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    the company. To invest in human resources continuously and be alive to there needs

    STRENGTH:

    The greatest strength of BHEL is its highly skilled and committed 43,300 employees. Every employee i

    given an equal opportunity to develop himself and grow in his career. Continuous training and retraining

    career planning, a positive work culture and participative style of management all these have engendere

    development of a committed and motivated workforce setting new benchmarks in terms of productivity

    quality and responsiveness.

    INDUSTRY SECTOR , DELHI:

    With a view to enhancing BHEL's capacity to offer integrated systems and to integrate under one umbrell

    the various products and systems Industry, Transmission and Transportations areas, Industry Sector (IS

    was formed in June, 1982 based on Business Sector concept.

    In order to give a focused emphasis to customers in industry segments, where BHEL is a major contributo

    of equipment to industries like cement, fertilizers, refineries, petrochemicals, steel, paper etc., all busines

    activities of BHEL were grouped under Industry sector and this sector was assigned the responsibility o

    offering a single-point Contact for marketing of industrial products and services for industry, transmissio

    and Transportations areas.

    Objectives and functions of Industry Sector are to develop marketing strategies and plans For future growt

    of business, to provide single point contact for marketing and sale of Related products and services, to

    ensure co-ordination with the Government agencies and various decision-making bodies with reference t

    business in this sector.

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    INTERNATIONAL OPERATIONS DIVISION, HARDWAR:

    With a view to providing single-point contact and satisfaction to overseas customers, the Idea of centralize

    export was implemented. The erstwhile activities of manufacturing units in the area of export were

    reorganized and brought under a single agency. Thus, Export Division was formed in 1975 under th

    corporate roof.

    This division was renamed as International Operation Division after the restructuring based on Busines

    sector concept in 1982. BHEL has, over the years, established its references in over 60 Countries of th

    world, ranging from United States in the west to New Zealand in the far East. These references encompas

    almost the entire products range of BHEL including turnkey power projects. This Division is headed b

    Executive Director (IO) and comprising of IO-Projects.

    MAJOR ACHIEVEMENTS OF BHEL

    Acquired certifications for Quality Management Systems (ISO 9001), Environmental Managemen

    Systems (ISO 14001) and Occupational Health & Safety Management Systems (OHSAS 18001).

    Installed equipment for over 90,000 MW of power generation.

    Supplied over 2,25,000 MVA transformer capacity and other equipment operating in Transmission &

    Distribution network up to 400 kV (AC & DC).

    Supplied over 25,000 Motors with Drive Control System to Power projects, Petrochemicals

    Refineries, Steel, Aluminum, Fertilizer, Cement plants, etc.

    Supplied Traction electrics and AC/DC locos to power over 12,000 km Railway network.

    Supplied over one million Valves to Power Plants and other Industries.

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    MANUFACTURING UNITS AND PRODUCT PROFILE

    BHEL is having fourteen manufacturing units in India as below :

    SL Name Of Unit Place Products

    1 Heavy Electrical

    Plant

    Bhopal Turbo Alternators, Steam Turbine, Heat

    Exchangers, Large Electrical Machines, Industrial &Traction Machines, Power Transformer, SwitchGear, Control gear, Rectifier, Capacitors

    2Heavy Electrical

    Equipment plant

    Hardwar Hydro & Steam Turbine, Generators, ElectricalMachines, Industrial Control Panels

    3 Central FoundryForge plant

    Hardwar Steel Castings, Steel Forgings, NF Castings

    4 Heavy PowerEquipment Plant

    Hyderabad Industrial Turbines, Gas Turbine, Pumps, Heaters,Compressors, Oil Rigs

    5 High PressureBoiler Plant

    Trichurappalli Boilers, Valves, Nuclear Steam GeneratingEquipments

    6 Boiler AuxiliariesPlant

    Ranipet Boiler Auxiliaries i.e. Air Pre-heater, ElectrostaticPrecipitator, Fans.

    7 Electro-Porcelain

    Division

    Bangalore Insulators, Bushings, Ceralin

    8 ElectronicsDivision

    Bangalore Control Equipment, Photovoltaic, Energy Meter,Defense Simulators

    9 Transformer Plant Jhansi Power Transformer, ESP Transformer, ACEMU

    Transformer, Bus Duct, Diesel Shunters, ACLocomotives up to 6500HP

    10 Insulator Plant Jagdishpur Insulators, Ceralin

    11Industrial valve

    plant

    Goindwal Industrial Valves

    12 ComponentFabrication Plant

    Rudrapur HAWM, SWHS, Solar Lantern

    13 CentralizedStamping Unit

    Jagdishpur

    14 Heavy EquipmentRepair Plant

    Varanasi

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    REPORT CARD MAKING

    OVERVIEW OF C++

    INTRODUCTION AND OVERVIEW

    The C++ programming language provides a model of memory and computation that closely matches that of

    most computers. In addition, it provides powerful and flexible mechanisms for abstraction; that is, lan-guage

    constructs that allow the programmer to introduce and use new types of objects that match the con-cepts of

    an application. Thus, C++ supports styles of programming that rely on fairly direct manipulation of hardware

    resources to deliver a high degree of efficiency plus higher-level styles of programming that rely on user-

    defined types to provide a model of data and computation that is closer to a humans view of the task being

    performed by a computer. These higher-level styles of programming are often called data abstraction,

    object-oriented programming, and generic programming.

    This paper is organized around the main programming styles directly supported by C++:

    The Design and Evolution of C++ describes the aims of C++ and the principles that guided it

    evolu-tion.

    The C Programming Model presents the C subset of C++ and other C++ facilities supporting

    tradi-tional systems-programming styles.

    The C++ Abstraction Mechanisms introduces C++s class concept and its use or defining

    new types that can be used exactly as built-in types, shows how abstract classes can be

    used to provide inter-faces to objects of a variety of types, describes the use of class

    hierarchies in object-oriented pro-gramming, and presents templates in support of generic

    programming.

    Large-Scale Programming describes namespaces and exception handling provided

    to ease the com-position of programs out of separate parts.

    The C++ Standard Library presents standard facilities such as I/O streams, strings,

    eaacch()) and support for numeric computation.

    To round off, a brief overview of some of the tasks that C++ has been used for and some suggestions for

    further reading are given.

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    THE DESIGN AND EVOLUTION OF C++

    C++ was designed and implemented by Bjarne Stroustrup (the author of this article) at AT&T Bell Labora-

    tories to combine the organizational and design strengths of Simula with Cs facilities for systems pro -

    gramming. The initial version of C++, called C with Classes [Stroustrup,1980], was first used in 1980; it

    supported traditional system programming techniques and data abstraction. The basic facili-ties for object-

    oriented programming were added in 1983 and object-oriented design and pro-gramming techniques were

    gradually introduced into the C++ community. The language was first made commercially available in 1985

    [Stroustrup,1986] [Stroustrup,1986b]. Facilities for generic programming) were added to the language in the

    1987-1989 time frame [Ellis,1990] [Stroustrup,1991].

    As the result of widespread use and the appearance of several independently-

    developed C++

    implementations, formal standardization of C++ started in 1990 under the auspices of the American Nationa

    Standards Institute, ANSI, and later the International Standards Organization, ISO, leading to a

    international standard in 1998 [C++,1998]. During the period of standardization the standards committe

    acted as an important focus for the C++ community and its draft standards acted as interim definitions of the

    language. As an active member of the standards committee, I was a key participant in the further evolu-tio

    of C++. Standard C++ is a better approximation to my ideals for C++ than were earlier versions. The desig

    and evolution of C++ is documented in [Stroustrup,1994] [Stroustrup,1996] and [Stroustrup,1997b]. Th

    language as it is defined at the end of the standardization process and the key design and programmin

    techniques it directly supports are presented in [Stroustrup,1997].

    C++ Design Aims

    C++ was designed to deliver the flexibility and efficiency of C for systems programming together wit

    Simulas facilities for program organization (usually referred to as object-oriented programming). Great car

    was taken that the higher-level programming techniques from Simula could be applied to the system

    programming domain. That is, the abstraction mechanisms provided by C++ were specifically designed t

    be applicable to programming tasks that demanded the highest degree of efficiency and flexibility.

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    Aims:

    C++ makes programming more enjoyable for serius programmers.

    C++ is a general purpose programming language that

    o Is a better c

    o Supports data abstraction

    o Spports object oriented programming.

    o Supports generic programming.

    Support for generic programming emerged late as an explicit goal. During most of the evolution of C++,

    presented generic programming styles and the language features that support them (4.4) under th

    heading of data abstraction.

    DESIGN PRINCIPLES

    In [Stroustrup,1994], the design rules for C++ are listed under the headings General rules, Design-

    support

    rules, Language-technical rules, and Low-level programming support rules:

    General Rules

    c++ evolution must be driven by driven problems

    c++ is a language, not a complete system.

    every feature must have a reasonabley obvius implementation.

    always provide a transition path.

    provide comprehensive support for each supported style.

    Note the emphasis on immediate utility in real-world applications and the respect for the skills and prefer

    ences of programmers implied by the last three points. From the start, C++ was aimed at programmer

    engaged in demanding real-world projects. Perfection was considered unattainable because needs, back

    grounds, and problems vary too much among C++ users. Also, notions of perfection change significant

    over the lifespan of a general-purpose programming language. Thus, feedback from user and implemente

    experience is essential in the evolution of a language.

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    Design Support Rules

    support sound design notions.

    provide facilities for program organization.

    say what you mean.

    all features must be affordable.

    The aim of C++ was to improve the quality of programs produced by making better design an

    program-ming techniques simpler to use and affordable. Most of these techniques have their root i

    Simula [Dahl,1970] [Dahl,1972] [Birtwistle,1979] and are usually discussed under the labels o

    object-oriented programming and object-oriented design. However, the aim was always to support

    range of design and programming styles. This contrasts to a view of language design that tries t

    channel all system building into a single heavily supported and enforced style (paradigm).

    Language Technique Rules:

    no implicit violations of the static type systems.

    provides as good support for user-defined types as for built in types.

    locality is good.

    avoid order dependencies.

    These rules must be considered in the context created of the more general aims. In particular, the desire fo

    a high degree of C compatibility, uncompromising efficiency, and immediate real-world utility counteract

    desires for complete type safety, complete generality, and abstract beauty.

    From Simula, C++ borrowed the notion of user-defined types and hierarchies of classes However, i

    Simula and many similar languages there are fundamental differences in the support provided for user

    defined types and for built-in types. For example, Simula does not allow objects of user-defined types to b

    allocated on the stack and addressed directly. Instead, all class objects must be allo-cated in dynami

    memory and accessed through pointers (called references in Simula). Conversely, built-in types can b

    genuinely local (stack-frame allocated), cannot be allocated in dynamic memory, and cannot be referred t

    by pointers. This difference in treatment of built-in types and user-defined types had serious efficienc

    implications. For example, when represented as a reference to an object allocated in dynamic memory,

    user-defined type such as coommpplleex incurs overheads in run-time and space that were deeme

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    unacceptable for the kind of applications for which C++ was intended. Also, the difference in style of usag

    would preclude uniform treatment of semantically similar types in generic programming (4.4).

    When maintaining a large program, a programmer must invariably make changes based of incomplet

    knowledge and looking at only a small part of the code. Consequently, C++ provides classes (4), name

    spaces and access control to help localize design decisions.

    Some order dependencies are unavoidable in a language designed for one-pass compilation. For exam

    ple, in C++ a variable or a function cannot be used before it has been declared. However, the rules for clas

    member names and the rules for overload resolution were made independent of declaration order to min

    mize confusion and error.

    Low Level Programming Support Rules:

    use traditional dumb linkers.

    no gratuitous incompatibilities with c.

    if in doubt, provide means for manual control.

    C++ was designed to be source-and-link compatible with C wherever this did not seriously interfere with

    C++s support for strong type checking. Except for minordetails, C++ has C [Kernighan,1978] [Ker-

    nighan,1988] as a subset. Being C-compatible ensured that C++ programmers immediately had a complete

    language and toolset available. It was also important that high-quality educational materials were available

    for C, and that C compatibility gave the C++ programmer direct and efficient access to a multitude of

    libraries. At the time when the decision to base C++ on C was made, C wasnt as prominent as it later

    became and language popularity was a minor concern compared to the flexibility and basic efficiency

    offered by C.

    However, C compatibility also leaves C++ with some syntactic and semantic quirks. For example, the C

    declarator syntax is far from elegant and the rules for implicit conversions among built-in types are chaotic.

    is also a problem that many programmers migrate from C to C++ without appreciating that radi-ca

    improvements in code quality are only achieved by similarly radical changes to programming styles.

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    THE C PROGRAMMING MODEL

    A fundamental property of computers in widespread use has remained remarkably constant: Memory is

    sequence of words or bytes, indexed by integers called addresses. Modern machines say, designe

    during the last 20 years have in addition tended to support directly the notion of a function call stack

    Further-more, all popular machines have some important facilities such as input-output that do not f

    well into the conventional byte- or word-oriented model of memory or computation. These facilities ma

    require special machine instructions or access to memory locations with peculiar semantics. Either way

    from a higher-level language point of view, the use of these facilities is messy and machine-architecture

    specific.

    C is by far the most successful language providing the programmer with a programming model tha

    closely matches the machine model. C provides language-level and machine-architecture-independen

    notions that directly map to the key hardware notions: characters for using bytes, integers for using words

    pointers for using the addressing mechanisms, functions for program abstraction, and an absence of con

    straining language features so that the programmer can manipulate the inevitable messy hardware-specifi

    details. The net effect has been that C is relatively easy to learn and use in areas where some knowledge o

    the real machine is a benefit. Moreover, C is easy enough to implement that it has become almost unive

    sally available.

    ARRAYS AND POINTERS

    A C array is simply a sequence of memory locations. For example:

    int v[10]; //an array of 10ints v[3] = 1;

    //assign 1 to v[3] int x = v[3]; //read from

    v[3]

    The subscript notation [] is used both in declarations to indicate an array and in expressions referring to

    elements of an array.

    A C pointer is a variable that can hold an address of a memory location. For example:

    innt* p; // p is a pointer to an int

    p = &v[7]; // assign the address of v[7] to p

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    *p = 4; // write to v[7] through p

    innt y = *p; // read from v[7] through p

    The pointer dereference (points to) notation * is used both in declarations to indicate a pointer and in

    expressions referring to the element pointed to.

    This can be represented graphically:

    p. . . . .

    v: 1 4 ......

    . . . . .0 1 2 3 4 5 6 7 8 9

    C++ adopted this inherently simple and close-to-the-machine notion of memory from C.

    CLASSES AND OBJECTS:

    an object-oriented programming languages like C++, the data and functions (procedures to manipulate the

    data) are bundled together as a self-contained unit called an object. A class is an extended concept similar

    to that of structure in C programming language; this class describes the data properties alone. In C++

    programming language, class describes both the properties (data) and behaviors (functions) of objects.

    Classes are not objects, but they are used to instantiate objects.

    Features of Class: Classes contain data known as members and member functions. As a unit, the

    collection of members and member functions is an object. Therefore, this unit of objects makes up a class.

    How to write a Class:

    In Structure in C programming language, a structure is specified with a name. The C++ programming

    language extends this concept. A class is specified with a name after the keyword class.

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    The starting flower brace symbol '{'is placed at the beginning of the code. Following the flower brace

    symbol, the body of the class is defined with the member functions data. Then the class is closed with a

    flower brace symbol '}' and concluded with a colon ';'.

    Sample Code

    1. class exforsys2. {3. data;4. member_functions;5. ...........6. };

    There are different access specifiers for defining the data and functions present inside a class.

    Access Specifiers:

    Access specifiers are used to identify access rights for the data and member functions of the class. There

    are three main types of access specifiers in C++ programming language:

    private

    public

    protected

    A private member within a class denotes that only members of the same class have accessibility. The

    private member is inaccessible from outside the class.

    Public members are accessible from outside the class.

    A protected access specifier is a stage between private and public access. If member functions defined

    in a class are protected, they cannot be accessed from outside the class but can be accessed from the

    derived class.

    When defining access specifiers, the programmer must use the keywords: private, public or protected when

    needed, followed by a semicolon and then define the data and member functions under it.

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    Creation of Objects:

    Once the class is created, one or more objects can be created from the class as objects are instance of the

    class.

    Just as we declare a variable of data type int as:

    int x;

    Objects are also declared as:

    class_name followed_by object_name;

    Example:

    exforsys e1;

    This declares e1 to be an object of class exforsys.

    For example a complete class and object declaration is given below:

    Sample Code

    1. class exforsys

    2. {

    3. private:

    4. int x,y;

    5. public:

    6. void sum()

    7. {

    8. ....

    9. ....

    10. }

    11. };

    12.

    13. void main()

    14. {

    15. exforsys e1;

    16. ....

    17. ....

    18. }

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    For example:

    Sample Code

    1. class exforsys

    2. {

    3. private:

    4. int x,y;

    5. public:

    6. void sum()

    7. {

    8. ....

    9. ....

    10. }

    11. }e1;

    The above code also declares an object e1 of class exforsys.

    It is important to understand that in object-oriented programming language, when a class is created no

    memory is allocated. It is only when an object is created is memory then allocated.

    FUNCTIONS

    A function is a group of statements that is executed when it is called from some point of the program. The

    following is its format:

    type name ( parameter1, parameter2, ...) { statements }where:

    type is the data type specifier of the data returned by the function.

    name is the identifier by which it will be possible to call the function.

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    parameters (as many as needed): Each parameter consists of a data type specifier followed by an

    identifier, like any regular variable declaration (for example: int x) and which acts within the function

    as a regular local variable. They allow to pass arguments to the function when it is called. The

    different parameters are separated by commas.

    statements is the function's body. It is a block of statements surrounded by braces { }.

    Here you have the first function example:

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    // function example

    #include

    using namespace std;

    int addition (int a, int b)

    {

    int r;

    r=a+b;

    return (r);

    }

    int main ()

    {

    int z;

    z = addition (5,3);

    cout

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    of the call to the function and the declaration of the function itself some code lines above:

    The parameters and arguments have a clear correspondence. Within the main function we called

    to addition passing two values: 5 and 3, that correspond to the int a and int bparameters declared for

    function addition.

    At the point at which the function is called from within main, the control is lost by main and passed to

    function addition. The value of both arguments passed in the call (5 and 3) are copied to the local

    variables int a and int b within the function.

    Function addition declares another local variable (int r), and by means of the expression r=a+b, it assigns

    to r the result of a plus b. Because the actual parameters passed for a and bare 5 and 3 respectively, the

    result is 8.

    The following line of code:

    return (r);

    finalizes function addition, and returns the control back to the function that called it in the first place (in this

    case, main). At this moment the program follows its regular course from the same point at which it was

    interrupted by the call to addition. But additionally, because the return statement in

    function addition specified a value: the content of variable r (return (r);), which at that moment had a value

    of 8. This value becomes the value of evaluating the function call.

    So being the value returned by a function the value given to the function call itself when it is evaluated, the

    variable z will be set to the value returned by addition (5, 3), that is 8. To explain it another way, you can

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    imagine that the call to a function (addition (5,3)) is literally replaced by the value it returns (8).

    The following line of code in main is:

    cout

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    This code creates a file called example.txt and inserts a sentence into it in the same way we are used to do

    with cout, but using the file stream myfile instead. But let's go step by step:

    Open a file

    The first operation generally performed on an object of one of these classes is to associate it to a real file.

    This procedure is known as to open a file. An open file is represented within a program by a stream object

    (an instantiation of one of these classes, in the previous example this was myfile) and any input or output

    operation performed on this stream object will be applied to the physical file associated to it.

    In order to open a file with a stream object we use its member function open():

    open (filename, mode);

    Where filename is a null-terminated character sequence of type const char * (the same type that string

    literals have) representing the name of the file to be opened, and mode is an optional parameter with a

    combination of the following flags:

    ios::in Open for input operations.

    ios::out Open for output operations.

    ios::binary Open in binary mode.

    ios::ateSet the initial position at the end of the file.

    If this flag is not set to any value, the initial position is the beginning of the file.

    ios::appAll output operations are performed at the end of the file, appending the content to the current

    content of the file. This flag can only be used in streams open for output-only operations.

    ios::truncIf the file opened for output operations already existed before, its previous content is deleted and

    replaced by the new one.

    All these flags can be combined using the bitwise operator OR (|). For example, if we want to open the

    file example.bin in binary mode to add data we could do it by the following call to member function open():

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    1

    2

    ofstream myfile;

    myfile.open ("example.bin", ios::out | ios::app | ios::binary);

    Each one of the open() member functions of the classes ofstream, ifstream and fstream has a default mode

    that is used if the file is opened without a second argument:

    class default mode parameter

    ofstream ios::out

    ifstream ios::in

    fstream ios::in | ios::out

    For ifstream and ofstream classes, ios::in and ios::out are automatically and respectively assumed, even if a

    mode that does not include them is passed as second argument to theopen() member function.

    The default value is only applied if the function is called without specifying any value for the mode

    parameter. If the function is called with any value in that parameter the default mode is overridden, not

    combined.

    File streams opened in binary mode perform input and output operations independently of any format

    considerations. Non-binary files are known as text files, and some translations may occur due to formatting

    of some special characters (like newline and carriage return characters).

    Since the first task that is performed on a file stream object is generally to open a file, these three classes

    include a constructor that automatically calls the open() member function and has the exact same

    parameters as this member. Therefore, we could also have declared the previous myfile object and

    conducted the same opening operation in our previous example by writing:

    ofstream myfile ("example.bin", ios::out | ios::app | ios::binary);

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    Combining object construction and stream opening in a single statement. Both forms to open a file are valid

    and equivalent.

    To check if a file stream was successful opening a file, you can do it by calling to member is_open() with no

    arguments. This member function returns a bool value of true in the case that indeed the stream object is

    associated with an open file, or false otherwise:

    if (myfile.is_open()) { /* ok, proceed with output */ }

    Closing a file

    When we are finished with our input and output operations on a file we shall close it so that its resources

    become available again. In order to do that we have to call the stream's member function close(). This

    member function takes no parameters, and what it does is to flush the associated buffers and close the file:

    myfile.close();

    Once this member function is called, the stream object can be used to open another file, and the file is

    available again to be opened by other processes.

    In case that an object is destructed while still associated with an open file, the destructor automatically calls

    the member function close().

    Text files

    Text file streams are those where we do not include the ios::binary flag in their opening mode. These files

    are designed to store text and thus all values that we input or output from/to them can suffer some

    formatting transformations, which do not necessarily correspond to their literal binary value.

    Data output operations on text files are performed in the same way we operated with cout:

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    // writing on a text file

    #include

    [file example.txt]

    This is a line.

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    #include

    using namespace std;

    int main () {

    ofstream myfile ("example.txt");

    if (myfile.is_open())

    {

    myfile

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    }

    myfile.close();

    }

    else cout

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    In order to reset the state flags checked by any of these member functions we have just seen we can use

    the member function clear(), which takes no parameters.

    get and put stream pointers

    All i/o streams objects have, at least, one internal stream pointer:

    ifstream, like istream, has a pointer known as the get pointer that points to the element to be read in the nex

    input operation.

    ofstream, like ostream, has a pointer known as the put pointer that points to the location where the next

    element has to be written.

    Finally, fstream, inherits both, the get and the put pointers, from iostream (which is itself derived from

    both istream and ostream).

    These internal stream pointers that point to the reading or writing locations within a stream can be

    manipulated using the following member functions:

    tellg() and tellp()

    These two member functions have no parameters and return a value of the member type pos_type, which i

    an integer data type representing the current position of the get stream pointer (in the case of tellg) or the

    put stream pointer (in the case of tellp).

    seekg() and seekp()

    These functions allow us to change the position of the get and put stream pointers. Both functions are

    overloaded with two different prototypes. The first prototype is:

    seekg ( position );

    seekp ( position );

    Using this prototype the stream pointer is changed to the absolute position position (counting from the

    beginning of the file). The type for this parameter is the same as the one returned by

    functions tellg and tellp: the member type pos_type, which is an integer value.

    The other prototype for these functions is:

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    seekg ( offset, direction );

    seekp ( offset, direction );

    Using this prototype, the position of the get or put pointer is set to an offset value relative to some specific

    point determined by the parameter direction. offset is of the member typeoff_type, which is also an integer

    type. And direction is of type seekdir, which is an enumerated type (enum) that determines the point from

    where offset is counted from, and that can take any of the following values:

    ios::beg offset counted from the beginning of the stream

    ios::cur offset counted from the current position of the stream pointer

    ios::end offset counted from the end of the stream

    The following example uses the member functions we have just seen to obtain the size of a file:

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    // obtaining file size

    #include

    #include

    using namespace std;

    int main () {

    long begin,end;

    ifstream myfile ("example.txt");

    begin = myfile.tellg();

    myfile.seekg (0, ios::end);

    end = myfile.tellg();

    myfile.close();

    cout

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    TECHNOLOGY AND SYSTEM FEASIBILITY

    The assessment is based on an outline design of system requirements in terms of Input, Processes, Output

    Fields, Programs, and Procedures. This can be quantified in terms of volumes of data, trends, frequency of

    updating, etc. in order to estimate whether the new system will perform adequately or not. Technological

    feasibility is carried out to determine whether the company has the capability, in terms of software,

    hardware, personnel and expertise, to handle the completion of the project. When writing a feasibility report

    the following should be taken to consideration:

    A brief description of the business

    The part of the business being examined

    The human and economic factor

    The possible solutions to the problems

    At this level, the concern is whether the proposal is both technically and legally feasible (assuming moderat

    cost).

    Economic Feasibility

    Economic analysis is the most frequently used method for evaluating the effectiveness of a new system.

    More commonly known as cost/benefit analysis, the procedure is to determine the benefits and savings tha

    are expected from a candidate system and compare them with costs. If benefits outweigh costs, then the

    decision is made to design and implement the system. An entrepreneur must accurately weigh the cost

    versus benefits before taking an action.

    Cost-based study: It is important to identify cost and benefit factors, which can be categorized as follows: 1.

    Development costs; and 2. Operating costs. This is an analysis of the costs to be incurred in the system and

    the benefits derivable out of the system.

    Time-based study: This is an analysis of the time required to achieve a return on investments. The future

    value of a project is also a factor.

    Legal Feasibility

    Determines whether the proposed system conflicts with legal requirements, e.g. a data processing system

    must comply with the local Data Protection Acts.

    http://en.wikipedia.org/wiki/Legallyhttp://en.wikipedia.org/wiki/Cost-benefit_analysishttp://en.wikipedia.org/wiki/Cost-benefit_analysishttp://en.wikipedia.org/wiki/Legally
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    Operational feasibility

    Operational feasibility is a measure of how well a proposed system solves the problems, and takes

    advantage of the opportunities identified during scope definition and how it satisfies the requirements

    identified in the requirements analysis phase of system development.[4]

    Schedule feasibility

    A project will fail if it takes too long to be completed before it is useful. Typically this means estimating how

    long the system will take to develop, and if it can be completed in a given time period using some methods

    like payback period. Schedule feasibility is a measure of how reasonable the project timetable is. Given our

    technical expertise, are the project deadlines reasonable? Some projects are initiated with specific

    deadlines. You need to determine whether the deadlines are mandatory or desirable.

    Other feasibility factors

    Market and real estate feasibility

    Market Feasibility Study typically involves testing geographic locations for a real estate development project

    and usually involves parcels of real estate land. Developers often conduct market studies to determine the

    best location within a jurisdiction, and to test alternative land uses for given parcels. Jurisdictions often

    require developers to complete feasibility studies before they will approve a permit application for retail,

    commercial, industrial, manufacturing, housing, office or mixed-use project. Market Feasibility takes into

    account the importance of the business in the selected area.

    Resource feasibility

    This involves questions such as how much time is available to build the new system, when it can be built,

    whether it interferes with normal business operations, type and amount of resources required,

    dependencies,

    Cultural feasibility

    In this stage, the project's alternatives are evaluated for their impact on the local and general culture. For

    example, environmental factors need to be considered and these factors are to be well known. Further an

    enterprise's own culture can clash with the results of the project.

    Financial feasibility

    In case of a new project,financial viability can be judged on the following parameters:

    Total estimated cost of the project

    http://en.wikipedia.org/wiki/Feasibility_study#cite_note-SAD-Global_Enterprise-3http://en.wikipedia.org/wiki/Feasibility_study#cite_note-SAD-Global_Enterprise-3http://en.wikipedia.org/wiki/Feasibility_study#cite_note-SAD-Global_Enterprise-3http://en.wikipedia.org/wiki/Culturehttp://en.wikipedia.org/wiki/Culturehttp://en.wikipedia.org/wiki/Feasibility_study#cite_note-SAD-Global_Enterprise-3
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    Financing of the project in terms of its capital structure, debt equity ratio and promoter's share of total

    cost

    Existing investment by the promoter in any other business

    Projected cash flow and profitability

    Output

    The feasibility study outputs the feasibility study report, a report detailing the evaluation criteria, the study

    findings, and the recommendations.

    TESTING METHODOLOGY

    Introduction

    Testing presents an interesting anomaly for the software engineer. During earlier software

    engineering activities, the engineer attempts to build software from an abstract concept to a

    tangible product. Now comes testing. The engineer creates a series of test cases that are

    intended to demolish the software that has been built. In fact testing is one step in the

    software process that could be viewed as destructive rather than constructive.

    Test objectives:

    Testing is a process of executing a program with the intent of finding an error.

    A good test case is one that has a high probability of finding an as-yet-undiscovered error.

    A successful test is one that uncovers an as-yet-discovered error.

    These objectives imply a dramatic change in view point. They move counter to the commonly held view that

    a successful test is one in which no errors are found. Our objective is to design tests that systematically

    uncover different classes of errors and to do so with a minimum amount of time and effort.

    If testing is conducted successfully, it will uncover errors in the software. As a secondary benefit, testing

    demonstrates that software functions appear to be working according to specification, that behavioral and

    performance requirements appear to have been met. In addition, data collected as testing provides a good

    indication of software reliability and some indications of software quality as a whole. But testing can not

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    show the absence of errors and defects, it can show only that software errors and defects are present. It is

    important to keep this statement in mind as testing is been conducted.

    Testing Principles:

    Before applying methods to design effective test cases, a software engineer must understand the basic

    principles that guide software testing. Some of the testing principles are:

    All tests should be traceable to customer requirements.

    Tests should be planned long before testing begins.

    Testing should begin In the small and progress towards testing In the large.

    Exhaustive testing is not possible.

    To be most effective, an independent third party should conduct testing.

    The checklist that follows provides a set of characteristics that lead to testable software.

    Operability

    Observe ability

    Controllability

    Decomposability

    Simplicity

    Stability

    Unit Testing

    Unit testing concentrates on each unit of the software as implemented in the source code. Unit testing

    involves verification of effort on the smallest unit of software design the software component or module.Using the component level design description as a guide, important control paths are tested to uncover

    errors within the boundary of the module. The relative complexity of tests and uncovered errors is limited by

    the constrained scope established for unit testing. The unit test is white box oriented, and the step can be

    conducted in parallel for multiple components.

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    Module Testing

    Module Testing is a systematic technique. All the similar units that are already tested are put together to

    form a module. Now the module is run and tested to confirm data communication and co-relation between

    each unit. This is the middle step of the overall testing and it should be carried out well before going for

    system testing so as to avoid serious errors.

    Integration Testing

    Integration testing is a systematic technique for constructing the program structure while at the same time

    conducting tests to uncover errors associated with interfacing. The objective is to take unit tested

    components and build a program structure that has been dictated by design.

    There is often a tendency to attempt non-incremental integration; that is, to construct the program using a

    big bang approach. All components are combined in advance. The entire program is tested as a whole.

    And chaos usually results. A set of errors is encountered. Correction is difficult because isolation of causes

    is complicated by the vast expense of the entire program. Once these errors are corrected, new ones

    appear and the process continues in a seemingly endless loop.

    Top-down Integration

    Top-down integration testing is an incremental approach to construction of program structure.

    Modules are integrated by moving downwards through the control hierarchy, beginning with the main contro

    module (main program). Modules subordinate (and ultimately subordinate) to the main control module

    incorporated into the structure in either a depth-first or breadth-first manner.

    Breadth-first integration would integrate all components on a major control path of the structure. Selection o

    a major path is somewhat arbitrary and depends on application specific characteristics.

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    Bottom-up Integration

    Bottom-up integration testing, as its name implies, begins construction and testing with atomic modules (i.e

    components in the lowest levels in the program structure). Because components are integrated from the

    bottom up, processing required for components subordinate to a given level is always available and the

    needs for stubs is eliminated.

    Alpha and Beta Testing

    It is virtually impossible fro a software developer to foresee how the customer will really use a program.

    Instructions for use may be misinterpreted; strange combination of data may be regularly used; output that

    seemed clear to the tester may be unintelligible to a user in the field.

    When custom software is built for one customer, a series of acceptance tests are conducted to enable the

    customer to validate all requirements. Conducted by the end-user rather than software engineers, an

    acceptance test can range from an informal test drive to a planned and systematically executed series of

    tests. In fact, acceptance testing can be conducted over a period of weeks or months, thereby uncovering

    cumulative errors that might degrade the system overtime.

    If software is developed as a product to be used by many customers, it is impractical to perform formal

    acceptance tests with each one.

    The alpha test is conducted at the developers site by a customer. The software is used in a natural setting

    with the developer looking over the shoulder of the user and recording error and usage problems. Alpha

    tests are conducted in a controlled environment.

    The beta test is conducted at one or more customer sites by the end-user of the software. Unlike alpha

    testing, the developer is generally not present. Therefore the beta test is a live application of the software

    in an environment that can not be controlled by the developer. The customer records all problems (real orimagined) that are encountered during beta testing and reports these to the developer at regular intervals.

    As a result of problems reported during beta tests, software engineers make modifications and then prepare

    for release of the software product to the entire customer base.

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    System Testing

    Software is incorporated with other system elements (e.g. hardware, people, information), and a series of

    system integration and validation tests are conducted. These tests fall outside the scope of the software

    process and not conducted solely by software engineers. However, steps taken during software design and

    testing can greatly improve the probability of successful software integration in the larger system.

    When an error is uncovered the software engineer should anticipate potential interfacing problems and

    Design error-handling paths that test all information coming from other elements of the system.

    Conduct a series of tests that simulate bad data other potential errors at the software interface.

    Record the results of tests to use as evidence.

    Participate in planning and design of system tests to ensure that software is adequately tested.

    System testing is actually a series of different tests whose primary purpose is to fully exercise the customer

    based system. Although each test has a different purpose, all work to verify that system elements have

    been properly integrated and perform allocated functions.

    Performance Testing

    For real-time and embedded systems, software that provides required function but does not conform to

    performance requirements is unacceptable. Performance testing is designed to test the run-time

    performance of software within the context of an integrated system. Performance testing occurs throughout

    all steps in the testing process. Even at the unit level, the performance of an individual module may be

    assessed as white-box tests are conducted. However it is not until all system elements are fully integratedthat the true performance of a system can be ascertained.

    Performance tests are often coupled with stress testing and usually require both hardware and software

    instrumentation. External instrumentation can monitor execution intervals, log events as they occur, and

    sample machine states on a regular basis. By instrumenting a system, the tester can uncover situations tha

    lead to degradation and possible system failure.

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    Implementation

    Implementation includes all the activities that take place to convert the existing (manual) system to the new

    computerized system. The implementation view of software requirement presents the real world

    manifestation of processing functions and information structures. An implementation model represents the

    current mode of operation that is the proposed allocation of all the system elements. The essential model of

    function is not explicitly indicated. This is the stage when you hand over the system to the user.

    The implementation phase consists of the following steps:

    Educating and training

    Detailing and new system

    Usage of new system

    Acceptance

    We have to take care about these points while handling over the new system to the user. User training

    about handling the system that is the hardware and the software are extremely important to minimize the

    complaints of the system failure from the user.

    SOFTWARE DEVELOPMENT LIFE CYCLE:

    systems development life cycle (sdlc) is a process used by a systems analyst to develop an information

    system, including requirements, validation, training, and user (stakeholder) ownership. any sdlc should

    result in a high quality system that meets or exceeds customer expectations, reaches completion within tim

    and cost estimates, works effectively and efficiently in the current and planned information

    technology infrastructure, and is inexpensive to maintain and cost-effective to enhance.[2]computer system

    are complex and often (especially with the recent rise of service-oriented architecture) link multiple

    traditional systems potentially supplied by different software vendors. to manage this level of complexity, a

    number of sdlc models or methodologies have been created, such as "waterfall"; "spiral"; "agile software

    development"; "rapid prototyping"; "incremental"; and "synchronize and stabilize".[3]

    sdlc models can be described along a spectrum of agile to iterative to sequential. agile methodologies, such

    as xp and scrum, focus on lightweight processes which allow for rapid changes along the development

    http://en.wikipedia.org/wiki/Systems_analysthttp://en.wikipedia.org/wiki/Information_systemhttp://en.wikipedia.org/wiki/Information_systemhttp://en.wikipedia.org/wiki/Requirementshttp://en.wikipedia.org/wiki/Verification_and_validationhttp://en.wikipedia.org/wiki/Traininghttp://en.wikipedia.org/wiki/Information_Technologyhttp://en.wikipedia.org/wiki/Information_Technologyhttp://en.wikipedia.org/wiki/Infrastructurehttp://en.wikipedia.org/wiki/Systems_Development_Life_Cycle#cite_note-1http://en.wikipedia.org/wiki/Systems_Development_Life_Cycle#cite_note-1http://en.wikipedia.org/wiki/Systems_Development_Life_Cycle#cite_note-1http://en.wikipedia.org/wiki/Service-Oriented_Architecturehttp://en.wikipedia.org/wiki/Waterfall_modelhttp://en.wikipedia.org/wiki/Spiral_modelhttp://en.wikipedia.org/wiki/Agile_software_developmenthttp://en.wikipedia.org/wiki/Agile_software_developmenthttp://en.wikipedia.org/wiki/Software_prototyping#Throwaway_prototypinghttp://en.wikipedia.org/wiki/Incremental_developmenthttp://en.wikipedia.org/wiki/Systems_Development_Life_Cycle#cite_note-2http://en.wikipedia.org/wiki/Systems_Development_Life_Cycle#cite_note-2http://en.wikipedia.org/wiki/Systems_Development_Life_Cycle#cite_note-2http://en.wikipedia.org/wiki/Agile_software_developmenthttp://en.wikipedia.org/wiki/Extreme_Programminghttp://en.wikipedia.org/wiki/Scrum_(development)http://en.wikipedia.org/wiki/Scrum_(development)http://en.wikipedia.org/wiki/Extreme_Programminghttp://en.wikipedia.org/wiki/Agile_software_developmenthttp://en.wikipedia.org/wiki/Systems_Development_Life_Cycle#cite_note-2http://en.wikipedia.org/wiki/Incremental_developmenthttp://en.wikipedia.org/wiki/Software_prototyping#Throwaway_prototypinghttp://en.wikipedia.org/wiki/Agile_software_developmenthttp://en.wikipedia.org/wiki/Agile_software_developmenthttp://en.wikipedia.org/wiki/Spiral_modelhttp://en.wikipedia.org/wiki/Waterfall_modelhttp://en.wikipedia.org/wiki/Service-Oriented_Architecturehttp://en.wikipedia.org/wiki/Systems_Development_Life_Cycle#cite_note-1http://en.wikipedia.org/wiki/Infrastructurehttp://en.wikipedia.org/wiki/Information_Technologyhttp://en.wikipedia.org/wiki/Information_Technologyhttp://en.wikipedia.org/wiki/Traininghttp://en.wikipedia.org/wiki/Verification_and_validationhttp://en.wikipedia.org/wiki/Requirementshttp://en.wikipedia.org/wiki/Information_systemhttp://en.wikipedia.org/wiki/Information_systemhttp://en.wikipedia.org/wiki/Systems_analyst
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    cycle. iterative methodologies, such as rational unified process and dynamic systems development method

    focus on limited project scope and expanding or improving products by multiple iterations. sequential or big

    design-up-front (bduf) models, such as waterfall, focus on complete and correct planning to guide large

    projects and risks to successful and predictable results[citation needed]. other models, such as anamorphic

    development, tend to focus on a form of development that is guided by project scope and adaptive iteration

    of feature development.

    in project management a project can be defined both with a project life cycle (plc) and an sdlc, during which

    slightly different activities occur. according to taylor (2004) "the project life cycle encompasses all the

    activities of the project, while the systems development life cycle focuses on realizing the

    product requirements".

    http://en.wikipedia.org/wiki/Iterative_and_incremental_developmenthttp://en.wikipedia.org/wiki/Rational_Unified_Processhttp://en.wikipedia.org/wiki/Dynamic_Systems_Development_Methodhttp://en.wikipedia.org/wiki/Waterfall_modelhttp://en.wikipedia.org/wiki/Wikipedia:Citation_neededhttp://en.wikipedia.org/wiki/Anamorphic_Developmenthttp://en.wikipedia.org/wiki/Anamorphic_Developmenthttp://en.wikipedia.org/wiki/Project_managementhttp://en.wikipedia.org/wiki/Project_life_cyclehttp://en.wikipedia.org/wiki/Projecthttp://en.wikipedia.org/wiki/Requirementhttp://en.wikipedia.org/wiki/Requirementhttp://en.wikipedia.org/wiki/Projecthttp://en.wikipedia.org/wiki/Project_life_cyclehttp://en.wikipedia.org/wiki/Project_managementhttp://en.wikipedia.org/wiki/Anamorphic_Developmenthttp://en.wikipedia.org/wiki/Anamorphic_Developmenthttp://en.wikipedia.org/wiki/Wikipedia:Citation_neededhttp://en.wikipedia.org/wiki/Waterfall_modelhttp://en.wikipedia.org/wiki/Dynamic_Systems_Development_Methodhttp://en.wikipedia.org/wiki/Rational_Unified_Processhttp://en.wikipedia.org/wiki/Iterative_and_incremental_development
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    HARDWARE REQUIREMENT:

    Intel(R)

    Pentium(R) 4 CPU 3.00GHz

    3.00GHz, 192 MB of RAM

    SOFTWARE REQUIREMENTS:

    OS: Microsoft Windows XP

    Turbo c++

    Activex

    COM/DCOM

    MMS

    Directshow

    REFERENCES:

    Wikipidea

    BHEL

    www.cplusplus.com

    http://en.wikipedia.org/wiki/Access_controlhttp://www.bhel.com/http://www.cplusplus.com/http://www.cplusplus.com/http://www.cplusplus.com/http://www.bhel.com/http://en.wikipedia.org/wiki/Access_control
  • 8/2/2019 Finl Bhel Report

    43/43