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Software Engineering Lab Manual

The Software Engineering Lab Manual for MCA (KCA-352) outlines the vision, mission, and quality policies of the Department of Computer Applications, emphasizing technical education and professional ethics. It details the course objectives, expected outcomes, and specific experiments related to software engineering, including requirements analysis, use case development, and testing methodologies. Additionally, it provides guidelines for laboratory conduct, sample projects, and recommended textbooks for students to enhance their learning experience in software engineering.

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0% found this document useful (0 votes)
2 views

Software Engineering Lab Manual

The Software Engineering Lab Manual for MCA (KCA-352) outlines the vision, mission, and quality policies of the Department of Computer Applications, emphasizing technical education and professional ethics. It details the course objectives, expected outcomes, and specific experiments related to software engineering, including requirements analysis, use case development, and testing methodologies. Additionally, it provides guidelines for laboratory conduct, sample projects, and recommended textbooks for students to enhance their learning experience in software engineering.

Uploaded by

akanksha.ece
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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SOFTWARE ENGINEERING LAB MANUAL

MCA (KCA- 352)

(II YEAR – 3rd SEM)


(2024-25)

DEPARTMENT OF COMPUTER APPLICATIONS


Department of Computer Applications

Vision

To be a department of excellence in technical education, widely known for the development


of competent and socially responsible professionals, entrepreneurs and researchers and
thereby succeed and contribute value to the knowledge-based economy and society.

Mission
M1: To impart established and contemporary technical knowledge.
M2: To synchronize concepts, logic and skills for effective decision making.
M3: To provide a conducive environment so as to achieve excellence in teaching-learning,
and research and development activities.
M4: To Develop professionals with application-oriented computing skills and ethical
practices.

Quality Policy
1. Promoting Innovation:
Encouraging creativity and innovation in software development, modeling, and design.
2. Ensuring Industry Relevance:
Aligning our lab practices, tools, and methodologies with the latest industry standards and
trends.
3. Fostering Skill Development:
Providing hands-on experience with modern software tools to enhance technical competence
and problem-solving abilities.
4. Maintaining Academic Excellence:
Adhering to best practices in teaching, evaluation, and continuous improvement of lab
activities to ensure high-quality learning outcomes.
5. Encouraging Professionalism and Ethics:
Instilling ethical practices, teamwork, and responsibility in students, preparing them for
professional challenges.
6. Ensuring Continuous Improvement:
Regularly reviewing and upgrading lab infrastructure, content, and methodologies to meet the
evolving demands of the software industry and academia.
Software Engineering Lab

Programme Educational Objectives (PEO):

1. Strong Theoretical Foundation:


Equip students with a solid understanding of software engineering principles and methodologies,
enabling them to design, develop, and manage complex software systems effectively.
2. Practical Skill Development:
Foster hands-on experience in applying theoretical knowledge through the use of modern tools,
technologies, and best practices in software development.
3. Problem-Solving and Critical Thinking:
Enhance the problem-solving and critical thinking abilities of students to analyze real-world
challenges and develop innovative and efficient software solutions.
4. Teamwork and Communication:
Develop collaborative skills by engaging students in team-based projects, improving their
communication, documentation, and project management capabilities.
5. Ethics and Professionalism:
Instill a sense of ethical responsibility and professionalism in software development, ensuring that
students are aware of the social, economic, and environmental impacts of their work.
6. Adaptability to Emerging Trends:
Prepare students to stay updated with emerging technologies, tools, and industry practices, fostering
lifelong learning and adaptability.
7. Quality Assurance and Testing Expertise:
Provide comprehensive knowledge of software testing methodologies to ensure the development of
robust and error-free software systems.
8. Industry Preparedness:
Enable students to meet the expectations of the software industry by emphasizing real-world
applications, case studies, and projects aligned with industry needs.

Programme Specific Outcomes (PSO):

1. Software Development Skills:


Apply software engineering principles, tools, and methodologies to design, develop, test, and maintain
software solutions for real-world problems.
2. Proficiency in Modeling and Design:
Demonstrate the ability to create effective system models, including use case diagrams, data flow
diagrams (DFDs), and entity-relationship (ER) diagrams, for analyzing and designing software
systems.
3. Testing and Quality Assurance:
Utilize modern testing techniques and tools to ensure software reliability, performance, and quality in
compliance with industry standards.
4. Team Collaboration and Agile Practices:
Work effectively in teams using Agile methodologies and project management tools to plan, execute,
and deliver software projects on time.
5. Version Control and Configuration Management:
Implement and manage version control systems like Git for effective collaboration and tracking of
software project changes.

6. Adaptability to Emerging Technologies:


Stay updated and proficient in adopting and applying emerging software technologies, frameworks,
and tools to meet evolving industry demands.

DEPARTMENT OF COMPUTER APPLICATIONS Page 3


Software Engineering Lab
7. Ethical and Responsible Computing:
Develop software solutions considering ethical standards, sustainability, and societal impacts,
adhering to professional responsibilities.

PROGRAM OUTCOMES (POs)

1. PO1 (Foundation Knowledge): Apply knowledge of mathematics, programming logic and coding
fundamentals for solution architecture and problem solving.
2. PO2 (Problem Analysis): Identify, review, formulate and analyze problems for primarily focusing
on customer requirements using critical thinking frameworks.
3. PO3 (Development of Solutions): Design, develop and investigate problems as an innovative
approach for solutions incorporating ESG/SDG goals.
4. PO4 (Modern Tool Usage): Select, adapt and apply modern computational tools such as
development of algorithms with an understanding of the limitations including human biases.
5. PO5 (Individual and Teamwork): Function and communicate effectively as an individual or a
team leader in diverse and multidisciplinary groups. Use methodologies such as agile.
6. PO6 (Project Management and Finance): Use the principles of project management such as
scheduling, work breakdown structure and be conversant with the principles of Finance for profitable
project management.
7. PO7 (Ethics): Commit to professional ethics in managing software projects with financial aspects.
Learn to use new technologies for cyber security and insulate customers from malware
8. PO8 (Life-long learning): Change management skills and the ability to learn, keep up with
contemporary technologies and ways of working.

KCA352: Software Engineering Lab


Course Outcome ( CO) Bloom’s Knowledge Level (KL)
At the end of course, the student will be able to understand
CO 1 Identify ambiguities, inconsistencies and incompleteness from a requirements K2, K4
specification and state functional and non-functional requirement.
CO 2 Identify different actors and use cases from a given problem statement K3, K5
and draw use case diagram to associate use cases with different types of
relationship.
CO 3 Draw a class diagram after identifying classes and association among them. K4, K5
CO 4 Graphically represent various UML diagrams and associations among them K4, K5
and identify the logical sequence of activities undergoing in a system, and
represent them pictorially.
CO 5 Able to use modern engineering tools for specification, design, implementation K3, K4
and testing.

DEPARTMENT OF COMPUTER APPLICATIONS Page 4


Software Engineering Lab

DEPARTMENT OF COMPUTER APPLICATIONS

GENERAL LABORATORY INSTRUCTIONS

1. Students are advised to come to the laboratory at least 5 minutes before (to starting time), those
who come after 5 minutes will not be allowed into the lab.
2. Plan your task properly much before to the commencement, come prepared to the lab with
the synopsis / program / experiment details.
3. Student should enter in to the laboratory with:
a. Laboratory observation notes with all the details (Problem statement, Aim, Algorithm, Procedure,
Program, Expected Output, etc.,) filled in for the lab session.
b. Laboratory Record updated up to the last session experiments and other utensils (if any) needed in
the lab.
c. Proper Dress code and Identity card.
4. Sign in the laboratory login register, write the TIME-IN, and occupy the computer system allotted
to you by the faculty.
5. Execute your task in the laboratory, and record the results / output in the lab observation
notebook, and get certified by the concerned faculty.
6. All the students should be polite and cooperative with the laboratory staff, must maintain the
discipline and decency in the laboratory.
7. Computer labs are established with sophisticated and high-end branded systems, which should
be utilized properly.
8. Students / Faculty must keep their mobile phones in SWITCHED OFF mode during the lab
sessions. Misuse of the equipment, misbehaviors with the staff and systems etc., will attract severe
punishment.
9. Students must take the permission of the faculty in case of any urgency to go out; if anybody found
loitering outside the lab / class without permission during working hours will be treated seriously and
punished appropriately.
10. Students should LOG OFF/ SHUT DOWN the computer system before he/she leaves the lab after
completing the task (experiment) in all aspects. He/she must ensure the system / seat is keptproperly.

Head of the Department Director

DEPARTMENT OF COMPUTER APPLICATIONS Page 5


Software Engineering Lab

II Year MCA- 3rd Sem L/T/P


0/0/3

SOFTWARE ENGINEERING LAB (KCA-352)

Objectives:

1. Requirement Analysis:
Learn to identify ambiguities, inconsistencies, and incompleteness in a requirements specification and
state functional and non-functional requirements effectively.
2. Use Case Development:
Understand and identify different actors and use cases from a problem statement and draw a use case
diagram, showcasing the relationships between use cases and actors.
3. Class Diagram Design:
Develop class diagrams by identifying classes and associations among them, categorizing them as
weak or strong.
4. UML Diagram Representation:
Gain expertise in graphically representing various UML diagrams (e.g., activity diagrams, sequence
diagrams, state charts) and understand their logical sequence and associations.
5. Modern Engineering Tools Utilization:
Use modern engineering tools to design, specify, implement, and test software systems.
6. Comprehensive System Understanding:
Visualize and document the system design comprehensively through SRS preparation, UML
modeling, and deployment diagrams.

WEEK 1: Development of problem statements.

WEEK 2: Preparation of Software Requirement Specification Document, Design Documents and


Testing Phase related documents.

WEEK 3: Preparation of Software Configuration Management and Risk Management related


documents.

WEEK 4: Study and usage of any Design Phase CASE tool.

WEEK 5: Performing the Design by using any Design phase CASE tools.

WEEK 6: Develop test cases for unit testing and integration testing.

WEEK 7: Develop test cases for various white box and black box testing techniques.

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Software Engineering Lab

Sample Projects:
1. Passport automation System
2. Book Bank
3. Online Exam Registration
4. Stock Maintenance System
5. Online course reservation system
6. E-ticketing
7. Software Personnel Management System
8. Credit Card Processing
9. E-book management System.
10. Recruitment system

TEXT BOOKS:
1. Software Engineering, A practitioner’s Approach- Roger S. Pressman, 6th edition,
McGraw Hill International Edition.
2. Software Engineering-Sommerville, 7th edition, Pearson Education.
3. The unified modeling language user guide Grady Booch, James Rambaugh,
Ivar Jacobson, Pearson Education.

REFERENCE BOOKS:
1. Software Engineering, an Engineering approach- James F. Peters, Witold Pedrycz, John Wiley.
2. Software Engineering principles and practice-Waman S Jawadekar

COURSE OUTCOMES:
 Ability to translate end-user requirements into system and software requirements
 Ability to generate a high-level design of the system from the software requirements
 Will have experience and/or awareness of testing problems and will be able to develop a
simple testing report
 Understand and develop various structure and behavior UML diagrams.
 Explain the knowledge of project management tool Demonstrate how to manage file
using Project Libre project management tool.

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DEPARTMENT OF COMPUTER APPLICATIONS


SOFTWARE ENGINEERING Lab Manual (KCA - 352)

TABLE OF CONTENTS

EXP NAME OF THE EXPERIMENT: PAGE


NO: NO:
1 Development of problem statements 1-2
2 Preparation of Software Requirement Specification Document, Design
3-4
Documents and Testing Phase related documents

3 Preparation of Software Configuration Management and Risk Management 5-6


related documents
4 Study and usage of any Design phase CASE tool 7-7
5 Performing the Design by using any Design phase CASE tools 8-17

6 Develop test cases for unit testing and integration testing 18-19

7 Develop test cases for various white box and black box testing techniques 20-22

Department of Computer Applications Page 9


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WEEK 1

AIM: To develop problem statements for a library management system.

Problem Statement:
Statement of a current issue/problem that requires timely action to improve the situation.
Process Flow of Library Management System:
A Book Bank lends books and magazines to member, who is registered in the system.
Also it handles the purchase of new titles for the Book Bank.
Popular titles are brought into multiple copies.
Old books and magazines are removed when they are out or date or poor in condition.
A member can reserve a book or magazine that is not currently available in the book bank, so that when it is
returned or purchased by the book bank, that person is notified.
The book bank can easily create, replace and delete information about the tiles, members, loans and reservations
from the system.

Components:
Problem
Proposed Solution
Solution(s) and its implementation steps

Roles & Responsibilities:


a) Librarian:
Admin
Adding & modifying books etc.
Inventory maintenance

b) Member:
Registered users
Search available books
Order & book return

c) System:
Notifications for overdue, availability of book etc.

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I Inputs:
Author Name
Published Year
Price
Book ID
User details like id, password for logging in
Communication Details

Problems/Constraints:
Updating difficulties on account of adding of new books regularly.
Faster due date notification(s).
Internet Bandwidth
Unavailability of e-books

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WEEK 2

AIM:
Preparation of Software Requirement Specification Document, Design Documents and Testing Phase Related
documents.
Preparation of Software Requirement Specification Document:

Users Characteristics:
Student: They are the people who desire to obtain the books and submit the information to the
database.
Librarian: He has the certain privileges to add the books and to approval of the reservation of books.
System Modules:
Log in: Secure registration of student and librarian by filling online registration form.

Book bank: Book bank contains all the books. New book added to the book bank with book no, title
name, author, edition, publisher name details to the database. Any book is deleted if damaged. Update
of the book information also done.
Operations: student and administrator perform their operations like add book, delete book, update
information, view book details are implemented in log in Web Pages.
Non-functional requirements:
Privacy: privacy maintained for each and every user by providing user credentials username
and password.
Portability: installation on multiple platforms and execution of software.

Design Document:
Algorithm, Data Structure, Architecture and other support Information is maintained in a design
document.
Diagrams:

a. Use Case:
System details summary & all users in the system.
b. Activity:
System behavior (inclusive of dynamic aspects).

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c. Sequence:
Message flow with the time stamp.
d. Class:
System Structure (Name, Attributes, Operations).
e. State Chart:
States specific to components/objects of a system.
f. Deployment:
System architecture with respect to execution.
Test Plan Document:
Test plan document contains all the catalog information of test strategies, objectives, schedule,
estimations and resources required to complete the project.
A “Test Case” refers to the actions required to verify a specific feature or functionality in software
testing.
Test Case Design Template:

Test Description: Test Expected Actual Pre- Pass/Fail: Remarks:


Case Steps: Results: Results: Requisites:
ID:

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WEEK 3

AIM:
Preparation of Software Configuration Management and Risk Management related documents for library
management system.
Preparation of Software Configuration Management
Forms basis for End User License Agreement (EULA).
All the compatibilities of implementing the system can be known.
Software Requirements:

Operating System: Windows 7/10


Front end : J2EE
Back end : MySQL Server

IDE used : NetBeans

Hardware Requirements:

Processor: i3 or higher
RAM : 4 GB
Hard Disk drive: 500 GB

Risk Management:

Relates to the factors that have negative impact on the software project.

Categorized into

i. Known risks

ii. Unknown risks

Known risks are the “predictable” risks that can be easily categorized.

Example: Staffing, Code errors etc.


Unknown risks are the “unpredictable” risks that cannot be identified and categorized easily.

Example: Natural disasters, epidemic, recession etc.

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WEEK 4

AIM:
Study and usage of any Design phase CASE tool

Design phase CASE tool:


CASE Tool: STARUML

How to Install StarUML on Windows 10


Star UML is a UML (Unified Modeling Language) tool introduced by MKLab. It is an open-
source modeling tool that supports the UML framework for system and software modeling.
StarUML is based on UML version 1.4, which provides 11 different types of diagrams and it
accepts UML 2.0 notation. Version 2.0 was released for beta testing under a property license.

StarUML is actively supporting the MDA (Model Driven Architecture). It supports the UML
profile concept and allowing it to generate code for multiple languages. It also provides a number
of bug fixes and improved compatibility with the modern versions of the Windows Operating
System.

StarUML is mostly used by the Agile and small development teams, professional persons and used
by the educational institutes.

Features of StarUML:

1. It supports multi-platform such as Mac OS, Windows, and Linux.


2. It involves UML 2.x.standard compliant.
3. Includes Entity-Relationship Diagram (ERD), Data-Flow Diagram (DFD) and
Flowchart diagrams.
4. It creates multiple windows.
5. It has modern UX and dark and light themes.
6. Featured with retina (High-DPI) display support.
7. Includes model-driven development.
8. It has open Application Programming Interface (API).
9. Supports various third-party extensions.
10. Asynchronous model validation.
11. It can export to HTML docs.

Steps to Download and Install StarUML

Step 1: Go on the browser, type in the URL “StarUML”.


Step 2: Click on the very first search “Download-
StarUML”.
Step 3: There will be 3 Operating Systems (OS) options, click on the option as per the devise OS.
Step 4: Now, right-click on the downloaded file, select “Show in Folder” option.
Step 5: Click on the open file, a popup window opens, click on the “Yes” button.
Step 6: Installation gets start. After installation popup opens to ask to buy a license. If you
want to click on the “Buy Now” button or else close that window. StarUML is ready to use.

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Week 5

Aim: To design performance using Design phase CASE Tool.


CASE Tool: StarUML
Use Case Diagrams:
The book bank use cases are:
1. book_issue
2. book_return
3. book_order
4. book_entry
5. search book_details

Actors Involved:
1. Student
2. Librarian
3. Vendor
I) Usecase Name: Search Book_Details
The librarian initiates this use case when any member returns or request the book and checking ifthe
book is available.
Precondition: The librarian should enter all Book details.
Normal Flow: Build message for librarian who search the book.
Post Condition: Send message to respective member who reserved the book.

II) Usecase Name: Book_ Issue


Initiated by librarian when any member wants to borrow the desired book. If the book is
available, the book is issued.
Precondition: Member should be valid member of library.
Normal Flow: Selected book will be issued to the member.
Alternative Flow: If book is not available then reserved book use case should be initiate. Post
Condition: Update the catalogue.

III) Usecase Name: Book_Order


Initiated by librarian when the requested book is not available in the library at that moment. The book
is reserved for the future and issued to the person when it is available.
Precondition: Initiated only when book is not available.
Normal Flow: It reserved the book if requested.
Post Condition: Mention the entry in catalogue for reservation.

IV) Usecase Name: Book_Return


Invoked by the librarian when a member returns the book.
Precondition: Member should be valid member of library.
Normal Flow: Librarian enters bookid and system checks for return date of the book.
AlternativeFlow: System checks for return date and if it returned late fine message will be displayed.
Post Condition: Check the status of reservation.

V) Usecase Name: Book_Entry


The purchase book use-case when new books invoke it or magazines are added to the library.
Precondition: Not available or more copies are required.
Normal Flow: Enter bookid, author information, publication information, purchased date, prize
and number of copies.
Post Condition: Update the information in catalogue.

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Figure 1. Use case diagram for Book Bank System

Activity Diagrams:

They are used to describe the business and operational step-by-step workflows of components in
a system.
An activity diagram shows the overall flow of control.

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Figure 2. Activity Diagram for Book Bank System [borrow book]

An activity is shown as a rounded box containing the name of the operation. This activity
diagram describes the behavior of the system.

Figure 3. Activity Diagram for Book Bank System [order book]

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Figure 4. Activity Diagram for Book Bank System [Return book]

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Sequence Diagram:
A sequence diagram represents the sequence and interactions of a given USE-CASE or scenario.
Sequence diagrams can capture most of the information about the system.

Most object-to-object interactions and operations are considered events and events include signals, inputs,
decisions, interrupts, transitions and actions to or from users or external devices.

An event also is considered to be any action by an object that sends information. The event line represents
a message sent from one object to another, in which the “form” object is requesting an operation be
performed by the “to” object.

The “to” object performs the operation using a method that the class contains. It is also represented by the
order in which things occur and how the objects in the system send message to one another.

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Figure 5. Sequence Diagram for Book Issue & Return

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Collaboration Diagram:

Figure 6. Collaboration Diagram for Book Issue & Return

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Class Diagram:

The class diagram, also referred to as object modeling is the main static analysis diagram.
The main task of object modeling is to graphically show what each object will do in the
problemdomain.
The problem domain describes the structure and the relationships among objects.

The ATM system class diagram consists of five classes:

1. Student
2. Book
3. Issue
4. Return
5. Vendor
6. Details

1) Student:
It consists of twelve attributes and three operations.
The attributes are enroll no, name, DOB, father name, address, dept name, batch and
book limits.
The operations of this class are addStInfo(), deleteStInfo(), modifyStInfo().

2) Book:
It consists of ten attributes and four operations.
This class is used to keep book information such as author, title, vendor, price, etc.

3) Issue:
It consists of eight attributes and two operations to maintain issue details such as, issuedate,
acc no of issued book, name of the student who borrowed book.
4) Return:
It consists of eight attributes and two operations to maintain issue details such as, issuedate,
acc no of issued book, name of the student who borrowed book.
5) Students:
The attributes of this class are name, dept, year, bcode no.
The operation is display students ().
6) Details:
The attributes of this class are book name, author, bcode no. The operations are delete
details().

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Figure 7. Class Diagram for Book Bank System

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State Chart Diagram

It consists of state, events and activities. State diagrams are a familiar technique to describe the
behavior of a system. They describe all of the possible states that a particular object can get into and
how the object's state changes as a result of events that reach the object.

Figure 8. State Chart Diagram for Book Bank System

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Week 6

Aim: To develop test cases for unit testing and integration testing.

Unit Testing:
It is a software development process in which the smallest testable parts of an application,
called “units”, are individually scrutinized for proper operation.
Software developers and sometimes QA staff complete unit tests during the development process.

Integration Testing:
It is a type of software testing where components of the software are gradually integrated and then
tested as a unified group.
Usually, these components are already working well individually, but they may
break when integrated with other components.

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Week 7

Aim: To develop test cases for various white box and black box testing techniques.

White Box Testing:


It is a form of application testing that provides the tester with complete knowledge of the application
Being tested, including access to source code and design documents.
Black Box Testing:
It is a form of testing that is performed with no knowledge of a system's internals, can be carried out
to evaluate the functionality, security, performance, and other aspects of an application.

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