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Transcript of CT and ST LAB Manual
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Introducing the UML (Unified Modeling Language)
The Unified Modeling Language (UML) is a standard language for specifying,
visualizing, constructing, and documenting the artifacts of software systems, as well as for
business modeling and other non-software systems. The UML represents a collection of best
engineering practices that have proven successful in the modeling of large and complex
systems The UML is a very important part of developing object oriented software and the
software development process.
Goals of UML
The primary goals in the design of the UML are:
1.
Provide users with a ready-to-use, expressive visual modeling language so
they can develop and exchange meaningful models.
2. Provide extensibility and specialization mechanisms to extend the
core concepts.
3. Be independent of particular programming languages and
development processes.
4. Provide a formal basis for understanding the modeling language.
5. Encourage the growth of the OO tools markets.6. Integrate best practices.
Principles of Modeling
1. The choice of what models to create has a profound influence on how a problem
is attacked and how a solution is shaped.
2. Every model may be expressed at different levels of precision.
3. The best models are connected to reality.
4. No single model is sufficient. Every nontrivial system is best approached througha small set of nearly independent models.
Software Architecture
The software system is not only concerned with structure and behavior, but also with
usage, functionality, performance, resilience, reuse, comprehensibility, economic and
technology constraints and trade-offs, and aesthetic concerns.
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The above figure shows the architecture of a software-intensive system which is best
described by those five interlocking views. Each view is a projection into the organization
and structure of the system, focused on a particular aspect of that system.
Any real world system is used by different users. The users can be developers, testers,
business people, analysts and many more. So before designing a system the architecture is
made with different perspectives in mind. The most important part is to visualize the system
from different viewers perspective. The better we understand the better we make the system.
UML plays an important role in defining different perspectives of a system.
These perspectives are:
Design
Implementation
Process
Deployment
And the centre is the Use Case view which connects all these four. A Use case
represents the functionality of the system. So the other perspectives are connected with use
case.
Design of a system consists of classes, interfaces and collaboration. UML provides class
diagram, object diagram to support this. Implementation defines the components assembled
together to make a complete physical system. UML component diagram is used to support
implementation perspective.
Process defines the flow of the system. So the same elements as used in Design are also
used to support this perspective.
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The implementation viewof a system encompasses the components and files that are
used to assemble and release the physical system.
Deployment represents the physical nodes of the system that forms the hardware. UML
deployment diagram is used to support this perspective.
VIEW PRIMITIVE FUNCTIONALITY
===============================================================
Use case view ------------ Behavior of the system.
Design view ------------ Vocabulary & functionality of the system.
Process view ------------ Performance, Scalability and Throughput of the system.
Implementation view ------------ System assembly and Configuration Management.
Deployment view ----------- Distribution, Delivery and Installation of parts that
make up the physical system.
Introduction
The unified modeling language (UML) is a standard language for writing software blue
prints.
The UML is a language for
Visualizing
Specifying
Constructing
Documenting
The artifacts of a software system: UML is a language that provides vocabulary and the rules for combing words in that
vocabulary for the purpose of communication
A modeling language is a language whose vocabulary and rules focus on the concept and
physical representation of a system.
Vocabulary and rules of a language tell us how to create and real well formed models,
but they dont tell you what model you should create and when should create them.
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Visualizing:
The UML is more than just a bunch of graphical symbols. In UML each symbol has
well defined semantics. In this manner one developer can write a model in the UML and
another developer or even another tool can interpret the model unambiguously.
Specifying:
UML is used for specifying means building models that are precise, unambiguous and
complete. UML addresses the specification of all the important analysis, design and
implementation decisions that must be made in developing and deploying a software
intensive system.
Constructing:
UML is not a visual programming language but its models can be directly connected
to a variety of programming languages. This means that it is possible to map from a model in
the UML to a programming language such as java, c++ or Visual Basic or even to tables in a
relational database or the persistent store of an object-oriented database. This mapping
permits forward engineering. The generation of code from a UML model into a programming
language. The reverse engineering is also possible you can reconstruct a model
from an implementation back into the UML.
Documenting:
UML is a language for Documenting. A software organization produces all sorts of
artifacts in addition to raw executable code. These artifacts include Requirements,
Architecture, Design, Source code, Project plans, Test, Prototype, and Release. Such artifacts
are not only the deliverables of a project, they are also critical in controlling, measuring and
communicating about a system during its development and after its deployment.
Conceptual model of the UML:
To understand the UML, we need to form a conceptual model of the language and this
requires learning three major elements.
The UML Basic Building Blocks.
The Rulesthat direct how those building blocks may be put together.
Some common mechanismsthat apply throughout the UML. As UML describes the real
time systems it is very important to make a conceptual model and then proceed gradually.
Conceptual model of UML can be mastered by learning the following three major elements:
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UML building blocks
Rules to connect the building blocks
Common mechanisms of UML
UML building blocks. The building blocks of UML can be defined as:
Things
Relationships
Diagrams
Things:
Things are the most important building blocks of UML. Things can be:
Structural
Behavioral
Grouping
Annotational
Structural things:
The Structural things define the static part of the model. They represent physical a
conceptual elements. Following are the brief descriptions of the structural things.
Class:
Class represents set of objects having similar responsibilities.
Interface:
Interface defines a set of operations which specify the responsibility of a class
Use case:
Use case represents a set of actions performed by a system for a specific goal.
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Collaboration:
Collaborationdefines an interaction and is a society of roles and other elements that
work together to provide some cooperative behavior that's bigger than the sum of all the
elements.
Active class:An active class is a class whose objects own one or more processes or threads and
therefore can initiate control activity.
Component:
Component describes physical part of a system.
Node:
A node can be defined as a physical element that exists at run time.
Behavioral things:
A behavioral thing consists of the dynamic parts of UML models. Following are the
behavioral things:
Interaction:
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Interaction is defined as a behavior that consists of a group of messages exchanged
among elements to accomplish a specific task.
State machine:
State machine is useful when the state of an object in its life cycle is important. It
defines the sequence of states an object goes through in response to events. Events are
external factors responsible for state change.
Grouping things:
Grouping things can be defined as a mechanism to group elements of a UML model
together. There is only one grouping thing available.
Package:Package is the only one grouping thing available for gathering structural and
behavioral things.
Annotational things:
Annotational things can be defined as a mechanism to capture remarks, descriptions,
and comments of UML model elements. Note is the only one Annotational thing available.
Note:
A note is used to render comments, constraints etc of an UML element.
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Relationships in UML:
Relationship is another most important building block of UML. It shows how
elements are associated with each other and this association describes the functionality of an
application. There are four kinds of relationships available.
Dependency:- A dependency is a semantic relationship between two things in which a
change to one thing(independent thing) may affect the semantics of the other thing
(dependent thing).Graphically, a dependency is rendered as a dashed line, possibly
directed.
Association:- An association is a structural relationship that describes a set of links, a
link being a connection among objects. Graphically, an association is rendered as a solid
line, possibly directed, often containing other adornments, such as multiplicity and role
names.
Generalization:- A generalization is a specialization/ generalization relationship in
which objects of the specialized element are substitutable for objects of the generalized
element. Graphically, a generalization relationship is rendered as a solid line with a
hollow arrowhead pointing to the parent.
Realization:- A realization is a semantic relationship between classifiers, wherein one
classifier specifies the contract that another classifier guarantees to carry out. Graphically,
a realization is rendered as a cross between a generalization and a dependency
relationship.
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UML Diagrams:
UML diagrams are the ultimate output of the entire discussion. All the elements,
relationships are used to make a complete UML diagram and the diagram represents a
system. The visual effect of the UML diagram is the most important part of the entire
process. All the other elements are used to make it a complete one.
UML includes the following nine diagrams and the details are described in the following
Class diagram
Object diagram
Use case diagram
Sequence diagram
Collaboration diagram
Activity diagram
State chart diagram
Deployment diagram
Component diagram
Structural Diagrams
i)Class Diagram:
Class Diagram models class structure and contents using design elements such as
classes, packages and objects. It also displays relationships such as containment, inheritance,
associations and others.
Class diagrams are widely used to describe the types of objects in a system and their
relationships. Class diagrams model class structure and contents using design elements such
as classes, packages and objects. Class diagrams describe three different perspectives when
designing a system, conceptual, specification, and implementation.
These perspectives become evident as the diagram is created and help solidify the
design. This example is only meant as an introduction to the UML and class diagrams.
Classes are composed of three things: a name, attributes, and operations. Below is an
example of a class.
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Class diagrams also display relationships such as containment, inheritance,
associations and others. Below is an example of an associative relationship:
The association relationship is the most common relationship in a class diagram. The
association shows the relationship between instances of classes. For example, the class Order
is associated with the class Customer. The multiplicity of the association denotes the number
of objects that can participate in then relationship. For example, an Order object can be
associated to only one customer, but a customer can be associated to many orders.
Another common relationship in class diagrams is a generalization. A generalization
is used when two classes are similar, but have some differences. Look at the generalization
below:
In this example the classes Corporate Customer and Personal Customer have somesimilarities such as name and address, but each class has some of its own attributes and
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operations. The class Customer is a general form of both the Corporate Customer and
Personal Customer classes. This allows the designers to just use the Customer class for
modules and do not require in-depth representation of each type of customer.
ii)Object Diagram:Object Diagram shows a set of objects and their relationships at a point in time.
Graphically, an object diagram is a collection of vertices and arcs.
An Object Diagram is essentially an instance of a class diagram. Both Component
Diagrams and Deployment Diagrams are considered to be special kinds of object diagrams. A
well-structured object diagram is focused on communicating one aspect of a systems static
design view. Object Diagrams reflect some of the concrete or prototypical objects that live in
running system.
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Physical Diagrams
Component Diagram and Deployment Diagram:
There are two types of physical diagrams: deployment diagrams and component
diagrams. Deployment diagrams show the physical relationship between hardware andsoftware in a system. Component diagrams show the software components of a system and
how they are related to each other. These relationships are called dependencies.
The deployment diagram contains nodes and connections. A node usually represents a
piece of hardware in the system. A connection depicts the communication path used by the
hardware to communicate and usually indicates a method such as TCP/IP.
Component Diagram
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Deployment Diagram
The component diagram contains components and dependencies. Components
represent the physical packaging of a module of code. The dependencies between the
components show how changes made to one component may affect the other components in
the system. Dependencies in a component diagram are represented by a dashed line between
two or more components. Component diagrams can also show the interfaces used by the
components to communicate to each other.
The combined deployment and component diagram below gives a high level physical
description of the completed system. The diagram shows two nodes which represent twomachines communicating through TCP/IP. Component2 is dependent on component1, so
changes to component 2 could affect component1. The diagram also depicts component3
interfacing with component1. This diagram gives the reader a quick overall view of the
entire system.
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Behavioral Diagrams
Use Case Diagram:
A use case is a set of scenarios that describing an interaction between a user and asystem. A use case diagram displays the relationship among actors and use cases. The two
main components of a use case diagram are use cases and actors.
An actor is represents a user or another system that will interact with the system you
are modeling. A use case is an external view of the system that represents some action the
user might perform in order to complete a task.
This example shows the customer as a actor because the customer is using theordering system. The diagram takes the simple steps listed above and shows them as actions
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the customer might perform. The salesperson could also be included in this use case diagram
because the salesperson is also interacting with the ordering system.
From this simple diagram the requirements of the ordering system can easily be
derived. The system will need to be able to perform actions for all of the use cases listed. As
the project progresses other use cases might appear. The customer might have a need to add
an item to an order that has already been placed. This diagram can easily be expanded until a
complete description of the ordering system is derived capturing all of the requirements that
the system will need to perform.
Interaction Diagrams
Interaction diagrams model the behavior of use cases by describing the way groups ofobjects interact to complete the task. The two kinds of interaction diagrams are sequence and
collaboration diagrams. This example is only meant as an introduction to the UML and
interaction diagrams.
i)Sequence diagram:
Sequence diagram demonstrate the behavior of objects in a use case by describing the
objects and the messages they pass. The diagrams are read left to right and descending. The
example below shows an object of class 1 start the behavior by sending a message to an
object of class 2. Messages pass between the different objects until the object of class 1
receives the final message.
Below is a slightly more complex example. The light blue vertical rectangles the
objects activation while the green vertical dashed lines represent the life of the object. The
green vertical rectangles represent when a particular object has control. The represents
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when the object is destroyed. This diagram also shows conditions for messages to be sent to
other object. The condition is listed between brackets next to the message. For example, a
[condition] has to be met before the object of class 2 can send a message () to the object of
class 3.
The next diagram shows the beginning of a sequence diagram for placing an order.
The object an Order Entry Window is created and sends a message to an Order object to
prepare the order. Notice the the names of the objects are followed by a colon. The names of
the classes the objects belong to do not have to be listed. However the colon is required todenote that it is the name of an object following the objectName:className naming system.
Next the Order object checks to see if the item is in stock and if the [InStock] condition is
met it sends a message to create an new Delivery Item object.
The next diagrams add another conditional message to the Order object. If the item is
[OutOfStock] it sends a message back to the Order Entry Window object stating that the
object is out of stack.
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This simple diagram shows the sequence that messages are passed between objects to
complete a use case for ordering an item.
ii) Collaboration diagrams:
Collaboration diagrams are also relatively easy to draw. They show the relationship
between objects and the order of messages passed between them. The objects are listed as
icons and arrows indicate the messages being passed between them. The numbers next to the
messages are called sequence numbers. As the name suggests, they show the sequence of the
messages as they are passed between the objects. There are many acceptable sequence
numbering schemes in UML. A simple 1, 2, 3... Format can be used, as the example below
shows, or for more detailed and complex diagrams a 1, 1.1 ,1.2, 1.2.1... Scheme can be
used.
The example below shows a simple collaboration diagram for the placing an order use
case. This time the names of the objects appear after the colon, such as :Order Entry Window
following the object Name: class Name naming convention. This time the class name is
shown to demonstrate that all of objects of that class will behave the same way.
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State chart Diagram:
State diagrams are used to describe the behavior of a system. State diagrams describe
all of the possible states of an object as events occur. Each diagram usually represents
objects of a single class and tracks the different states of its objects through the system.
All state diagrams being with an initial state of the object. This is the state of the
object when it is created. After the initial state the object begins changing states. Conditions
based on the activities can determine what the next state the object transitions to.
Below is an example of a state diagram might look like for an Order object. When the
object enters the Checking state it performs the activity "check items." After the activity is
completed the object transitions to the next state based on the conditions [all items available]
or [an item is not available]. If an item is not available the order is canceled. If all items are
available then the order is dispatched. When the object transitions to the Dispatching state
the activity "initiate delivery" is performed. After this activity is complete the object
transitions again to the Delivered state.
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State diagrams can also show a super-state for the object. A super-state is used when
many transitions lead to the certain state. Instead of showing all of the transitions from eachstate to the redundant state a super-state can be used to show that all of the states inside of the
super-state can transition to the redundant state. This helps make the state diagram easier to
read.
The diagram below shows a super-state. Both the Checking and Dispatching states
can transition into the Canceled state, so a transition is shown from a super-state named
Active to the state Cancel. By contrast, the state Dispatching can only transition to the
Delivered state, so we show an arrow only from the Dispatching state to the Delivered state.
Activity Diagrams:
Activity diagrams describe the workflow behavior of a system. Activity diagrams are
similar to state diagrams because activities are the state of doing something. The diagrams
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describe the state of activities by showing the sequence of activities performed. Activity
diagrams can show activities that are conditional or parallel.
Below is a possible activity diagram for processing an order. The diagram shows the
flow of actions in the system's workflow. Once the order is received the activities split into
two parallel sets of activities. One side fills and sends the order while the other handles thebilling. On the Fill Order side, the method of delivery is decided conditionally. Depending
on the condition either the Overnight Delivery activity or the Regular Delivery activity is
performed. Finally the parallel activities combine to close the order.
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Automatic Teller Machine (ATM)
Description of ATM System
The software to be designed will control a simulated automated teller machine (ATM)
having a magnetic stripe reader for reading an ATM card, a customer console (keyboard and
display) for interaction with the customer, a slot for depositing envelopes, a dispenser for
cash , a printer for printing customer receipts, and a key-operated switch to allow an operator
to start or stop the machine. The ATM will communicate with the banks computer over an
appropriate communication link. (The software on the latter is not part of the requirements
for this problem.)
The ATM will service one customer at a time. A customer will be required to insertan ATM card and enter a personal identification number (PIN) both of which will be sent to
the bank for validation as part of each transaction. The customer will then be able to perform
one or more transactions. The card will be retained in the machine until the customer
indicates that he/she desires no further transactions, at which point it will be returned except
as noted below.
The ATM must be able to provide the following services to the customer:
1. A customer must be able to make a cash withdrawal from any suitable account linked to
the card. Approval must be obtained from the bank before cash is dispensed.
2. A customer must be able to make a deposit to any account linked to the card, consisting
of cash and/or checks in an envelope. The customer will enter the amount of the deposit
into the ATM, subject to manual verification when the envelope is removed from the
machine by an operator. Approval must be obtained from the bank before physically
accepting the envelope.
3. A customer must be able to make a transfer of money between any two accounts linked
to the card.
4. A customer must be able to make a balance inquiry of any account linked to the card.
5. A customer must be able to abort a transaction in progress by pressing the Cancel key
instead of responding to a request from the machine.
The ATM will communicate each transaction to the bank and obtain verification that it
was allowed by the bank. Ordinarily, a transaction will be considered complete by the bank
once it has been approved. In the case of a deposit, a second message will be sent to the bank
indicating that the customer has deposited the envelope. (If the customer fails to deposit the
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envelope within the timeout period, or presses cancel instead, no second message will be sent
to the bank and the deposit will not be credited to the customer.)
If the bank determines that the customers PIN is invalid, the customer will be required
to re-enter the PIN before a transaction can proceed. If the customer is unable to successfully
enter the PIN after three tries, the card will be permanently retained by the machine, and the
customer will have to contact the bank to get it back.
If a transaction fails for any reason other than an invalid PIN, the ATM will display an
explanation of the problem, and will then ask the customer whether he/she wants to do
another transaction.
The ATM will provide the customer with a printed receipt for each successful
transaction, showing the date, time, machine location, type of transaction, account(s),
amount, and ending and available balance(s) of the affected account (to account for
transfers).
The ATM will have a key-operated switch that will allow an operator to start and stop
the servicing of customers. After turning the switch to the on position, the operator will be
required to verify and enter the total cash on hand. The machine can only be turned off when
it is not servicing a customer. When the switch is moved to the off position, the machine
will shut down, so that the operator may remove deposit envelopes and reload the machine
with cash, blank receipts, etc.
1. USE CASE DIAGRAM
Overview:
To model a system the most important aspect is to capture the dynamic behaviour. To
clarify a bit in details, dynamic behaviour means the behaviour of the system when it is
running /operating. So only static behaviour is not sufficient to model a system rather
dynamic behaviour is more important than static behaviour. In UML there are five diagrams
available to model dynamic nature and use case diagram is one of them. Now as we have to
discuss that the use case diagram is dynamic in nature there should be some internal or
external factors for making the interaction.These internal and external agents are known as
actors. So use case diagrams are consists of actors, use cases and their relationships. The
diagram is used to model the system/subsystem of an application. A single use case diagram
captures a particular functionality of a system. So to model the entire system numbers of use
case diagrams are used.
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Purpose:
The purpose of use case diagram is to capture the dynamic aspect of a system. But
this definition is too generic to describe the purpose. Because other four diagrams (activity,
sequence, collaboration and State chart) are also having the same purpose. So we will look
into some specific purpose which will distinguish it from other four diagrams. Use case
diagrams are used to gather the requirements of a system including internal and external
influences. These requirements are mostly design requirements. So when a system is
analyzed to gather its functionalities use cases are prepared and actors are identified.
So in brief, the purposes of use case diagrams can be as follows:
Used to gather requirements of a system.
Used to get an outside view of a system.
Identify external and internal factors influencing the system.
Show the interacting among the requirements are actors
USE CASE DIAGRAM FOR ATM
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Withdrawal Use Case
A withdrawal transaction asks the customer to choose a type of account to withdraw
from (e.g. checking) from a menu of possible accounts, and to choose a dollar amount from a
menu of possible amounts. The system verifies that it has sufficient money on hand to satisfy
the request before sending the transaction to the bank. (If not, the customer is informed and
asked to enter a different amount.) If the transaction is approved by the bank, the appropriate
amount of cash is dispensed by the machine before it issues a receipt. A withdrawal
transaction can be cancelled by the customer pressing the Cancel key any time prior to
choosing the dollar amount.
Deposit Use Case
A deposit transaction asks the customer to choose a type of account to deposit to (e.g.
checking) from a menu of possible accounts, and to type in a dollar amount on the keyboard.
The transaction is initially sent to the bank to verify that the ATM can accept a deposit from
this customer to this account. If the transaction is approved, the machine accepts an envelope
from the customer containing cash and/or checks before it issues a receipt. Once the envelope
has been received, a second message is sent to the bank, to confirm that the bank can credit
the customers account contingent on manual verification of the deposit envelope contents
by an operator later.
A deposit transaction can be cancelled by the customer pressing the Cancel key any
time prior to inserting the envelope containing the deposit. The transaction is automatically
cancelled if the customer fails to insert the envelope containing the deposit within a
reasonable period of time after being asked to do so.
Transfer Use Case
A transfer transaction asks the customer to choose a type of account to transfer from
(e.g. checking) from a menu of possible accounts, to choose a different account to transfer to,
and to type in a dollar amount on the keyboard. No further action is required once the
transaction is approved by the bank before printing the receipt.
A transfer transaction can be cancelled by the customer pressing the Cancel key any
time prior to entering a dollar amount.
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Inquiry Use Case
An inquiry transaction asks the customer to choose a type of account to inquire about from a
menu of possible accounts. No further action is required once the transaction is approved by
the bank before printing the receipt. An inquiry transaction can be cancelled by the customer
pressing the Cancel key any time prior to choosing the account to inquire about.
Validate User use case
This use case is for validate the user i.e. check the pin number, when the bank reports
that the customers transaction is disapproved due to an invalid PIN. The customer is required
to re-enter the PIN and the original request is sent to the bank again. If the bank now
approves the transaction, or disapproves it for some other reason, the original use case is
continued; otherwise the process of re-entering the PIN is repeated. Once the PIN is
successfully re-entered.
If the customer fails three times to enter the correct PIN, the card is permanently
retained, a screen is displayed informing the customer of this and suggesting he/she contact
the bank, and the entire customer session is aborted.
PrintBill usecase
This usecase is for printing corresponding bill after transactions(withdraw or deposit
,or balance enquiry, transfer) are completed.
Update Account
This usecase is for updating corresponding user accounts after transactions (withdraw
or deposit or transfer) are completed.
2. CLASS DIAGRAM:
Overview:
The class diagram is a static diagram. It represents the static view of an application.
Class diagram is not only used for visualizing, describing and documenting different aspects
of a system but also for constructing executable code of the software application. The class
diagram describes the attributes and operations of a class and also the constraints imposed on
the system. The class diagram shows a collection of classes, interfaces, associations,
collaborations and constraints. It is also known as a structural diagram.
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Purpose:
The purpose of the class diagram is to model the static view of an application. The
class diagrams are the only diagrams which can be directly mapped with object oriented
languages and thus widely used at the time of construction. The UML diagrams like activity
diagram, sequence diagram can only give the sequence flow of the application but class
diagram is a bit different. So it is the most popular UML diagram in the coder community. So
the purpose of the class diagram can be summarized as:
Analysis and design of the static view of an application.
Describe responsibilities of a system.
Base for component and deployment diagrams.
Forward and reverse engineering.
Contents:
Class diagrams commonly contain the following things
Classes
Interfaces
Collaborations
Dependency, generalization and association relationships
Savings Current
ATM cardno
type
acc no
Session
id
time
session()
Transaction
id
type
acc
commit()
add()
Customer
a/c no
name
type
withdraw()
check bal()
deposit()change pin()
ATM
id
loc
Read()
req()
Bank
id
name
loc
commit()
rollback()
update()
del()
view()
check()
Account
hold
Do
uses
holds
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3. INTERACTION DIAGRAMS
We have two types of interaction diagrams in UML. One is sequence diagram and the
other is a collaboration diagram. The sequence diagram captures the time sequence of
message flow from one object to another and the collaboration diagram describes the
organization of objects in a system taking part in the message flow.
So the following things are to identified clearly before drawing the interaction diagram:
1. Objects taking part in the interaction.
2. Message flows among the objects.
3. The sequence in which the messages are flowing.
4. Object organization.
Purpose:
1. To capture dynamic behavior of a system.
2. To describe the message flow in the system.
3. To describe structural organization of the objects.
4. To describe interaction among objects.
SEQUENCE DIAGRAM
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Collaboration diagram for Withdrawl.
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Collaboration Diagram for Enquiry
Contents of a Sequence Diagram
Objects
Focus of control
Messages
Life line
Contents
Contents of a Collaboration Diagram
Objects
Links
Messages
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4. STATE DIAGRAM
State chart diagram is used to model dynamic nature of a system. They define
different states of an object during its lifetime. And these states are changed by events. So
State chart diagrams are useful to model reactive systems. Reactive systems can be defined as
a system that responds to external or internal events.
State chart diagram describes the flow of control from one state to another state.
States are defined as a condition in which an object exists and it changes when some event is
triggered. So the most important purpose of State chart diagram is to model life time of an
object from creation to termination.
State chart diagrams are also used for forward and reverse engineering of a system.
But the main purpose is to model reactive system.
Following are the main purposes of using State chart diagrams:
1. To model dynamic aspect of a system.
2. To model life time of a reactive system.
3. To describe different states of an object during its life time.
4. Define a state machine to model states of an object.
Contents
Simply state and composite states
Transitions, including events and actions
Common use
They are use to model the dynamic aspects of a system.
Event ordered behavior of any kind of objects, to model reactive objects.
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5. ACTIVITY DIAGRAM
Activity diagram is basically a flow chart to represent the flow form one activity to
another . The activity can be described as an operation of the system. So the control flow is
drawn from one operation to another. This flow can be sequential, branched or concurrent.Activity diagrams deals with all type of flow by using elements like fork, join etc.
Contents
Initial/Final State , Activity , Fork & Join , Branch , Swimlanes
Fork
A fork represents the splitting of a single flow of control into two or more concurrent
Flow of control. A fork may have one incoming transition and two or more outgoing
transitions, each of which represents an independent flow of control. Below fork the activities
associated with each of these path continues in parallel.
Start
Idle Maintainance
Active
SelectOption
Processing
Printing
Stop
SelectOption
Processing
Printing
Enters/InsertCard
InsertCardCancel
Exit/RemoveCard
Stop
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Join
A join represents the synchronization of two or more concurrent flows of control. A
join may have two or more incoming transition and one outgoing transition. Above the join
the activities associated with each of these paths continues in parallel.
Branching
A branch specifies alternate paths takes based on some Boolean expression Branch is
represented by diamond Branch may have one incoming transition and two or more outgoing
one on each outgoing transition, you place a Boolean expression shouldnt overlap but they
should cover all possibilities.
Swimlane:
Swimlanes are useful when we model workflows of business processes to partition the
activity states on an activity diagram into groups. Each group representing the business
organization responsible for those activities, these groups are called Swimlanes.
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6. COMPONENT DIAGRAM
Component diagrams are used to model physical aspects of a system. Now the
question is what are these physical aspects? Physical aspects are the elements like
executables, libraries, files, documents etc which resides in a node. So component diagrams
are used to visualize the organization and relationships among components in a system. These
diagrams are also used to make executable systems.
Start
Insert Card
Enter Pin
Number
CheckFor
ValidityOfCard
yes
CheckFor
Validi tyOfPin
EnterOnly3Times
Withdraw
yes
Enter Withdrawal
Amount
CheckFor
MinimumBalance
InsufficientBalance
Takes
Money
Update
Database
Take
Receipt
Exit
Exit
no
nono
no
Stop
yes
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Purpose:
Component diagrams can be described as a static implementation view of a system.
Static implementation represents the organization of the components at a particular moment.
A single component diagram cannot represent the entire system but a collection of
diagrams are used to represent the whole.
Before drawing a component diagram the following artifacts are to be identified clearly:
Files used in the system.
Libraries and other artifacts relevant to the application.
Relationships among the artifacts.
Now after identifying the artifacts the following points needs to be followed:
Use a meaningful name to identify the component for which the diagram is to be drawn.
Prepare a mental layout before producing using tools.
Use notes for clarifying important points.
Now the usage of component diagrams can be described as:
Model the components of a system.
Model database schema.
Model executables of an application.
Model systems source code.
Contents
Components, Interfaces, Relationships
Component Diagram for ATM
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7. DEPLOYMENT DIAGRAM
Deployment diagrams are used to visualize the topology of the physical components
of a system where the software components are deployed. So deployment diagrams are used
to describe the static deployment view of a system. Deployment diagrams consist of nodes
and their relationships.
Purpose:
The name Deployment itself describes the purpose of the diagram. Deployment
diagrams are used for describing the hardware components where software components are
deployed. Component diagrams and deployment diagrams are closely related. Component
diagrams are used to describe the components and deployment diagrams shows how they are
deployed in hardware.
Contents:
Nodes, Dependency & Association relationships
Database serverBank Server
ATM 1
ATM2
ATM 3
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Testing Lab Manual
EXPERIMENT 1
1. Write a c program to demonstrate the working of the fallowing constructs:
i) dowhile
ii) whiledo
iii) if else
iv)switch
v) for Loops in C language
i)AIM:To demonstrate the working of do...while construct
Objective
To understand the working of do while with different range of values and test cases
#include
void main ()
{
int i, n=5,j=0;
clrscr();printf(enter a no);
scanf(%d,&i);
do
{
if(i%2==0)
{
printf("%d", i);
printf("is a even no.");
i++;
j++;
}
else
{
printf("%d", i);
printf("is a odd no.\n");
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i++;
j++;
}
}
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Test case no: 3
Test case name: Out of range values testing
Input Expected output Actual output Remarks
123456789122222222 123456789122222 13 234567891222222215 fail
ii) AIM: To demonstrate the working of while construct
Objective
To understand the working of while with different range of values and test cases
#include
#include
void main ()
{
int i, n=5,j=1;
clrscr();
printf(enter a no);
scanf(%d,&i);
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}
Input Actual output
2 2 is even number
3 is odd number
4 is even number
5 is odd number
6 is even number
Test cases:
Test case no:1
Test case name: Positive values within range
Input =2 Expected output Actual output Remarks
2 is even number 2 is even number
3 is odd number 3 is odd number success
4 is even number 4 is even number
5 is odd number 5 is odd number
6 is even number 6 is even number
Test case no:2
Test case name:Negative values within a range
Input = -2 Expected output Actual output Remarks
-2 is even number -2 is an even number
-3 is odd number fail
-4 is even number
-5 is odd number
-6 is even number
Test case no: 3
Test case name: Out of range values testing
Input Expected output Actual output
Remarks
123456789122222222 1234567891222222222 13 234567891222222215 fail
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iii) AIM: To demonstrate the working of if else construct
Objective To understand the working of if else with different range of values and test cases
#include
#include
void main ()
{
int i;
clrscr();
printf(enter a number);
scanf(%d,&i);
if(i%2==0)
{
printf(%d,i);
printf(is a even number);
}
else
{
printf(%d,i);
printf(is a odd number);
}
getch();
}
Input Actual output
2 2 is even number
3 is odd number
4 is even number
5 is odd number
6 is even number
Test cases:
Test case no: 1
Test case name: Positive values within range
Input =2 Expected output Actual output Remarks
2 is even number 2 is even number
3 is odd number 3 is odd number success
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4 is even number 4 is even number
5 is odd number 5 is odd number
6 is even number 6 is even number
Test case no:2
Test case name:Negative values within a range
Input = -2 Expected output Actual output Remarks
-2 is even number -2 is an even number
-3 is odd number fail
-4 is even number
-5 is odd number
-6 is even number
Test case no: 3
Test case name: Out of range values testing
Input Expected output Actual output Remarks
1234567891222222222 1234567891222222222 13234567891222222215 fail
iv) AIM: To demonstrate the working of switch construct
Objective To understand the working of switch with different range of values and test cases
#include
void main()
{
int a,b,c;
clrscr();
printf(1.Add/n 2.Sub /n 3.Mul /n 4.Div /n Enter Your choice);
scanf(%d, &i);
printf(Enter a,b values);
scanf(%d%d,&a,&b);
switch(i)
{
case 1: c=a+b;
printf(The sum of a & b is: %d ,c);
break;
case 2: c=a-b;
printf(The Diff of a & b is: %d ,c);
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break;
case 3: c=a*b;
printf(The Mul of a & b is: %d ,c);
break;
case 4: c=a/b;
printf(The Div of a & b is: %d ,c);
break;
default: printf(Enter your choice);
break;
}
getch();
}
Output:
Input Output
Enter Ur choice: 1
Enter a, b Values: 3, 2 The sum of a & b is:5
Enter Ur choice: 2
Enter a, b Values: 3, 2 The diff of a & b is: 1
Enter Ur choice: 3
Enter a, b Values: 3, 2 The Mul of a & b is: 6
Enter Ur choice: 4
Enter a, b Values: 3, 2 The Div of a & b is: 1
Test cases:
Test case no: 1
Test case name: Positive values within range
Input Expected output Actual output Remarks
Enter Ur choice: 1
Enter a, b Values: 3, 2 The sum of a & b is:5 5
Enter Ur choice: 2
Enter a, b Values: 3, 2 The diff of a & b is: 1 1 Success
Enter Ur choice: 3
Enter a, b Values: 3, 2 The Mul of a & b is: 6 6
Enter Ur choice: 4
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Enter a, b Values: 3, 2 The Div of a & b is: 1 1
Test case no:2
Test case name: Out of range values testing
Input Expected output Actual output Remarks
Option: 1
a= 22222222222222
b=22222222222222 44444444444444 -2 fail
Test case no: 3
Test case name: Divide by zero
Input Expected output Actual output Remarks
Option: 4
a= 10 & b=0 error fail
v)AIM: To demonstrate working of for construct
Objective To understand the working of for with different range of values and test cases
#include
#include
void main ()
{
int i;
clrscr();
printf(enter a no);
scanf(%d,&i);
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printf(%d, i);
printf(is a odd no);
i++;
}
}
getch();
}
Output:
Enter a no: 5
0 is a even no
1 is a odd no
2 is a even no
3 is a odd no
4 is a even no
5 is a odd no
Test cases:
Test case no: 1
Test case name: Positive values within range
Input =2 Expected output Actual output Remarks
0 is even number 0 is even number
1 is odd number 1 is odd number success
2 is even number 2 is even number
Test case no: 2
Test case name:Negative values within a range
Input = -2 Expected output Actual output Remarks
0 is even number 0 is an even number
-1 is odd number -1 is even no fail
-2 is even number -2 is odd no
Test case no: 3
Test case name: Out of range values testing
Input Expected output Actual output Remarks
12345678912222222222 1234567891222222222 13 234567891222222215 fail
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EXPERIMENT 2
AIM:A program written in c language for matrix multiplication fails Introspect the
causes for its failure and write down the possible reasons for its failure.
Objective: Understand the failures of matrix multiplication
#include
#include
void main()
{
int a[3][3],b[3][3],c[3][3],i,j,k,m,n,p,q;
clrscr();
printf(Enter 1st matrix no.of rows & cols);
scanf(%d%d,&m,&n);
printf(Enter 2nd matrix no.of rows & cols);
scanf(%d%d,&p,&q);
printf("\n enter the matrix elements");
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{
scanf("%d\t",&b[i][j]);
}
}
printf("\n b matrix is\n");
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Output:
Enter Matrix1: 1 1 1
1 1 1
1 1 1
Enter Matrix2: 1 1 1
1 1 1
1 1 1
Actual Output: 3 3 3
3 3 3
3 3 3
Test cases:
Test case no: 1
Test case name: Equal no.of rows & cols
Input Expected output Actual output Remarks
Matrix1 rows & cols= 3 3
Matrix2 rows & cols= 3 3
Matrix1: 1 1 1
1 1 1 3 3 3 3 3 3
1 1 1 3 3 3 3 3 3 Success
3 3 3 3 3 3
Matrix2: 1 1 1
1 1 1
1 1 1
Test case no:2
Test case name: Cols of 1st matrix not equal to rows of 2nd matrix
Input Expected output Actual output Remarks
Matrix1 rows & cols= 2 2 Operation Cant be Performed fail
Matrix2 rows & cols= 3 2
Test case no: 3
Test case name: Out of range values testing
Input Expected output Actual output Remarks
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Matrix1 rows & cols= 2 2
Matrix2 rows & cols= 2 2
1234567891 2222222222 fail
2234567891 2222222221
234567891 22222221533
213242424 56456475457
EXPERIMENT 3
AIM: Take any system (e.g. ATM system) and study its system specifications and report
the various bugs.
1. Machine is accepting ATM card.
2. Machine is rejecting expired card.
3. Successful entry of PIN number.
4. Unsuccessful operation due to enter wrong PIN number 3 times.
5. Successful selection of language.
6. Successful selection of account type.
7. Unsuccessful operation due to invalid account type.
8. Successful selection of amount to be withdrawn.
9. Successful withdrawal.
10. Expected message due to amount is greater than day limit.
11. Unsuccessful withdraw operation due to lack of money in ATM.
12. Expected message due to amount to withdraw is greater than possible balance.
13. Unsuccessful withdraw operation due to click cancel after insert card.
EXPERIMENT 4
AIM:Write the test cases for any known application (e.g. Banking application)
1. Checking mandatory input parameters
2. Checking optional input parameters
3. Check whether able to create account entity.
4. Check whether you are able to deposit an amount in the newly created account (and thus
updating the balance)
5. Check whether you are able to withdraw an amount in the newly created account (after
deposit) (and thus updating the balance)
6. Check whether company name and its pan number and other details are provided in case
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of salary account
7. Check whether primary account number is provided in case of secondary account
8. Check whether company details are provided in cases of company's current account
9. Check whether proofs for joint account is provided in case of joint account
10. Check whether you are able deposit an account in the name of either of the person in an
joint account.
11. Check whether you are able withdraw an account in the name of either of the person in
an joint account.
12. Check whether you are able to maintain zero balance in salary account
13. Check whether you are not able to maintain zero balance (or mini balance) in non-salary
account.
EXPERIMENT 5
AIM: Create a test plan document for any application (e.g. Library Management
System)
The Library Management System is an online application for assisting a librarian
managing book library in a University. The system would provide basic set of features to
add/update clients, add/update books, search for books, and manage check-in / checkout
processes. Our test group tested the system based on the requirement specification.
This test report is the result for testing in the LMS. It mainly focuses on two problems
1. What we will test
2. How we will test.
3. GUI test
Pass criteria: librarians could use this GUI to interface with the backend library
database without any difficulties
4. Database test
Pass criteria: Results of all basic and advanced operations are normal (refer to section 4)
5. Basic function test Add a student
Each customer/student should have following attributes: Student ID/SSN (unique),
Name, Address and Phone number.
The retrieved customer information by viewing customer detail should contain the four
attributes.
6. Update/delete student
1. The record would be selected using the student ID.
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2. Updates can be made on full. Items only: Name, Address, Phone number The record can
be deleted if there are no books issued by user. The updated values would be reflected if
the same customer's ID/SSN is called for.
7. Check-in book
Librarians can check in a book using its call number
1. The check-in can be initiated from a previous search operation where user has selected a
set
of books.
2. The return date would automatically reflect the current system date.
3. Any late fees would be computed as difference between due date and return date at rate of
10 cents a day.
EXPERIMENT 6
AIM: Study of Any Testing Tool (Win Runner)
Win Runner is a program that is responsible for the automated testing of software.
Win Runner is a Mercury Interactive enterprise functional testing tool for Microsoft windows
applications.
Importance of Automated Testing:
1. Reduced testing time
2. Consistent test procedures ensure process repeatability and resource independence.
Eliminates errors of manual testing
3. Reduces QA cost Upfront cost of automated testing is easily recovered over the life-time
of the product
4. Improved testing productivity test suites can be run earlier and more often
5. Proof of adequate testing
6. For doing Tedious work test team members can focus on quality areas.
Win Runner Uses:
1. With Win Runner sophisticated automated tests can be created and run on an application.
2. A series of wizards will be provided to the user, and these wizards can create tests in
an automated manner.
3. Another impressive aspect of Win Runner is the ability to record various interactions,
and transform them into scripts. Win Runner is designed for testing graphical user
interfaces.
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4. When the user makes an interaction with the GUI, this interaction can be recorded.
Recording
the interactions allows to determine various bugs that need to be fixed.
5. When the test is completed, Win Runner will provide with detailed information regarding
the
results. It will show the errors that were found, and it will also give important information
about them. The good news about these tests is that they can be reused many times.
6. Win Runner will test the computer program in a way that is very similar to normal user
interactions. This is important, because it ensures a high level of accuracy and realism.
Even if an engineer is not physically present, the Recover manager will troubleshoot any
problems that may occur, and this will allow the tests to be completed without errors.
7. The Recover Manager is a powerful tool that can assist users with various scenarios. This
is
important, especially when important data needs to be recovered.
The goal of Win Runner is to make sure business processes are properly carried out. Win
Runner uses TSL, or Test Script Language.
Win Runner Testing Modes
Context Sensitive
Context Sensitive mode records your actions on the application being tested in terms
of the GUI objects you select (such as windows, lists, and buttons), while ignoring the
physical lo-cation of the object on the screen. Every time you perform an operation on the
application being tested, a TSL statement describing the object selected and the action
performed is generated in the test script. As you record, Win Runner writes a unique
description of each selected object to a GUI map.
The GUI map consists of files maintained separately from your test scripts. If the user
interface of your application changes, you have to update only the GUI map, instead of
hundreds of tests. This allows you to easily reuse your Context Sensitive test scripts on future
versions of your application.
To run a test, you simply play back the test script. Win Runner emulates a user by
mov-ing the mouse pointer over your application, selecting objects, and entering keyboard
input. Win Runner reads the object descriptions in the GUI map and then searches in the
application being tested for objects matching these descriptions. It can locate objects in a
window even if their placement has changed.
Analog
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Analog mode records mouse clicks, keyboard input, and the exact x- and y-
coordinates traveled by the mouse. When the test is run, Win Runner retraces the mouse
tracks. Use Analog mode when exact mouse coordinates are important to your test, such as
when testing a drawing application.
The Win Runner Testing Process
Testing with Win Runner involves six main stages:
1. Create the GUI Map
The first stage is to create the GUI map so Win Runner can recognize the GUI objects
in the application being tested. Use the Rapidest Script wizard to review the user interface of
your application and systematically add descriptions of every GUI object to the GUI map.
Alternatively, you can add descriptions of individual objects to the GUI map by clicking
objects while recording a test.
2. Create Tests
Next is creation of test scripts by recording, programming, or a combination of both.
While recording tests, insert checkpoints where we want to check the response of the
application being tested. We can insert checkpoints that check GUI objects, bitmaps, and
databases. During this process, Win Runner captures data and saves it as expected results
the expected response of the application being tested.
3. Debug Tests
Run tests in Debug mode to make sure they run smoothly. One can set breakpoints,
mon-itor variables, and control how tests are run to identify and isolate defects. Test results
are saved in the debug folder, which can be discarded once debugging is finished. When Win
Runner runs a test, it checks each script line for basic syntax errors, like incorrect syntax or
missing elements in If, While, Switch, and For statements. We can use the Syntax Check
options (Tools >Syn-tax Check) to check for these types of syntax errors before running
your test.
4. Run Tests
Tests can be run in Verify mode to test the application. Each time Win Runner
encounters a checkpoint in the test script, it compares the current data of the application being
tested to the expected data captured earlier. If any mismatches are found, Win Runner
captures them as actual results.
5. View Results
Following each test run, Win Runner displays the results in a report. The report details
all the major events that occurred during the run, such as checkpoints, error messages, system
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mes-sages, or user messages. If mismatches are detected at checkpoints during the test run,
we can view the expected results nd the actual results from the Test Results window. In cases
of bitmap mismatches, one can also view a bitmap that displays only the difference between
the expected and actual results.
We can view results in the standard Win Runner report view or in the Unified report
view. The Win Runner report view displays the test results in a Windows-style viewer. The
Unified report view displays the results in an HTML-style viewer (identical to the style used
for Quickest Professional test results).
6. Report Defects
If a test run fails due to a defect in the application being tested, one can report
information about the defect directly from the Test Results window.
This information is sent via e-mail to the quality assurance manager, who tracks the
de-fect until it is fixed.
Using Win runner Window
Before you begin creating tests, you should familiarize yourself with the Win Runner
main window.
1.4.1. To start Win Runner:
Choose Programs > Win Runner > Win Runner on the Start menu.
The first time you start Win Runner, the Welcome to Win Runner window and the Whats
New in Win Runner help open. From the Welcome window you can create a new test, open
an existing test, or view an overview of Win Runner in your default browser.
If you do not want this window to appear the next time you start Win Runner, clear
the Show on Startup check box. To show the Welcome to Win Runner window upon
startup from within Win Runner, choose Settings > General Options, click the
Environment tab, and select the Show Welcome screen check box.
1.4.2. The Main Win Runner Window
The main Win Runner window contains the following key elements:
Win Runner title bar
Menu bar, with drop-down menus of Win Runner commands
Standard toolbar, with buttons of commands commonly used when running a test
User toolbar, with commands commonly used while creating a test
Status bar, with information on the current command, the line number of the insertion point
and the name of the current results folder
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The Standard toolbar provides easy access to frequently performed tasks, such as opening,
executing, and saving tests, and viewing test results.
Standard Toolbar
The User toolbar displays the tools you frequently use to create test scripts. By
default, the User toolbar is hidden. To display the User toolbar, choose Window > User
Toolbar. When you create tests, you can minimize the Win Runner window and work
exclusively from the toolbar. The User toolbar is customizable. You choose to add or remove
buttons using the Set-tings > Customize User Toolbar menu option. When you re-open Win
Runner, the User toolbar appears as it was when you last closed it. The commands on the
Standard toolbar and the User toolbar are described in detail in subsequent lessons.
Note that you can also execute many commands usingsoftkeys. Softkeys are keyboard
shortcuts for carrying out menu commands. You can configure the softkey combinations for
your keyboard using the Softkey Configuration utility in your Win Runner program group.
For more information, see the Win Runner at a Glance chapter in your Win Runner
Users Guide.
Now that you are familiar with the main Win Runner window, take a few minutes to
ex-plore these window components before proceeding to the next lesson.
The Test Window
You create and run Win Runner tests in the test window. It contains the following key
elements:
Test window title bar, with the name of the open test
Test script, with statements generated by recording and/or programming in TSL, Mercury
Interactives Test Script Language
Execution arrow, which indicates the line of the test script being executed during a test run,
or the line that will next run if you select the Run from arrow option
Insertion point, which indicates where you can insert or edit text
EXPERIMENT 7
Study of any web testing tool (e.g. Selenium)
Selenium is a robust set of tools that supports rapid development of test automation
for web-based applications. Selenium provides a rich set of testing functions specifically
geared to the needs of testing of a web application. These operations are highly flexible,
allowing many options for locating UI elements and comparing expected test results against
actual application behavior.
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One of Selenium,s key features is the support for executing ones tests on multiple
browser platforms.
Selenium Components
Selenium is composed of three major tools.Each one has a specific role in aiding the
development of web application test automation.
Selenium-RC provides an API (Application Programming Interface) and library for
each of its supported languages: HTML, Java, C#, Perl, PHP, Python, and Ruby. This ability
to use Selenium-RC with a high-level programming language to develop test cases also
allows the automated testing to be integrated with a projects automated build environ-ment.
Selenium-Grid
Selenium-Grid allows the Selenium-RC solution to scale for large test suites or test
suites that must be run in multiple environments. With Selenium-Grid, multiple instances of
Selenium-RC are running on various operating system and browser configurations; Each of
these when launching register with a hub. When tests are sent to the hub they are then
redirected to an available Selenium-RC, which will launch the browser and run the test. This
allows for running tests in parallel, with the entire test suite theoretically taking only as long
to run as the longest individual test.
Tests developed on Firefox via Selenium-IDE can be executed on any other supported
browser via a simple Selenium-RC command line.
Selenium-RC server can start any executable, but depending on browser security set-tings
there may be technical limitations that would limit certain features.
Flexibility and Extensibility
Selenium is highly flexible.There are multiple ways in which one can add
functionality to Seleniums framework to customize test automation for ones specific testing
needs. This is, perhaps, Seleniums strongest characteristic when compared with proprietary
test automation tools and other open source solutions. Selenium-RC support for multiple
programming and scripting languages allows the test writer to build any logic they need into
their automated testing and to use a preferred programming or scripting language of ones
choice.
Selenium-IDE allows for the addition of user-defined user-extensions for creating
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additional commands customized to the users needs. Also, it is possible to re-configure how
the Selenium-IDE generates its Selenium-RC code. This allows users to customize the
generated code to fit in with their own test frameworks. Finally, Selenium is an Open Source
project where code can be modified and enhancements can be submitted for contribution.
Test Suites
A test suite is a collection of tests.Often one will run all the tests in a test suite as one
continuous batch-job.
When using Selenium-IDE, test suites also can be defined using a simple HTML file.
The syntax again is simple. An HTML table defines a list of tests where each row defines the
filesystem path to each test. An example tells it all.
Test Suite Function Tests Priority 1
Suite Of Tests
Login
Test Searching for Values
Test Save
A file similar to this would allow running the tests all at once, one after another, from
the Selenium-IDE.
Test suites can also be maintained when using Selenium-RC. This is done via
program-ming and can be done a number of ways. Commonly Junit is used to maintain a test
suite if one is using Selenium-RC with Java. Additionally, if C# is the chosen language,
Nunit could be employed. If using an interpreted language like Python with Selenium-RC
than some simple programming would be involved in setting up a test suite. Since the whole
reason for using Sel-RC is to make use of programming logic for your testing this usual-ly
isnt a problem.
Few typical Selenium commands.
open opens a page using a URL.
click/clickAndWait performs a click operation, and optionally waits for a
new page to load.
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verifyTitle/assertTitle verifies an expected page title.
verifyTextPresent verifies expected text is somewhere on the page.
verifyElementPresent verifies an expected UI element, as defined by its
HTML tag, is present on the page.
verifyText verifies expected text and its corresponding HTML tag
are present on the page.
verifyTable verifies a tables expected contents.
waitForPageToLoad pauses execution until an expected new page loads.
Called automatically when click And Wait is used.
Wait For Element Present pauses execution until an expected UI element, as
defined by its HTML tag, is present on the page.
EXPERIMENT 8
Aim: Study of Any Bug Tracking Tool (Bugzilla)
Bugzilla is a Bug Tracking System that can efficiently keep track of outstanding bugs in
a product. Multiple users can access this database and query, add and manage these bugs.
Bugzilla essentially comes to the rescue of a group of people working together on a product
as it enables them to view current bugs and make contributions to resolve issues. Its basic
repository nature works out better than the mailing list concept and an organized database is
always easier to work with.
Advantage of Using Bugzilla:
1. Bugzilla is very adaptable to various situations. Known uses currently include IT
support queues, Systems Administration deployment management, chip design and
development prob-lem tracking (both pre-and-post fabrication), and software and
hardware bug tracking for lumi-naries such as Redhat, NASA, Linux-Mandrake, and
VA Systems. Combined with systems such as CVS, Bugzilla provides a powerful,
easy-to-use solution to configuration management and replication problems.
2. Bugzilla can dramatically increase the productivity and accountability of
individual employees by providing a documented workflow and positive feedback for
good performance. Ulti- mately, Bugzilla puts the power in users hands to improve
value to business while providing a usable framework for natural attention to detail
and knowledge store to flourish.
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The bugzilla utility basically allows to do the following:
Add a bug into the database.
Review existing bug reports.
Manage the content.
Bugzilla is organized in the form of bug reports that give all the information needed about a
particular bug. A bug report would consist of the following fields.
Product>Component
Assigned to
Status (New, Assigned, Fixed etc)
Summary
Bug priority
Bug severity (blocker, trivial etc)
Bug reporter
Using Bugzilla:
Bugzilla usage involves the following activities
Setting Parameters and Default Preferences
Creating a New User
Impersonating a User
Adding Products
Adding Product Components
Modifying Default Field Values
Creating a New Bug
Viewing Bug Reports
Setting Parameters and Default Preferences:
When we start using Bugzilla, well need to set a small number of parameters and pref-
erences. At a minimum, we should change the following items, to suit our particular need:
Set the maintainer
Set the mail_delivery_method
Set bug change policies
Set the display order of bug reports
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To set parameters and default preferences:
1. ClickParameters at the bottom of the page.
2. UnderRequired Settings, add an email address in the maintainer field.
3. Click Save Changes.
4. In the left sideIndex list, clickEmail.
5. Select from the list of mail transports to match the transport were using.If evaluating
a click2try application, select Test. If using SMTP, set any of the other SMTP options for
your environment. Click Save Changes.
6. In the left sideIndex list, clickBug Change Policies.
7. Select On for commentoncreate, which will force anyone who enters a new bug to enter
a comment, to describe the bug. Click Save Changes.
8. ClickDefault Preferences at the bottom of the page.
9. Select the display order from the drop-down list next to the When viewing a bug,
show comments in this order field. Click Submit Changes.
Creating a New User
Before entering bugs, make sure we add some new users. We can enter users very
easily, with a minimum of information. Bugzilla uses the email address as the user ID,
because users are frequently notified when a bug is entered, either because they entered the
bug, because the bug is assigned to them, or because theyve chosen to track bugs in a certain
project.
To create a new user:
1. Click Users.
2. Click add a new user.
3. Enter the Login name, in the form of an email address.
4. Enter the Real name, a password, and then click Add.
5. Select the Group access options. well probably want to enable the following options in
the row titled User is a member of these groups:
canconfirm
editbugs
editcomponents
6. Click Update when done with setting options.
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Impersonating a User
Impersonating a user is possible, though rare, that we may need to file or manage a
bug in an area that is the responsibility of another user when that user is not available.
Perhaps the user is on vacation, or is temporarily assigned to another project. We can
impersonate the user to create or manage bugs that belong to that user.
Adding Products
Well add a product in Bugzilla for every product we are developing. To start with,
when we first login to Bugzilla, well find a test product called TestProduct. We should
delete this and create a new product. To add a product:
1. At the bottom of the page, click Products.
2. In the TestProduct listing, click Delete.
3. Click Yes, Delete.
4. Now click Add a product.
5. Enter a product name, such as Widget Design Kit.
6. Enter a description.
7. Click Add. A message appears that youll need to add at least one component.
Adding Product Components
Products are comprised of components. Software products, in particular, are typically
made up of many functional components, which in turn are made up of program elements,
like classes and functions. Its not unusual in a software development team environment for
different individuals to be responsible for the bugs that are reported against a given
component. Even if there are other programmers working on that component, its not
uncommon for one person,
either a project lead or manager, to be the gatekeeper for bugs. Often, they will review the
bugs as they are reported, in order to redirect them to the appropriate developer or even
another team, to review the priority and severity supplied by the reporter, and sometimes to
reject bugs as duplicates or enhancement requests, for example.
To add a component:
1.Click the link add at least one component in the message that appears after creating a
new product.
2. Enter the Component name.
3. Enter a Description.
4. Enter a default assignee. Use one of the users weve created. Remember to enter the
assignee in the form of an email address.
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5. Click Add.
6. To add more components, click the name of product in the message that reads edit other
components of product .
Modifying Default Field Values
Once we begin to enter new bugs, well see a number of drop-down lists containing
de-fault values. Some of these may work just fine for our product. Others may not. We can
modify the values of these fields, adding new values and deleting old ones. Lets take a look
at the OS category.
To modify default field values:
1. At the bottom of the page, in the Edit section, click Field Values.
2. Click the link, in this case OS, for the field we want to edit. The OS field contains a list
of operating system names. We are going to add browsers to this list. In reality, we
might create a custom field instead, but for the sake of this example, just add them to the
OS list.
3. Click Add a value. In the Value field, enter IE7.Click Add.
4. Click Add a value again.
5. In the Value field, enter Firefox 3.
6. Click Add.
7. Where it reads Add other values for the op_sys field, click op_sys.
8. This redisplays the table. We should now see the two new entries at the top of the table.
These values will also appear in the OS drop-down list when we create a new bug.
Creating a New Bug
Creating bugs is a big part of what Bugzilla does best.
To create a new bug:
1. In the top menu, click New.
2. If weve defined more than one component, choose the component from the component
list.
3. Select a Severity and a Priority. Severity is self-explanatory, but Priority is generally
assumed to be the lower the number, the higher the priority. So, a P1 is the highest priority
bug, ashowstopper.
4. Click the OS drop-down list to see the options, including the new browser names we
entered.
5. Select one of the options.
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6. Enter a summary and a description. We can add any other information of choice, but it is
not
required by the system, although we may determine that our bug reporting policy requires
certain information.
7. Click Commit. Bugzilla adds our bug report to the database and displays the detail page
for
that bug.
Viewing Bug Reports
Eventually, well end up with thousands of bugs listed in the system. There are several ways
to view the bugs. The easiest is to click the My Bugs link at the bottom of the page. Because
weve only got one bug reported, well use the standard Search function.
To find a bug:
1. Click Reports.
2. Click the Search link on the page, not the one in the top menu. This opens a page titled.
Find a Specific Bug.
3. Select the Status.
4. Select the Product.
5. Enter a word that might be in the title of the bug.
6. Click Search. If any bugs meet the criteria that we have entered, Bugzilla displays them in
a list summary.
7. Click the ID number link to view the full bug report.
Modifying Bug Reports
Suppose we want to change the status of the bug. Weve reviewed it and have
determined that it belongs to one of the users we have created earlier.
To modify a bug report:
1. Scroll down the full bug description and enter a comment in the Additional Comments
f