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Sports Academy Documentation

The document describes a project report submitted for the Bachelor of Computer Science degree. The report is about developing a Sports Academy Management System (SAMS) to manage activities and operations of sports events and academies. It includes 6 students who developed the system under the guidance of their project guide. The system aims to make the existing manual process more interactive, fast and user-friendly by developing a computer-based system with a graphical user interface. It allows for online booking of sports slots and provides accurate information to users in real-time.
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0% found this document useful (0 votes)
245 views

Sports Academy Documentation

The document describes a project report submitted for the Bachelor of Computer Science degree. The report is about developing a Sports Academy Management System (SAMS) to manage activities and operations of sports events and academies. It includes 6 students who developed the system under the guidance of their project guide. The system aims to make the existing manual process more interactive, fast and user-friendly by developing a computer-based system with a graphical user interface. It allows for online booking of sports slots and provides accurate information to users in real-time.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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SAMS Sports Academy

SAMS SPORTS ACADEMY


MANAGEMENT

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SPORTS ACADEMY MANAGEMENT


SYSTEM
A Project Report submitted for the partial fulfillment of the requirement for the
award of the degree of

BACHELOR OF COMPUTER SCIENCE

Submitted by

1. Y.Diwakar (0418033029)

2. A.Kiranmayi (0418033056)

3. P.Manas kumar (0418033069)

4. C.Gowthami (0418033038)

5.S.Saniya (0418033055)

6.A.Ekshitha (0418033030)

Under the Esteemed Guidance of

R.KAVITHA ,M.tech,MCA

DEPARTMENT OF COMPUTER SCIENCE

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SHRI GNANAMBICA DEGREE COLLEGE

(Affiliated to Sri Venkateswara University,Tirupathi)

2017-2020
SHRI GNANAMBICA DEGREE COLLEGE,MADANAPALLI

BACHELOR OF COMPUTER SCIENCE

A Project Report

Submitted to

SRI VENKATESWARA UNIVERSITY,TIRUPATHI

In partial fulfillment of the requirements for the award of the Degree of

BACHELOR OF COMPUTER SCIENCE

BY

Y.DIWAKAR

(0418033029)

Under the Esteemed Guidance of

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R.KAVITHA, ,MCA M.TECH.

Head of the Dept. CS.


SHRI GNANAMBICA DEGREE COLLEGE

MADANAPALLI

(Affiliated to Sri Venkateswara University-Tirupathi)

DEPARTMENT OF COMPUTER SCIENCE


BONAFIDE CERTIFICATE

This is to certify that the project work entitled “SPORTS ACADEMY


MANAGEMENT SYSTEM” is a bonafide work carried out by
Y.DIWAKAR(Reg.No 0418033029),submitted in the partial fulfillment of the
requirements for the award of the degree of Bachelor of COMPUTER SCIENCE
at Shri Gnanambica Degree College, Madanapalli,affiliated to Sri
Venkateswara University,Tirupathi during the academic year 2017-2020.

PROJECT GUIDE HEAD OF DEPARTMENT

Mrs.R.KAVITHA MCA,M.TECH Mrs.R.KAVITHA MCA,M.TECH

Dept. of CS. Head of the Dept. CS

Submitted for viva voice examination held on

1.External Examiner

2.External Examiner

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Date:

DECLARATION
Y.DIWAKAR(REG NO:0418033029) hereby declare that the project
entitles “SPORTS ACADEMY MANAGEMENT SYSTEM” is done
by me under the guidance of Mrs.R.KAVITHA,MCA,M.TECH submitted in
partial fulfillment of the requirements for the award of degree of
Bachelor of Computer Applications at Shri Gnanambica Degree
College,Madanapalli, affiliatd to Sri Venkateswara
University,Tirupathi during the academic year 2017-2020.This work
has not been submitted by anybody towards the award of any degree.

Date:
Place:Madanapalli
Y.DIWAKAR
(0418033029)

CONTENTS
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S. No Chapters Page NO.


1. Introduction
2. Overview Of The Project
2.1. Existing System
2.2. Proposed System
3. System Requirements
3.1. Hardware Requirements
3.2. Software Requirements
3.3. Modules
4. System Analysis
4.1. Front End
4.2. Back End
5. System Design
5.1. UML Diagrams
5.1.1. Use Case Diagram
5.1.2. Class Diagram
5.1.3. Activity Diagram
5.1.4. Sequence Diagram
6. Implementation
7. Testing
8. Output Screens
9. Conclusion
10. Future Enhancements
11. References

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Abstract

ABSTRACT:

In this document it is explained the development of a project that has


been presented in order to finish the degree in computer engineering.
The content begins with an introduction where are explained the
motivations to undertake this project and the problem that is pretended
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to solve in the scope of small sports clubs that are still performing their
management operations in a traditional way, by providing them with an
IT solution in form of intranet.

From the research of current solutions that have similarities with the
objectives of this project, it has been set a plan to follow in the
development of this project where there have been distributed the tasks to
develop over a temporal framework and there have been evaluated its costs
and the impact that the project has in the different dimensions of the
sustainability.

This document presents the first version of the project that have been
developed, but over the time there will be added new features to extend the
functionalities and utilities that the solution will provide to their users.

This project is presented as a final thesis for the degree in Computer


Engineering, specialized in computers. In this project it has been
developed an intranet to help small sport clubs in their management
task.

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Chapter-1.INTRODUCTION
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 SAMS sports means Managing the all the activities of Sports events and management.
Here the different sports are offered and enrolment This website is used to add the
option for providing the online slot booking for the

 It is secured website user must have authorization . It is a Online based website .

 The SAMS Sports academy has a very user-friendly interface. Thus the users will feel
very easy to work on it. The software provides truth along with a pleasant interface.
Make the present manual system more interactive, fastly and user friendly.

 This system also providing slots for games training and taking slot booking from the
through the online.

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Chapter-2.
OVERVIEW OF THE PROJECT
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 2.1 Existing System:

 The existing system only provides text-based interface, which is not as user-friendly as
Graphical user Interface.

 Since the system is implemented in Manual, so the response is very slow.

 The transactions are executed in off-line mode, hence on-line data capture and
modification is not possible.

 Off-line reports cannot be generated due to batch mode execution.

2.2 Proposed System:

 The main objective of System is to enhance and upgrade the existing system by
increasing its efficiency and effectiveness.

 The proposed system improves the working methods by replacing the existing manual
system with the computer-based system.

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  The proposed system has a very user-friendly interface. Thus the users will feel very
easy to work on it.

 It provides accuracy along with a pleasant interface.

 Make the present manual system more interactive, speedy and user friendly.

 It provides the uses a quick response with very accurate information regarding the users
etc.

 Any details or system in an accurate manner, as and when required.

 It reduce the cost of maintenance. 

Chapter-3
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System Requirements

3.1.Hardware Requirements:
Processor   : Intel i3, i5 or more
RAM          : 512 MB or more
Hard disk   : 20 GB or more

3.2 Software Requirements:


Operating System: Windows 2000/XP,2007 or more
Front end             : HTML,CSS
Back end             :SQLite

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Chapter-4
SYSTEM ANALYSIS
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FRONT END:

HTML:

HTML, an initialism of Hypertext Markup Language, is the

Predominant markup language for web pages. It provides a means to describe the structure of

text-based information in a document — by denoting certain text as headings, paragraphs, lists,

and so on — and to supplement that text with interactive forms, embedded images, and other

objects. HTML is written in the form of labels (known as tags), surrounded by angle brackets.

HTML can also describe, to some degree, the appearance and semantics of a document, and can

include embedded scripting language code which can affect the behavior of web browsers and

other HTML processors

Hypertext Markup Language (HTML), the languages of the World Wide

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Web (WWW), allows users to produces Web pages that include text, graphics and pointer to

other Web pages (Hyperlinks).

HTML is not a programming language but it is an application of ISO Standard 8879, SGML

(Standard Generalized Markup Language), but specialized to hypertext and adapted to the Web.

The idea behind Hypertext is that instead of reading text in rigid linear structure, we can easily

jump from one point to another point. We can navigate through the information based on our

interest and preference. A markup language is simply a series of elements, each delimited with

special characters that define how text or other items enclosed within the elements should be

displayed. Hyperlinks are underlined or emphasized works that load to other documents or some

portions of the same document.

HTML provides tags (special codes) to make the document look attractive. HTML tags are not

case-sensitive. Using graphics, fonts, different sizes, color, etc., can enhance the presentation of

the document. Anything that is not a tag is part of the document itself.

Basic HTML Tags:

<! -- --> specifies comments

<A>……….</A> Creates hypertext links

<B>……….</B> Formats text as bold

<BODY>…</BODY> Contains all tags and text in the HTML document

<FORM>...</FORM> Encloses a fill-out form

<FRAME>...</FRAME> Defines a particular frame in a set of frames

<H#>…</H#> Creates headings of different levels( 1 – 6 )

<HEAD>...</HEAD> Contains tags that specify information about a document

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<HTML>…</HTML> Contains all other HTML tags

<META>...</META> Provides meta-information about a document

<SCRIPT>…</SCRIPT> Contains client-side or server-side script

<TABLE>…</TABLE> Creates a table

<TD>…</TD> Indicates table data in a table

<TR>…</TR> Designates a table row

<TH>…</TH> Creates a heading in a table

Advantages

 A HTML document is small and hence easy to send over the net. It is small

because it does not include formatted information.

 HTML is platform independent.

 HTML tags are not case-sensitive

4.2BACKEND:

SQ lite:
This SQLite tutorial teaches you everything you need to know to start using SQLite effectively.
You will learn SQLite through extensive hands-on practices.

If you have been working with other relational database management systems such as MySQL,
PostgreSQL, Oracle, Microsoft SQL Server and you hear about SQLite. And you are curious to
know more about it.

If your friends recommended you use an SQLite database instead of using a file to manage
structured data in your applications. You want to get started with the SQLite immediately to see
if you can utilize it for your apps.

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If you are just starting out learning SQL and want to use SQLite as the database for your
application.

If you are one of the people described above, this SQLite tutorial is for you.

SQLite is an open-source, zero-configuration, self-contained, stand-alone, transaction relational
database engine designed to be embedded into an application.

Getting started with SQLite

You should go through this section if this is the first time you have worked with SQLite. Follow
these 3-easy steps to get started with SQLite fast.

 First, help you answer the first important question: what is SQLite? You will have a brief
overview of SQLite before working on it.
 Second, show you step by step how to download and install SQLite GUI tool on your
computer.
 Third, introduce you to an SQLite sample database and walk you through the steps of
using the sample database for practicing.
Basic SQLite tutorial

This section presents basic SQL statements that you can use with SQLite. You will first start
querying data from the sample database. If you are already familiar with SQL, you will notice
the differences between SQL standard and SQL dialect in SQLite.

Simple query

 Select – query data from a single table using SELECT statement.


. Sorting rows

 Order By – sort the result set in ascending or descending order.


Filtering data

 Select Distinct – query unique rows from a table using the DISTINCT clause.


 Where  – filter rows of a result set using various conditions.
 Limit – constrain the number of rows that you want to return. The LIMIT clause helps
you get the necessary data returned by a query.
 Between – test whether a value is in a range of values.
 In – check if a value matches any value in a list of value or subquery.

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 Like – query data based on pattern matching using wildcard characters: percent sign (%)
and underscore (_).
 Glob – determine whether a string matches a specific UNIX-pattern.
 IS NULL – check if a value is null or not.
Joining tables

 SQLite join – learn the overview of joins including inner join, left join, and cross join.
 Inner Join – query data from multiple tables using inner join clause.
 Left Join – combine data from multiple tables using left join clause.
 Cross Join – show you how to use the cross join clause to produce a cartesian product of
result sets of the tables involved in the join.
 Self Join – join a table to itself to create a result set that joins rows with other rows within
the same table.
 Full Outer Join – show you how to emulate the full outer join in the SQLite using left join
and union clauses.
Grouping data

 Group By – combine a set of rows into groups based on specified criteria. The GROUP
BY clause helps you summarize data for reporting purposes.
 Having – specify the conditions to filter the groups summarized by the GROUP
BY clause.
Set operators

 Union – combine result sets of multiple queries into a single result set. We also discuss
the differences between UNION and UNION ALL clauses.
 Except – compare the result sets of two queries and returns distinct rows from the left
query that are not output by the right query.
 Intersect – compare the result sets of two queries and returns distinct rows that are output
by both queries.
Subquery

 Subquery – introduce you to the SQLite subquery and correlated subquery.


 Exists operator – test for the existence of rows returned by a subquery.
More querying techniques

 Case – add conditional logic to the query.

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Changing data

This section guides you on how to update data in the table using insert, update, and delete
statements.

 Insert – insert rows into a table


 Update – update existing rows in a table.
 Delete – delete rows from a table.
 Replace – insert a new row or replace the existing row in a table.
Transactions

 Transaction – show you how to handle transactions.

Data definition
In this section, we show you how to create database objects such as tables, views, indexes using
SQL data definition language.

 SQLite Data Types – introduce you to the SQLite dynamic types system and its important
concepts: storage classes, manifest typing, and type affinity.
 Create Table – show you how to create a new table in the database.
 Primary Key – show you how to define the primary key for a table.
 NOT NULL constraint – ensure values in a column are not NULL.
 UNIQUE constraint – ensure values in a column or a group of columns are unique.
 CHECK constraint – ensure the values in a column meet a specified condition defined by
an expression.
 AUTOINCREMENT – explain how the attribute AUTOINCREMENT works and why
you should avoid using it.
 Alter Table – show you how to use modify the structure of an existing table.
 Rename column – learn step by step how to rename a column of a table.
 Drop Table – guide you on how to remove a table from the database.
 VACUUM – show you how to optimize database file.
Views

 Create View – introduce you to the view concept and show you how to create a new view
in the database.

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 Drop View – show you how to drop a view from its database schema.
Indexes

 Index – teach you about the index and how to utilize indexes to speed up your queries.
 Index for Expressions – show you how to use the expression-based index.
Triggers

 Trigger – manage triggers in SQLite database.


 triggers – learn about INSTEAD OF triggers and how to create an  trigger to update data
via a view.
Full-text search

 Full-text search – get started with the full-text search in SQLite.


SQLite tools

 SQLite Commands – show you the most commonly used command in sqlite3 program.
 SQLite Show Tables – list all tables in a database.
 SQLite Describe Table – show the structure of a table.
 SQLite Dump – how to use dump command to backup and restore a database.
 SQLite Import CSV – how to import CSV file into a table.
 SQLite Export CSV – how to export a SQLite database to CSV files.

3.3MODULES:

1. In this module there will be a three different modules they are contains the admin and user and
Doctor. In admin login administrator will provide the all the information.

1.Admin Module:

2.User Module

3.Payment Module

 Admin Login:

This diagram specifies the role of admin women welfare association System. This diagram
shows the privileges of admin. An admin can accessed in addition to viewing and deleting it
update the project and he can manage incidents and solutions and its status

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• User Login:

The victim or person who wants to file a complaint through this module can be
login through this website need to login by logging into the website you can able to compliant
through this login module.

chapter4
SYSTEM DESIGN

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4.1.UML DIAGRAMS:

4.1.2Use Case Diagram:

A use case diagram at its simplest is a representation of a user's interaction with the system and
depicting the specifications of a use case. A use case diagram can portray the different types of
users of a system and the various ways that they interact with the system. This type of diagram is
typically used in conjunction with the textual use case and will often be accompanied by other
types of diagrams as well

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4.1.2Class Diagram:

The class diagram is the main building block of object oriented modeling. It is used both
for general conceptual modeling of the systematic of the application, and for detailed
modeling translating the models into programming code . Class diagrams can also be
used for data modeling. The classes in a class diagram represent both the main objects,
interactions in the application and the classes to be programmed.

A class with three sections.

In the diagram, classes are represented with boxes which contain three parts:

 The upper part holds the name of the class


 The middle part contains the attributes of the class
 The bottom part gives the methods or operations the class can take or undertake.

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Sequence diagram:

A sequence diagram simply depicts interaction between objects in a sequential order i.e. the


order in which these interactions take place. We can also use the terms event diagrams or event
scenarios to refer to a sequence diagram

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Activity diagram:

An activity diagram is a behavioral diagram i.e. it depicts the behavior of a system. An activity


diagram portrays the control flow from a start point to a finish point showing the various
decision paths that exist while the activity is being executed.

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Chapter-5
IMPLEMENTATION:

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Main page

<html>

<head>

<title>HTML Target Frames</title>

</head>

<frameset rows="120,*">

<frame src="C:\Users\HP\Desktop\project\header.html">

<frameset cols="200, *,200">

<frame src="C:\Users\HP\Desktop\project\Resuce.html" border=0 name="Main_page" />

<frame src="C:\Users\HP\Desktop\project\middle.html">

<frame src="C:\Users\HP\Desktop\project\achievements.html" border=0 name="Main_page" />

</frameset>

</frameset>

<noframes>

<body>

Your browser does not support frames.

</body>

</noframes>

</frameset>

</html>

Login page:

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<CENTER><h1>LOGIN</h1>

<body bgcolor="white"></p>

<b><label for="username" class="uname" data-icon="u" > Email or Username </label>

<input id="username" name="username" required="required" type="text"


placeholder="myusername or [email protected]"/>

</p>

<p>

<b><label for="password" class="youpasswd" data-icon="p"> Your password </label>

<input id="password" name="password" required="required" type="password" placeholder="eg.


X8df!90EO" /> </p>

<p class="keeplogin">

<input type="checkbox" name="loginkeeping" id="loginkeeping" value="loginkeeping" />

<label for="loginkeeping">Keep me logged in</label>

</p>

<p class="login button">

<input type="submit" value="Login" />

</p>

<p class="change_link">

Not a member yet ?

<a href="C:\Users\HP\Desktop\project\sign up.html">SIGN UP</a>

</p>

</form>

</div>

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Header.html:

<html>

<head>

<title>HEADER </title>

</head>

<body bgcolor="White">

<center><font color="black"size=20 face="Cooper">WOMEN WELFARE ASSOCIATION


SYSTEM</font></center><br>

<center><h2>

<a href="C:\Users\HP\Desktop\project\cp.html" target="_blank">Complaint box</a>

<a href="C:\Users\HP\Desktop\project\login.html" target="_blank">Login</a>

<a href="C:\Users\HP\Desktop\project\contact.html" target="_blank">Contact</a>

<a href="C:\Users\HP\Desktop\project\payment.html" target="_blank">payment</a></h2>

</center>

</body>

</html>

Payment login:

<center><div class="checkout-panel">

<div class="panel-body">

<h2 class="title">Checkout</h2>

<body bgcolor="white">

<font color="black"size=10 face="Cooper"></font>

<div class="progress-bar">

<div class="step active"></div>

<div class="step active"></div>

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<div class="step"></div>

<div class="step"></div>

</div>

<p style="float:middle;"><img src="C:\Users\HP\Desktop\project\13.jpg" height=100


width=100></p><br>

<div class="payment-method">

<label for="card" class="method card">

<div class="card-logos">

</div>

</div>

</label>

<label for="paypal" class="method paypal">

</div>

</label>

</div>

<div class="input-fields">

<div class="column-1">

<label for="cardholder">CARD HOLDERS NAME</label>

<input type="text" id="cardholder" />

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<div class="small-inputs">

<div>

<label for="date">VAILD THR</label>

<input type="text" id="date" placeholder="MM / YY" />

</div>

<div>

<label for="verification">CVV / CVC *</label>

<input type="password" id="verification"/>

</div>

</div>

</div>

<div class="column-2">

<label for="cardnumber">CARD MEMBER</label>

<input type="password" id="cardnumber"/>

<span class="info">* CVV </span>

</div>

</div>

</div>

<div class="panel-footer">

<button class="btn back-btn">Back</button>

<button class="btn next-btn">Next Step</button>

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</div>

<p style="float:middle;"><img src="C:\Users\HP\Desktop\project\12.PNG" height=100


width=100></p><br>

</div>

</center>

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Chapter-6
TESTING

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The purpose of testing is to discover errors. Testing is the process of trying to discover every
conceivable fault or weakness in a work product. It provides a way to check the functionality of
components, sub assemblies, assemblies and/or a finished product It is the process of exercising
software with the intent of ensuring that the

Software system meets its requirements and user expectations and does not fail in an
unacceptable manner. There are various types of test. Each test type addresses a specific testing
requirement.

TYPES OF TESTS
Unit testing:
Unit testing involves the design of test cases that validate that the internal program logic is
functioning properly, and that program inputs produce valid outputs. All decision branches and
internal code flow should be validated. It is the testing of individual software units of the
application .it is done after the completion of an individual unit before integration. This is a
structural testing, that relies on knowledge of its construction and is invasive. Unit tests perform
basic tests at component level and test a specific business process, application, and/or system
configuration. Unit tests ensure that each unique path of a business process performs accurately
to the documented specifications and contains clearly defined inputs and expected results.

Integration testing

Integration tests are designed to test integrated software components to determine if they
actually run as one program. Testing is event driven and is more concerned with the basic
outcome of screens or fields. Integration tests demonstrate that although the components were
individually satisfaction, as shown by successfully unit testing, the combination of components is
correct and consistent. Integration testing is specifically aimed at exposing the problems that
arise from the combination of components.

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Functional test

Functional tests provide systematic demonstrations that functions tested are available as
specified by the business and technical requirements, system documentation, and user manuals.

Functional testing is centered on the following items:

Valid Input : identified classes of valid input must be accepted.

Invalid Input : identified classes of invalid input must be rejected.

Functions : identified functions must be exercised.

Output : identified classes of application outputs must be exercised.

Systems/Procedures: interfacing systems or procedures must be invoked.

Organization and preparation of functional tests is focused on requirements, key functions, or


special test cases. In addition, systematic coverage pertaining to identify Business process flows;
data fields, predefined processes, and successive processes must be considered for testing.
Before functional testing is complete, additional tests are identified and the effective value of
current tests is determined.

System Test

System testing ensures that the entire integrated software system meets requirements. It tests a
configuration to ensure known and predictable results. An example of system testing is the
configuration oriented system integration test. System testing is based on process descriptions
and flows, emphasizing pre-driven process links and integration points.

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White Box Testing

White Box Testing is a testing in which in which the software tester has knowledge of the inner
workings, structure and language of the software, or at least its purpose. It is purpose. It is used
to test areas that cannot be reached from a black box level.

Black Box Testing

Black Box Testing is testing the software without any knowledge of the inner workings, structure
or language of the module being tested. Black box tests, as most other kinds of tests, must be
written from a definitive source document, such as specification or requirements document, such
as specification or requirements document. It is a testing in which the software under test is
treated, as a black box .you cannot “see” into it. The test provides inputs and responds to outputs
without considering how the software works.

Unit Testing:

Unit testing is usually conducted as part of a combined code and unit test phase of the software
lifecycle, although it is not uncommon for coding and unit testing to be conducted as two distinct
phases.

Test strategy and approach

Field testing will be performed manually and functional tests will be written in detail.

Test objectives
 All field entries must work properly.

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 Pages must be activated from the identified link.


 The entry screen, messages and responses must not be delayed.

Features to be tested
 Verify that the entries are of the correct format
 No duplicate entries should be allowed
 All links should take the user to the correct page.

Integration Testing

Software integration testing is the incremental integration testing of two or more integrated
software components on a single platform to produce failures caused by interface defects.

The task of the integration test is to check that components or software applications, e.g.
components in a software system or – one step up – software applications at the company level –
interact without error.

Test Results: All the test cases mentioned above passed successfully. No defects encountered.

Acceptance Testing
User Acceptance Testing is a critical phase of any project and requires significant participation
by the end user. It also ensures that the system meets the functional requirements.

Test Results: All the test cases mentioned above passed successfully. No defects encountered.

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Chapter-7
Output screens

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Home page:

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Login up:

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sign up:

Suggestion box:

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Contact page:

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Payment page:

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Champions page:

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Sports offered page:

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Registration confirmation page

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Chapter-9
CONCLUSION

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This Project in automating the existing manual system. This is a paperless work. It
reduces man power required. It will provides accurate information always. All years together
gathered information can be saved and can be accessed using sports website at any time. This
System is essential in sports academy. All the administrator, , parents, faculty can get the
required information without delay. As this is only made for the general purpose it can be
generalize to big scale use such as in colleges, university and even distance education can be
benefited from this , by using particular college website we can provide all related information
according to the ward without direct contacting the staff.

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CHAPTER-10

FUTURE ENHANCEMENTS

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 In the future the project can be Enhanced with the admin part SAMS sports academy
 Add more options of like deployment this website as mobile application.
 This website can be linked with mobile number for alert system
 Adding more security level in my web-site.

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CHAPTER-11

REFERENCES

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1. https://www.sqlitetutorial.net/
2. https://www.tutorialspoint.com/sqlite/index.htm
3. https://www.html.com/sqlite-tutorial
4. https://html.com/
5. https://www.tutorialspoint.com/html/index.htm
6. https://www.codecademy.com/learn/learn-html
7. https://www.javatpoint.com/html-tutorial
8. https://www.tutorialspoint.com/css/index.html
9. https://www.javatpoint.com/css-tutorial
10. https://www.csstutorial.net/
11. https://www.tutorialspoint.com/django/index.htm

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