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Virtual Waiter
1
TEAM MEMBERS
 Rafid Asrar Prottoy
ID : 011 132 124
 Amit Ghosh
ID : 011 132 134
 Hamudi Hasan Sonet
ID : 011 132 033
2
TABLE OF CONTENTS
 Project proposal
 Feasibility Analysis
 Benchmark products
 Comparison
 Features
 Context Diagram
 Data flow diagram
 Activity Diagram
 Use case Diagram
 Use case Description
 Visualization
 References
3
PROJECT PROPOSAL
Visualize the restaurant menu according to your
restaurant that evokes the brand and introduces your
menus in the most interactive manner with an Android
App. We offers robust features that not only help your
restaurant to update the menu anytime but also
improves the overall dining experience.
 Make lasting connections with customers that drive revenue and
profitability .
4
FEASIBILITY ANALYSIS
• Over 189
Restaurants in
Dhaka City
• 8.2 millions Smart
Phone User In
Bangladesh (2015)
5
BENCHMARK PRODUCTS
eZee iMenu
DynaMenu
Restro
Signage live
Mvix digital
6
eZee iMenu
7
DynaMenu
8
Restro
• Operation Management anytime, anywhere.
• Stun your guests not only with stylish and beautiful
menus, but also entice them with Wine/Food selectors
9
Signage live
• VIDEO BACKGROUNDS BRING DIGITAL MENU BOARDS TO LIFE
• ADD AN IMAGE OVERLAY WITH TRANSPARENT SECTIONS TO
ALLOW YOUR VIDEO TO SHINE THROUGH
• SCHEDULE DIGITAL MENUS TO CHANGE AT THE SAME TIME
YOU DO
10
Mvix digital
• Increase sales by maximizing upsell opportunity and ensuring daily specials
have a prominent place on the menu.
• Improve ambiance by providing integrated music and visuals that can be
controlled remotely.
• Entertain patrons while they wait for their food.
• Green friendly — eliminate printing costs.
• Manage and update menu items and prices.
• Display different menus at different times of the day.
11
Comparison
NO.
Features eZee
iMenu
Dyna
Menu
Amazing
orders
Restro Signage
live
Mvi
x
digit
al
V.A
Virtual
Waiter
1. E-Manu System        
2. Fully Customizable        
3. Auto Generated Billing        
4. Analytics
       
5. Social Media Sharing
       
6. Order to kitchen directly
       
7. Music and Visuals
       
12
Comparison (Continue …)
NO.
Features eZee
iMenu
Dyna
Menu
Amazing
orders
Restro Signage
live
Mvi
x
digit
al
V.A
Virtual
Waiter
8. Promote specials items        
9. Highlight hot offers        
10. Bill include Vat And Tax        
11. Operation Management
anytime        
12. Stylish and Beautiful
       
13. Foods details with image
       
14. Scheduling orders
       
13
Comparison (Continue …)
NO.
Features eZee
iMenu
Dyna
Menu
Amazing
orders
Restro Signage
live
Mvix
digital
V.A Virtual
Waiter
15. Daily Offers        
16. Daily discounts        
17. Bill include Vat And Tax        
18. Keep logs
       
19. Credit or debit card payment
       
20. Central Desktop App
       
21 User and Time based Food
suggestion
       
14
Comparison (Continue …)
NO.
Features eZee
iMenu
Dyna
Menu
Amazing
orders
Restro Signage
live
Mvi
x
digit
al
V.A
Virtual
Waiter
22. Order cancelation        
23. Online backup database        
24. Food Review and Rating        
25. Auto Generated offer coupon
       
15
Features
 Android Application
 Desktop Application
16
1. Simple, easy to use and user friendly.
2. Tablet Based E-Menu System.
3. Order Easily.
4. Dynamic Menu Pricing.
5. Order Directly to kitchen.
6. Fully Customizable.
7. Highlight daily or limited hot offers.
8. Easy to Manage and update the system
anytime.
9. Auto Generated Billing system.
10.App Based Payment System.
11.App Based Review and Rating
systems.
12.Social Media Sharing.
Android Application
17
1. Received order details.
2. Store order details.
3. Generate bill slip.
4. Generate Reports (Daily /Monthly /Yearly).
5. Send daily report to Owner via Email.
6. Delete, Update, Edit any kind of Order or
Menu.
Desktop Application Features
18
Context Diagram
19
20
Data Flow Diagrams
21
22
Activity Diagram
23
24
Use Case Diagram
25
26
Use Case Description
27
Use Case Number : 1
Use Case Name: Order Food
Primary Actor: Customer
Interest:
Customer: Browse Menu and order food with
quantity .
Precondition:
1. Menu item will be visible with price of items.
2. Device will be set-up by management.
3. Configure the device by management.
28
Success Scenario:
1.Menu will show with menu item to the
customer .
2.Customer will order from items.
3. Order will go to the kitchen.
Alternate Scenario:
1.Wifi connection will be lost
1.a: Reconnect
2.If customer wants to change the order
2.a:Will change the order .
29
Post-Condition:
1.Order is went to the Kitchen.
2.Oerder details is shown to the
customer.
3. Inventory updated.
4. Tax is correctly calculated.
30
Use Case Number : 2
Use Case Name: Payment System
Primary Actor: Customer
Interest:
Manager: Generate the bill properly.
Customer : Get the accurate bill.
Waiter: Take the bill to the customer
Precondition:
1. Correctly generated bill with service charge and
tax.
2. Sent the bill to proper customer.
31
Success Scenario:
1.Bill will successfully generated .
2.Send the bill to the customer .
3. Received the payment by card or cash .
Alternate Scenario:
1.If bill has printing mistakes
1.a: Generate bill again
2.If card has payment error
2.a: Request to pay in cash
32
Post-Condition:
1.Bill is received.
2.Inventory updated.
3.Tax is correctly calculated.
33
Use Case Number: 3
Use Case Name: Serve food
Primary Actor: Waiter
Interest:
Customer : Get the food in minimum time .
Waiter: Take the food to the customer when the food
is ready to serve in minimum time
Precondition:
1. Take the food from kitchen timely.
2. Take correct food to the correct customer.
34
Success Scenario:
1. Chef will call the waiter when food is ready.
2. Take the food from kitchen when the food is
ready to serve to the customer .
3. Serve correct food to the correct customer.
Alternate Scenario:
1.Chef make any mistake to make the food.
1.a: Make the food again
2.Waiter take food to the wrong customer.
2.a:Serve correct food to the customer.
35
Post-Condition:
1.Food is Made correctly.
2.Served the food to customer.
3.Bill is correctly calculated.
4.Tax is correctly calculated.
36
Use Case Number: 4
Use Case Name: Cook Food
Primary Actor: Chef
Interest:
Chef: Make the food correctly and in
minimum time
Customer :Get the food in minimum time .
Waiter: Take the food from the chef and serve in
minimum time
Precondition:
1. Give the correct food order.
2. Receive the order and make food correctly .
37
Success Scenario:
1. Chef will receive the order in the kitchen.
2. After receiving the order chef will start
making the food.
3.After making chef will call the waiter to serve
it.
Alternate Scenario:
1.Chef make any mistake to make the food.
1.a: Make the food again
2.Comunication problem of the system.
2.a:Solve the problem and order again.
38
Post-Condition:
1.Order is received.
2.Food is Made by chef.
39
Use Case Number: 5
Use Case Name: Maintenance
Primary Actor: Developer
Interest:
Developer: Make the system error free and
maintain the system properly and take
payment.
Manager : If the system shows any problem then
manager will call the developer to fixed
that give the payment properly.
Precondition:
1. Deploy the system properly and try to make
error free.
2. Make agreement with developer for maintaining
the system .
40
Success Scenario:
1.System will run properly and smoothly.
Alternate Scenario:
1.System shows any error .
1.a: Manager call the developer and
developer fix the problem.
Post-Condition:
1.System is updated.
2.Developer get the payment.
41
Visualization
42
43
System Analysis And Development Course
45
46
47
48
49
50
Desktop Application
51
LAB -7
TABLE OF CONTENTS
 User Interface and It’s Golden Rules
 Entity Relationship Diagram
 State Diagram
 Class Diagram
 Sequence Diagram
USER INTERFACE
System Analysis And Development Course
USER INTERFACE
Definition : In information technology, the user interface (UI) is
everything designed into an information device with which a
human being may interact .
Including : Display screen, keyboard, mouse, light pen, the
appearance of a desktop, illuminated characters, help messages,
and how an application program or a Web site invites
interaction and responds to it.
3 GOLDEN RULES OF USER
INTERFACE
 Place Users in Control
 Reduce Users’ Memory Load
 Make the Interface Consistent
PLACE USERS IN CONTROL
 Provide flexible interaction.
 Allow user interaction to be interruptible and undoable.
PROVIDE FLEXIBLE
INTERACTION.
INTERRUPTIBLE AND
UNDOABLE INTERACTION
PLACE USERS IN
CONTROL
 Hide technical internals from the casual user.
 Direct interaction with objects that appear on the screen.
REDUCE USERS’ MEMORY
LOAD
 Reduce demand on short-term memory.
 Establish meaningful defaults.
 Define shortcuts that are intuitive.
 The visual layout of the interface should be based on a real-world
metaphor.
 Disclose information in a progressive fashion.
ESTABLISH MEANINGFUL
DEFAULTS.
DEFINE
SHORTCUTS
THAT ARE
INTUITIVE.
DISCLOSE INFORMATION IN A
PROGRESSIVE FASHION.
MAKE THE INTERFACE
CONSISTENT
 Allow the user to put the current task into a meaningful
context.
 Maintain consistency across a family of applications.
 If past interactive models have created user expectations, do
not make changes unless there is a compelling reason to do so.
MAKE THE
INTERFACE
CONSISTENT
 Drawer on every Page.
 Visible Cart .
 Same Header and footer
 Same Settings on Every Page.
DESKTOP USER
INTERFACE
ENTITY RELATIONSHIP
DIAGRAM
 Definition:
An entity relationship diagram (ERD)
shows the relationships of entity sets stored in a
database. An entity in this context is a component of
data. In other words, ER diagrams illustrate the
logical structure of databases.
Entity
Weak
Entity
Relationsh
ip
Attribute
Multivalue
d Attribute
Derived
Attribute
ERD of Virtual Waiter
System Analysis And Development Course
STATE DIAGRAM
STATE DIAGRAM
Definition: A state diagram is a diagram used in computer science to
describe the behavior of a system considering all the possible states of
an object when an event occurs. Sometimes it's also known as a Harel
state chart or a state machine diagram
BASIC SYMBOLS AND
NOTATIONS
State A Simple state
State
Activity
/Method
s
A state with
Internal Activity
BASIC SYMBOLS AND
NOTATIONS
Transition
Initial State/
Starting point
Final State
BASIC SYMBOLS AND
NOTATIONS
State 1
State 2
Fork
BASIC SYMBOLS AND
NOTATIONS
State 1
State 2
Join
State 3
STEPS TO DRAW A STATE
DIAGRAM
Step 1 : Define States
Step 2 : Describe States
Step 3 : Draw Transitions
Step 4 : Define Transition Triggers
Step 5 : Define Guard Conditions
STEP 1 : DEFINE STATES
#Condition
#Situation
A state is a condition or situation an object might be in during
it’s life time in a system.
State
STEP 2: DESCRIBE STATES
 Give the information of the state what it will do
//When a new open
Account
With
funds
STEP 3: DRAW
TRANSITIONS
 We draw a directed line to
Indicate a change to one state
To another
State 1
State 2
STEP 4 : DEFINE TRANSITION
TRIGGERS
 We will specify what is to happen
In that transition
Ask for PIN
Number
INSERT Card
STEP 5: DEFINE GUARD
CONDITIONS
User Account
Zero Balance
 We will give a condition to go
one state to another. If condition
become true then go to next state.
If(Balance==0)
STATE DIAGRAM EXAMPLE
STATE DIAGRAM
idle
Show
Men
u
Start app
Given
order
Bill
generato
r
Kitche
n
Waiter
Customer
Ready food
Calculated bill
Serve
foodGive bill
Verificatio
n
If pay in card
Take
Payment
Verification complete
Cash pay
Card failure
Or other problem
Cash pay
If pay in cash
Rating
food
Social
media
Shearing
If want to rate the food
If want to make social
media shearing
CLASS DIAGRAM
CLASS DIAGRAM
 Graphical way to illustrate relationship between classes in an
object oriented system
 Appearance varies between different drawing tools
 Describe responsibilities of a system.
 Base for component and deployment diagrams.
CLASSES
 Represented by a box
 In the simplest case , a class might be a box
with the name of the class included within it Hello UIU
CLASS FIELDS
 Fields ( data members ) of a class
added to the box between two lines
 First character in the field name
gives scope
o +for public
o - for private
Hello UIU
Message : SAD LAB
METHODS
 Methods ( member functions) go below
the class fields section
 Same scoping and typing conventions
used
- Actual semantics vary from tool to
tool
Hello UIU
Message : SAD LAB
+setMessage( m : SAD LAB)
+getMessage (): SAD LAB
+ display ()
+HelloWorld() – constructor
RELATIONSHIPS
BETWEEN CLASSES Drawn using arrows to connect classes together
-Two Categories of this Relations :
1. Generalization : Can represent relationships between the classes
themselves.
2. Association : Can represent relationships between instances of the
classes
 Multiplicity :
- Specific number ( e.g. 1)
- Range of numbers , separated by two dots (e.g. 0..1)
-Unbounded ranges ( e.g. 0..* or 1..*)
GENERALIZATION (
INHERITANCE) Shows “is-a” relationship between
classes
 Used for languages that supports
inheritance
 Child Class is a subclass of parent
class
Message
-text : String = “SAD LAB”
+getMessage(): String
SimpleMessage
+SimpleMessage (s: String)
AGGREGATION
 Weak type of : has a “ relationship
 One class contains a collection of
instances of other classes
 Key Idea : the instances of the
other class can exist independently
of the collection
MultiMessage
Message: List<Message>
+addMessage(m :Message)
SimpleMessage
+SimpleMessage (s: String)
96
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System Analysis And Development Course

  • 2. TEAM MEMBERS  Rafid Asrar Prottoy ID : 011 132 124  Amit Ghosh ID : 011 132 134  Hamudi Hasan Sonet ID : 011 132 033 2
  • 3. TABLE OF CONTENTS  Project proposal  Feasibility Analysis  Benchmark products  Comparison  Features  Context Diagram  Data flow diagram  Activity Diagram  Use case Diagram  Use case Description  Visualization  References 3
  • 4. PROJECT PROPOSAL Visualize the restaurant menu according to your restaurant that evokes the brand and introduces your menus in the most interactive manner with an Android App. We offers robust features that not only help your restaurant to update the menu anytime but also improves the overall dining experience.  Make lasting connections with customers that drive revenue and profitability . 4
  • 5. FEASIBILITY ANALYSIS • Over 189 Restaurants in Dhaka City • 8.2 millions Smart Phone User In Bangladesh (2015) 5
  • 9. Restro • Operation Management anytime, anywhere. • Stun your guests not only with stylish and beautiful menus, but also entice them with Wine/Food selectors 9
  • 10. Signage live • VIDEO BACKGROUNDS BRING DIGITAL MENU BOARDS TO LIFE • ADD AN IMAGE OVERLAY WITH TRANSPARENT SECTIONS TO ALLOW YOUR VIDEO TO SHINE THROUGH • SCHEDULE DIGITAL MENUS TO CHANGE AT THE SAME TIME YOU DO 10
  • 11. Mvix digital • Increase sales by maximizing upsell opportunity and ensuring daily specials have a prominent place on the menu. • Improve ambiance by providing integrated music and visuals that can be controlled remotely. • Entertain patrons while they wait for their food. • Green friendly — eliminate printing costs. • Manage and update menu items and prices. • Display different menus at different times of the day. 11
  • 12. Comparison NO. Features eZee iMenu Dyna Menu Amazing orders Restro Signage live Mvi x digit al V.A Virtual Waiter 1. E-Manu System         2. Fully Customizable         3. Auto Generated Billing         4. Analytics         5. Social Media Sharing         6. Order to kitchen directly         7. Music and Visuals         12
  • 13. Comparison (Continue …) NO. Features eZee iMenu Dyna Menu Amazing orders Restro Signage live Mvi x digit al V.A Virtual Waiter 8. Promote specials items         9. Highlight hot offers         10. Bill include Vat And Tax         11. Operation Management anytime         12. Stylish and Beautiful         13. Foods details with image         14. Scheduling orders         13
  • 14. Comparison (Continue …) NO. Features eZee iMenu Dyna Menu Amazing orders Restro Signage live Mvix digital V.A Virtual Waiter 15. Daily Offers         16. Daily discounts         17. Bill include Vat And Tax         18. Keep logs         19. Credit or debit card payment         20. Central Desktop App         21 User and Time based Food suggestion         14
  • 15. Comparison (Continue …) NO. Features eZee iMenu Dyna Menu Amazing orders Restro Signage live Mvi x digit al V.A Virtual Waiter 22. Order cancelation         23. Online backup database         24. Food Review and Rating         25. Auto Generated offer coupon         15
  • 16. Features  Android Application  Desktop Application 16
  • 17. 1. Simple, easy to use and user friendly. 2. Tablet Based E-Menu System. 3. Order Easily. 4. Dynamic Menu Pricing. 5. Order Directly to kitchen. 6. Fully Customizable. 7. Highlight daily or limited hot offers. 8. Easy to Manage and update the system anytime. 9. Auto Generated Billing system. 10.App Based Payment System. 11.App Based Review and Rating systems. 12.Social Media Sharing. Android Application 17
  • 18. 1. Received order details. 2. Store order details. 3. Generate bill slip. 4. Generate Reports (Daily /Monthly /Yearly). 5. Send daily report to Owner via Email. 6. Delete, Update, Edit any kind of Order or Menu. Desktop Application Features 18
  • 20. 20
  • 22. 22
  • 24. 24
  • 26. 26
  • 28. Use Case Number : 1 Use Case Name: Order Food Primary Actor: Customer Interest: Customer: Browse Menu and order food with quantity . Precondition: 1. Menu item will be visible with price of items. 2. Device will be set-up by management. 3. Configure the device by management. 28
  • 29. Success Scenario: 1.Menu will show with menu item to the customer . 2.Customer will order from items. 3. Order will go to the kitchen. Alternate Scenario: 1.Wifi connection will be lost 1.a: Reconnect 2.If customer wants to change the order 2.a:Will change the order . 29
  • 30. Post-Condition: 1.Order is went to the Kitchen. 2.Oerder details is shown to the customer. 3. Inventory updated. 4. Tax is correctly calculated. 30
  • 31. Use Case Number : 2 Use Case Name: Payment System Primary Actor: Customer Interest: Manager: Generate the bill properly. Customer : Get the accurate bill. Waiter: Take the bill to the customer Precondition: 1. Correctly generated bill with service charge and tax. 2. Sent the bill to proper customer. 31
  • 32. Success Scenario: 1.Bill will successfully generated . 2.Send the bill to the customer . 3. Received the payment by card or cash . Alternate Scenario: 1.If bill has printing mistakes 1.a: Generate bill again 2.If card has payment error 2.a: Request to pay in cash 32
  • 33. Post-Condition: 1.Bill is received. 2.Inventory updated. 3.Tax is correctly calculated. 33
  • 34. Use Case Number: 3 Use Case Name: Serve food Primary Actor: Waiter Interest: Customer : Get the food in minimum time . Waiter: Take the food to the customer when the food is ready to serve in minimum time Precondition: 1. Take the food from kitchen timely. 2. Take correct food to the correct customer. 34
  • 35. Success Scenario: 1. Chef will call the waiter when food is ready. 2. Take the food from kitchen when the food is ready to serve to the customer . 3. Serve correct food to the correct customer. Alternate Scenario: 1.Chef make any mistake to make the food. 1.a: Make the food again 2.Waiter take food to the wrong customer. 2.a:Serve correct food to the customer. 35
  • 36. Post-Condition: 1.Food is Made correctly. 2.Served the food to customer. 3.Bill is correctly calculated. 4.Tax is correctly calculated. 36
  • 37. Use Case Number: 4 Use Case Name: Cook Food Primary Actor: Chef Interest: Chef: Make the food correctly and in minimum time Customer :Get the food in minimum time . Waiter: Take the food from the chef and serve in minimum time Precondition: 1. Give the correct food order. 2. Receive the order and make food correctly . 37
  • 38. Success Scenario: 1. Chef will receive the order in the kitchen. 2. After receiving the order chef will start making the food. 3.After making chef will call the waiter to serve it. Alternate Scenario: 1.Chef make any mistake to make the food. 1.a: Make the food again 2.Comunication problem of the system. 2.a:Solve the problem and order again. 38
  • 40. Use Case Number: 5 Use Case Name: Maintenance Primary Actor: Developer Interest: Developer: Make the system error free and maintain the system properly and take payment. Manager : If the system shows any problem then manager will call the developer to fixed that give the payment properly. Precondition: 1. Deploy the system properly and try to make error free. 2. Make agreement with developer for maintaining the system . 40
  • 41. Success Scenario: 1.System will run properly and smoothly. Alternate Scenario: 1.System shows any error . 1.a: Manager call the developer and developer fix the problem. Post-Condition: 1.System is updated. 2.Developer get the payment. 41
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  • 52. TABLE OF CONTENTS  User Interface and It’s Golden Rules  Entity Relationship Diagram  State Diagram  Class Diagram  Sequence Diagram
  • 55. USER INTERFACE Definition : In information technology, the user interface (UI) is everything designed into an information device with which a human being may interact . Including : Display screen, keyboard, mouse, light pen, the appearance of a desktop, illuminated characters, help messages, and how an application program or a Web site invites interaction and responds to it.
  • 56. 3 GOLDEN RULES OF USER INTERFACE  Place Users in Control  Reduce Users’ Memory Load  Make the Interface Consistent
  • 57. PLACE USERS IN CONTROL  Provide flexible interaction.  Allow user interaction to be interruptible and undoable.
  • 60. PLACE USERS IN CONTROL  Hide technical internals from the casual user.  Direct interaction with objects that appear on the screen.
  • 61. REDUCE USERS’ MEMORY LOAD  Reduce demand on short-term memory.  Establish meaningful defaults.  Define shortcuts that are intuitive.  The visual layout of the interface should be based on a real-world metaphor.  Disclose information in a progressive fashion.
  • 64. DISCLOSE INFORMATION IN A PROGRESSIVE FASHION.
  • 65. MAKE THE INTERFACE CONSISTENT  Allow the user to put the current task into a meaningful context.  Maintain consistency across a family of applications.  If past interactive models have created user expectations, do not make changes unless there is a compelling reason to do so.
  • 66. MAKE THE INTERFACE CONSISTENT  Drawer on every Page.  Visible Cart .  Same Header and footer  Same Settings on Every Page.
  • 69.  Definition: An entity relationship diagram (ERD) shows the relationships of entity sets stored in a database. An entity in this context is a component of data. In other words, ER diagrams illustrate the logical structure of databases.
  • 72. ERD of Virtual Waiter
  • 75. STATE DIAGRAM Definition: A state diagram is a diagram used in computer science to describe the behavior of a system considering all the possible states of an object when an event occurs. Sometimes it's also known as a Harel state chart or a state machine diagram
  • 76. BASIC SYMBOLS AND NOTATIONS State A Simple state State Activity /Method s A state with Internal Activity
  • 77. BASIC SYMBOLS AND NOTATIONS Transition Initial State/ Starting point Final State
  • 79. BASIC SYMBOLS AND NOTATIONS State 1 State 2 Join State 3
  • 80. STEPS TO DRAW A STATE DIAGRAM Step 1 : Define States Step 2 : Describe States Step 3 : Draw Transitions Step 4 : Define Transition Triggers Step 5 : Define Guard Conditions
  • 81. STEP 1 : DEFINE STATES #Condition #Situation A state is a condition or situation an object might be in during it’s life time in a system. State
  • 82. STEP 2: DESCRIBE STATES  Give the information of the state what it will do //When a new open Account With funds
  • 83. STEP 3: DRAW TRANSITIONS  We draw a directed line to Indicate a change to one state To another State 1 State 2
  • 84. STEP 4 : DEFINE TRANSITION TRIGGERS  We will specify what is to happen In that transition Ask for PIN Number INSERT Card
  • 85. STEP 5: DEFINE GUARD CONDITIONS User Account Zero Balance  We will give a condition to go one state to another. If condition become true then go to next state. If(Balance==0)
  • 87. STATE DIAGRAM idle Show Men u Start app Given order Bill generato r Kitche n Waiter Customer Ready food Calculated bill Serve foodGive bill Verificatio n If pay in card Take Payment Verification complete Cash pay Card failure Or other problem Cash pay If pay in cash Rating food Social media Shearing If want to rate the food If want to make social media shearing
  • 89. CLASS DIAGRAM  Graphical way to illustrate relationship between classes in an object oriented system  Appearance varies between different drawing tools  Describe responsibilities of a system.  Base for component and deployment diagrams.
  • 90. CLASSES  Represented by a box  In the simplest case , a class might be a box with the name of the class included within it Hello UIU
  • 91. CLASS FIELDS  Fields ( data members ) of a class added to the box between two lines  First character in the field name gives scope o +for public o - for private Hello UIU Message : SAD LAB
  • 92. METHODS  Methods ( member functions) go below the class fields section  Same scoping and typing conventions used - Actual semantics vary from tool to tool Hello UIU Message : SAD LAB +setMessage( m : SAD LAB) +getMessage (): SAD LAB + display () +HelloWorld() – constructor
  • 93. RELATIONSHIPS BETWEEN CLASSES Drawn using arrows to connect classes together -Two Categories of this Relations : 1. Generalization : Can represent relationships between the classes themselves. 2. Association : Can represent relationships between instances of the classes  Multiplicity : - Specific number ( e.g. 1) - Range of numbers , separated by two dots (e.g. 0..1) -Unbounded ranges ( e.g. 0..* or 1..*)
  • 94. GENERALIZATION ( INHERITANCE) Shows “is-a” relationship between classes  Used for languages that supports inheritance  Child Class is a subclass of parent class Message -text : String = “SAD LAB” +getMessage(): String SimpleMessage +SimpleMessage (s: String)
  • 95. AGGREGATION  Weak type of : has a “ relationship  One class contains a collection of instances of other classes  Key Idea : the instances of the other class can exist independently of the collection MultiMessage Message: List<Message> +addMessage(m :Message) SimpleMessage +SimpleMessage (s: String)