A

PRACTICAL TRAINING SEMINAR REPORT

ON

SAP(SYSTEM APPLICATION AND PROGRAMING)

TAKEN AT

“DCM SHRIRAM CONSOLIDATED LTD”

KOTA

 

PREFACE

The result of change is development  and thus new things come into existence. Now a days computer spreads its arms in almost all fields. Earlier the attention was given on hardware development, but when the importance of software is known the more attention is given on software development.

The application software is one of part of this change. The objective of the project “LIBRARY MANAGEMENT” is to represent the procedure of any library by software means. We have tried to present  the wonderful Library management system software and its application in simple and easy to understand.

This project is based on C++ for windows. The features, commands and functions of “LIBRARY MANAGEMENT” are completed very simple and clearly. The figures in this report are the actual screen image on monitor & actual printer.

                                                

                                        INDEX

                                

     S.NO.                          CONTENTS                                  PAGE NO.

  1.         BRIEF INTRODUCTION OF

                                 ORGANIZATION                                                     5-6                    

      2.                              SOFTWARE DEVELOPMENT                                     7-11

                                       AND PROTOTYPE MODEL                                

3.                              REQUIREMENT ANALYSIS                                 12-15              

4.                              ABOUT THE SOFTWARE                                      16

                                       

5.                              ABOUT THE PROJECT                                          34

                                 project.

       6.                             OUTPUT SCREENS                                                  38-48

       7.                             CONCLUSION                                                            49

       8.                             LIMITATION                                                              50

       9.                             REFERENCES                                                            51                                  

ABOUT THE ORGANIZATION

                 NATIONAL INSTITUTE OF INFORMATION

                                         TECHNOLOGY

In order to excel in industry that’s constantly re-inventing itself, you need an organization that helps

you keep pace with technology. And there’s nobody better than NIIT, a leading IT services

organization , focusing on the training needs of software professionals and providing world software

services and solutions. NIIT is a national organization, situated not only in India but in any small or

big cities all over the world. It provides all courses in the field of information technology including

career courses, cats courses, swift courses and many more..

They have not only helped students keep abreast of the latest technologies but also how to harness it

for their needs. This organization has quailified a lot students by providing graduation and post

graduation certificates. This dedication, coupled with a commitment to the customer and qualify, has

enabled us in gaining a presence over thousands of centres which are spread across many countries

and in becoming India’s foremost IT training organization on advance software tools and products.  

The student certified from NIIT is eligible for any of the IT company. The NIIT certificate is known to be the most valuable certificates among all the ones.

                                          AN EYE TO THE FUTURE

India has a new mantra-information technology, which has made the software sector as one of the high

value addition and a net foreign exchange earning industry. As on 31 December 2000 , the IT software

and services professionals employed increased to 410,000. The IT software and services sector

continues to be amongst the fastest growing sectors in the Indian economy. In 1999-2000 a total export

of Rs.17, 150 crore was achieved. The software industry in India expects to reach an export level of

US$6.24 billion by 2000-2001 & US$9.5 billion by 2001-2002. You can be a part of this high growth

industry if you acquire the right skills at the right time.

As a pioneer in offering advanced training and skill enhancement programmes to the fraternity of

software professionals, and the user community, NIIT is ideally positioned  to impart these skills to

you. The specially designed Excel Plus programme will enable you to launch yourself on a software

development career. When we train and hone your skills, rests assured you will graduate a complete

professional- one who meets demanding standards of the industry.

                                    SOFTWARE DEVELOPMENT

Software is based on the layered technology. The development of the software is based on the quality of the software to be developed. Total quality management leads to the development of the increasing more natural approaches to software engineering.

           Tools

              Methods

                    Process

                      A Quality Focus

Software Engineering Layers

The bedrock that supports software engineering is Quality Focus. The foundation of the software engineering process is the Process Layer. Software Engineering Process that hold technology layer together for the timely development of computer software. Process defines a framework for a set of keys Process Area that must be established for effective delivery of software engineering technology.

Software engineering Methods provide the technicalities involve in the software making process. Methods include: 

                                                                 

 Software Engineering Tools, which is third layer, provide automated or semi-automated support for the process or method. When tools are integrated so that another can use information created by one tools, a system for the support of software development called Computer Aided Software Engineering.  

The work associated with software engineering can be categorized into three generic phases:

1.        Definition Phase: Focused on what, i.e. during definition, the software attempts to identify what information is to be processed, what functions and performance are desired, what system behavior can be expected, what interfaces are to established, what design constraint exist, and what validation criteria are required to define successful system.

2.        Development Phase: focus on how. During development a software engineer attempts to define how data are to structured, how procedure details are implemented, how interfaces are to be characterized, how design will be translated into a programming language and how testing will be performed.

3.                 Support Phase:  Focus on the change associate with error correction, adaptations are required as the software’s environment involves, and changes due to enhancements brought about by customer requirement.

Software development is a cyclic process and it proceeds in step by manner. There are many models has been developed & they are failed due to some drawbacks like they do not fulfill the requirement, risk factor more, cannot be understand by customer, finally 

PROTOTYPE  MODEL                                                                                                    

                                                                                                                                         

                                                               

Prototype model

This model is advantageous to remove the limitations of the waterfall model. The basic principle of this model is that a throwaway prototype is built to help in understanding the requirement during the requirement phase only. It presents one solution to the problem top be sure that the customer will get what wants. It can be considered as the ‘Initial Step’ of the software.

Phases:

  1. Listen to Customer
  2. Build the model
  3. Customer Evaluation

  1. Listen to Customer

This model starts with the collection of the needs and requirement of the customer but it doesn’t produce any end product. The main goal of this model is to satisfy all the requirements of the customer. To fulfill the requirement of customer, initially a meeting is conducted between the customer and the developer. During the meeting, they:

Such communication results to an agreement. In beginning, the customer presents only those requirements, which are known by him at this time only, that are he provides some partial requirement.

  1. Build the Model

In this phase, the developer gets ready to develop such model. He starts to build the model according to the given requirements of the customer and a ‘Quick Design’tak3es

Place.

3. Customer Evaluation

In this phase, this model is evaluated and tested by the customer. If it doesn’t suit to the customer and he wants to have some more additions in it then he may give the feedback to the developer.

It is quite possible that the customer wants to change all requirements, then that build the model will be thrown away and again a new communication will be held between the customer and the developer. The customer can represent his new requirement list and a new model is built according to this list. In this way, the respectively loop will go and go until the customer tells its entire requirement and at last get satisfied.  

Customer Requirement

 

Construct  

Prototype

Check with User

Refine Prototype

OK

No                

Yes

Build Model

Fig: Prototype Model

                   

Advantages:  

Disadvantage:

                                                                                                                                                                                              Software Requirement Analysis

The software requirement analysis activity is the next step of software project planning in the software development. This phase is the intermediate task to be in between the computer system engineering and software design. The software requirement analysis is defined as: Software requirement analysis is a software engineering task, which bridges the gap between computer system engineering and software design.

The connectivity and overlapping between computer system, software requirement analysis and software design.

System Engineering

Software Requirement

       Analysis

   

Software Design

Involves refining and modeling the requirements to identify inconsistencies errors omissions and other defects. The key and primary objectives of the requirements analysis are to describe the requirements in terms in relationships.


                      NEED OF REQUIREMENTSANALYSIS

The requirements analysis is one of the demanding phases of the Software Development

Life Cycle. There is some needs of the phase which are described below:  

1. Requirements analysis enables the system engineer:  

2. It allows the software engineer (or analyst) to refine the software allocation and build models of the process, data and behavioral domains that will be treated by Software.

3. It provides the software designer with representations of information and function that can be translated to data, architectural and procedural design.

4. Finally, the requirement specification provides the developer and the customer with the means to access quality to assess quality once the software is built.

Broadly Software requirement analysis tasks may be divided into five areas of efforts:

(1) Problem Recognition

(2) Evaluation and Synthesis

(3) Modeling

(4) Specification

(5) Review

(1)Problem Recognition:

                                                                     

                                                                   

(2)Problem evaluation and Solution synthesis:

                                                           

(3)Modeling:

The modeling is performed by designing the D.F.D. s(Data Flow Diagrams), E.R.D.s (Entity Relationship Diagrams), and T.S.D.s (Transition State Diagram) for all possible states of software.  

(4)Creation of Specification:

The specification was made as per design analysis. It was confirmed that:

(5)Review of requirements:

In this stage we just review all the requirement listed by us and see that aren’t we missing any one during our calculations and logic planning’s. Here also we follow some basic guidelines.

                                                             

                                                                         

OBJECTIVE OF TRAINING

The present manual system has many drawbacks in comparison to computerized system that we are

introducing. These are:

copies.

            Issuing & returning of a lot many books in library is very easy using the project.

       book, name of the author of the book, its price and the no. of copies.

       issued at a time, and if he/she does’nt  return the book within 15 days from the date of issuing

       then he/she is taken fine of Rs. 2 per day.  

         

WHY IN C++?

C++ is an object-oriented programming language. Bjarne Stroustrup at AT&T Bell Laborites in Murray Hill, New Jersy, and USA developed it, in the early 1980’s. Stroustrup, an admire of simula67 and a strong supporter of a C, wanted to combine the best of both the language and create a more powerful language that could support object-oriented programming feature and still retain the power and elegance of C. The result was C++. C++ is an extension of C with a major addition of the class construct feature of simula67. Since the class was a major addition to the original C language, Stroustrup initially called the new language ‘C with classes’. In 1983, the name was changed to C++. The idea of C++ comes from the C increment operator ++, thereby suggesting that C++ is an augmented (incremented) version of C.

C++ is a general-purpose versatile language designed to make programming more interesting for serious programmers. It provides efficient facility for defining new data types.

The key support in C++ is that of classes, which a user-defined data-type is. They provide feature like data hiding, memory management, operator overloading, reusability etc.

C++ also provides support for graphical applications. The graphical capabilities of C++ provider support for the programmer to develop very user-friendly interfaces, which are very interactive.

Also the programs in C++ run in the DOS mode and hence they take very little time to execute without much user intervention. Also due to same reason the program is very near to the Machine i.e. the Turbo C++ compiler easily converts the program into machine language and executes the module in minimum time.

The library of C++ provides complete collection of functions and methods that satisfy the professional requirement of stability, performance and a sound theoretical base C++ and C provides excellent feature of file handling that are easy to implement and understand.

Since our software is completely based on the file handling technique so, we find C++ to fully satisfy requirement with maximum efficiency.

Also since the base of our software “Encryption Decryption” is data security and authentification and C++ provide this feature also. The elegance with which algorithms can be formulated in C++ is particularly impressive when the boundaries between standard type and large numbers begin to dissolve, resulting in the syntactic closeness to the implemented algorithms in greater clarity and transparency.

These features of C/C++ forced us to C++ as the platform of our Software as it fulfilled all the requirement of our creation efficiently.

Structure of a program

Probably the best way to start learning a programming language is by writing a program. Therefore, here is our first program:

// my first program in C++

#include <iostream>

using namespace std;

int main ()

{

  cout << "Hello World!";

  return 0;

}

Hello World!

The first panel shows the source code for our first program. The second one shows the result of the program once compiled and executed. The way to edit and compile a program depends on the compiler you are using. Depending on whether it has a Development Interface or not and on its version. Consult the compilers section and the manual or help included with your compiler if you have doubts on how to compile a C++ console program.

The previous program is the typical program that programmer apprentices write for the first time, and its result is the printing on screen of the "Hello World!" sentence. It is one of the simplest programs that can be written in C++, but it already contains the fundamental components that every C++ program has. We are going to look line by line at the code we have just written:

// my first program in C++ 

This is a comment line. All lines beginning with two slash signs (//) are considered comments and do not have any effect on the behavior of the program. The programmer can use them to include short explanations or observations within the source code itself. In this case, the line is a brief description of what our program is.

#include <iostream> 

Lines beginning with a pound sign (#) are directives for the preprocessor. They are not regular code lines with expressions but indications for the compiler's preprocessor. In this case the directive #include <iostream> tells the preprocessor to include the iostream standard file. This specific file (iostream) includes the declarations of the basic standard input-output library in C++, and it is included because its functionality is going to be used later in the program.

using namespace std; 

All the elements of the standard C++ library are declared within what is called a namespace, the namespace with the name std. So in order to access its functionality we declare with this expression that we will be using these entities. This line is very frequent in C++ programs that use the standard library, and in fact it will be included in most of the source codes included in these tutorials.

int main () 

This line corresponds to the beginning of the definition of the main function. The main function is the point by where all C++ programs start their execution, independently of its location within the source code. It does not matter whether there are other functions with other names defined before or after it - the instructions contained within this function's definition will always be the first ones to be executed in any C++ program. For that same reason, it is essential that all C++ programs have a main function.

The word main is followed in the code by a pair of parentheses (()). That is because it is a function declaration: In C++, what differentiates a function declaration from other types of expressions are these parentheses that follow its name. Optionally, these parentheses may enclose a list of parameters within them.

Right after these parentheses we can find the body of the main function enclosed in braces ({}). What is contained within these braces is what the function does when it is executed.

cout << "Hello World"; 

This line is a C++ statement. A statement is a simple or compound expression that can actually produce some effect. In fact, this statement performs the only action that generates a visible effect in our first program.

cout represents the standard output stream in C++, and the meaning of the entire statement is to insert a sequence of characters (in this case the Hello World sequence of characters) into the standard output stream (which usually is the screen).

cout is declared in the iostream standard file within the std namespace, so that's why we needed to include that specific file and to declare that we were going to use this specific namespace earlier in our code.

Notice that the statement ends with a semicolon character (;). This character is used to mark the end of the statement and in fact it must be included at the end of all expression statements in all C++ programs (one of the most common syntax errors is indeed to forget to include some semicolon after a statement).

return 0; 

The return statement causes the main function to finish. return may be followed by a return code (in our example is followed by the return code 0). A return code of 0 for the main function is generally interpreted as the program worked as expected without any errors during its execution. This is the most usual way to end a C++ console program.

You may have noticed that not all the lines of this program perform actions when the code is executed. There were lines containing only comments (those beginning by //). There were lines with directives for the compiler's preprocessor (those beginning by #). Then there were lines that began the declaration of a function (in this case, the main function) and, finally lines with statements (like the insertion into cout), which were all included within the block delimited by the braces ({}) of the main function.

The program has been structured in different lines in order to be more readable, but in C++, we do not have strict rules on how to separate instructions in different lines. For example, instead of

int main ()

{

  cout << " Hello World ";

  return 0;

}

We could have written:

int main () { cout << "Hello World"; return 0; }

All in just one line and this would have had exactly the same meaning as the previous code.

In C++, the separation between statements is specified with an ending semicolon (;) at the end of each one, so the separation in different code lines does not matter at all for this purpose. We can write many statements per line or write a single statement that takes many code lines. The division of code in different lines serves only to make it more legible and schematic for the humans that may read it.

Let us add an additional instruction to our first program:

// my second program in C++

#include <iostream>

using namespace std;

int main ()

{

  cout << "Hello World! ";

  cout << "I'm a C++ program";

  return 0;

}

Hello World! I'm a C++ program

In this case, we performed two insertions into cout in two different statements. Once again, the separation in different lines of code has been done just to give greater readability to the program, since main could have been perfectly valid defined this way:

int main () { cout << " Hello World! "; cout << " I'm a C++ program "; return 0; }

We were also free to divide the code into more lines if we considered it more convenient:

int main ()

{

  cout <<

    "Hello World!";

  cout

    << "I'm a C++ program";

  return 0;

}

And the result would again have been exactly the same as in the previous examples.

Preprocessor directives (those that begin by #) are out of this general rule since they are not statements. They are lines read and processed by the preprocessor and do not produce any code by themselves. Preprocessor directives must be specified in their own line and do not have to end with a semicolon (;).

Comments

Comments are parts of the source code disregarded by the compiler. They simply do nothing. Their purpose is only to allow the programmer to insert notes or descriptions embedded within the source code.

C++ supports two ways to insert comments:

// line comment

/* block comment */ 

The first of them, known as line comment, discards everything from where the pair of slash signs (//) is found up to the end of that same line. The second one, known as block comment, discards everything between the /* characters and the first appearance of the */ characters, with the possibility of including more than one line.
We are going to add comments to our second program:

/* my second program in C++

   with more comments */

#include <iostream>

using namespace std;

int main ()

{

  cout << "Hello World! ";     // prints Hello World!

  cout << "I'm a C++ program"; // prints I'm a C++ program

  return 0;

}

Hello World! I'm a C++ program

If you include comments within the source code of your programs without using the comment characters combinations //, /* or */, the compiler will take them as if they were C++ expressions, most likely causing one or several error messages when you compile it.

Variables. Data Types.

The usefulness of the "Hello World" programs shown in the previous section is quite questionable. We had to write several lines of code, compile them, and then execute the resulting program just to obtain a simple sentence written on the screen as result. It certainly would have been much faster to type the output sentence by ourselves. However, programming is not limited only to printing simple texts on the screen. In order to go a little further on and to become able to write programs that perform useful tasks that really save us work we need to introduce the concept of variable.

Let us think that I ask you to retain the number 5 in your mental memory, and then I ask you to memorize also the number 2 at the same time. You have just stored two different values in your memory. Now, if I ask you to add 1 to the first number I said, you should be retaining the numbers 6 (that is 5+1) and 2 in your memory. Values that we could now for example subtract and obtain 4 as result.

The whole process that you have just done with your mental memory is a simile of what a computer can do with two variables. The same process can be expressed in C++ with the following instruction set:

a = 5;

b = 2;

a = a + 1;

result = a - b;

Obviously, this is a very simple example since we have only used two small integer values, but consider that your computer can store millions of numbers like these at the same time and conduct sophisticated mathematical operations with them.

Therefore, we can define a variable as a portion of memory to store a determined value.

Each variable needs an identifier that distinguishes it from the others, for example, in the previous code the variable identifiers were a, b and result, but we could have called the variables any names we wanted to invent, as long as they were valid identifiers.

Identifiers

A valid identifier is a sequence of one or more letters, digits or underscore characters (_). Neither spaces nor punctuation marks or symbols can be part of an identifier. Only letters, digits and single underscore characters are valid. In addition, variable identifiers always have to begin with a letter. They can also begin with an underline character (_ ), but in some cases these may be reserved for compiler specific keywords or external identifiers, as well as identifiers containing two successive underscore characters anywhere. In no case they can begin with a digit.

Another rule that you have to consider when inventing your own identifiers is that they cannot match any keyword of the C++ language nor your compiler's specific ones, which are reserved keywords. The standard reserved keywords are:

asm, auto, bool, break, case, catch, char, class, const, const_cast, continue, default, delete, do, double, dynamic_cast, else, enum, explicit, export, extern, false, float, for, friend, goto, if, inline, int, long, mutable, namespace, new, operator, private, protected, public, register, reinterpret_cast, return, short, signed, sizeof, static, static_cast, struct, switch, template, this, throw, true, try, typedef, typeid, typename, union, unsigned, using, virtual, void, volatile, wchar_t, while

Additionally, alternative representations for some operators cannot be used as identifiers since they are reserved words under some circumstances:

and, and_eq, bitand, bitor, compl, not, not_eq, or, or_eq, xor, xor_eq

Your compiler may also include some additional specific reserved keywords.

Very important: The C++ language is a "case sensitive" language. That means that an identifier written in capital letters is not equivalent to another one with the same name but written in small letters. Thus, for example, the RESULT variable is not the same as the result variable or the Result variable. These are three different variable identifiers.

Fundamental data types

When programming, we store the variables in our computer's memory, but the computer has to know what kind of data we want to store in them, since it is not going to occupy the same amount of memory to store a simple number than to store a single letter or a large number, and they are not going to be interpreted the same way.

The memory in our computers is organized in bytes. A byte is the minimum amount of memory that we can manage in C++. A byte can store a relatively small amount of data: one single character or a small integer (generally an integer between 0 and 255). In addition, the computer can manipulate more complex data types that come from grouping several bytes, such as long numbers or non-integer numbers.

Next you have a summary of the basic fundamental data types in C++, as well as the range of values that can be represented with each one:

Name

Description

Size*

Range*

char

Character or small integer.

1byte

signed: -128 to 127
unsigned: 0 to 255

short int (short)

Short Integer.

2bytes

signed: -32768 to 32767
unsigned: 0 to 65535

int

Integer.

4bytes

signed: -2147483648 to 2147483647
unsigned: 0 to 4294967295

long int (long)

Long integer.

4bytes

signed: -2147483648 to 2147483647
unsigned: 0 to 4294967295

bool

Boolean value. It can take one of two values: true or false.

1byte

true or false

float

Floating point number.

4bytes

3.4e +/- 38 (7 digits)

double

Double precision floating point number.

8bytes

1.7e +/- 308 (15 digits)

long double

Long double precision floating point number.

8bytes

1.7e +/- 308 (15 digits)

wchar_t

Wide character.

2bytes

1 wide character

* The values of the columns Size and Range depend on the system the program is compiled for. The values shown above are those found on most 32-bit systems. But for other systems, the general specification is that int has the natural size suggested by the system architecture (one "word") and the four integer types char, short, int and long must each one be at least as large as the one preceding it, with char being always 1 byte in size. The same applies to the floating point types float, double and long double, where each one must provide at least as much precision as the preceding one.

Declaration of variables

In order to use a variable in C++, we must first declare it specifying which data type we want it to be. The syntax to declare a new variable is to write the specifier of the desired data type (like int, bool, float...) followed by a valid variable identifier. For example:

int a;

float mynumber;

These are two valid declarations of variables. The first one declares a variable of type int with the identifier a. The second one declares a variable of type float with the identifier mynumber. Once declared, the variables a and mynumber can be used within the rest of their scope in the program.

If you are going to declare more than one variable of the same type, you can declare all of them in a single statement by separating their identifiers with commas. For example:

int a, b, c;

This declares three variables (a, b and c), all of them of type int, and has exactly the same meaning as:

int a;

int b;

int c;

The integer data types char, short, long and int can be either signed or unsigned depending on the range of numbers needed to be represented. Signed types can represent both positive and negative values, whereas unsigned types can only represent positive values (and zero). This can be specified by using either the specifier signed or the specifier unsigned before the type name. For example:

unsigned short int NumberOfSisters;

signed int MyAccountBalance;

By default, if we do not specify either signed or unsigned most compiler settings will assume the type to be signed, therefore instead of the second declaration above we could have written:

int MyAccountBalance;

with exactly the same meaning (with or without the keyword signed)

An exception to this general rule is the char type, which exists by itself and is considered a different fundamental data type from signed char and unsigned char, thought to store characters. You should use either signed or unsigned if you intend to store numerical values in a char-sized variable.

short and long can be used alone as type specifiers. In this case, they refer to their respective integer fundamental types: short is equivalent to short int and long is equivalent to long int. The following two variable declarations are equivalent:

short Year;

short int Year;

Finally, signed and unsigned may also be used as standalone type specifiers, meaning the same as signed int and unsigned int respectively. The following two declarations are equivalent:

unsigned NextYear;

unsigned int NextYear;

To see what variable declarations look like in action within a program, we are going to see the C++ code of the example about your mental memory proposed at the beginning of this section:

// operating with variables

#include <iostream>

using namespace std;

int main ()

{

  // declaring variables:

  int a, b;

  int result;

  // process:

  a = 5;

  b = 2;

  a = a + 1;

  result = a - b;

  // print out the result:

  cout << result;

  // terminate the program:

  return 0;

}

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Do not worry if something else than the variable declarations themselves looks a bit strange to you. You will see the rest in detail in coming sections.

Scope of variables

All the variables that we intend to use in a program must have been declared with its type specifier in an earlier point in the code, like we did in the previous code at the beginning of the body of the function main when we declared that a, b, and result were of type int.

A variable can be either of global or local scope. A global variable is a variable declared in the main body of the source code, outside all functions, while a local variable is one declared within the body of a function or a block.

Global variables can be referred from anywhere in the code, even inside functions, whenever it is after its declaration.

The scope of local variables is limited to the block enclosed in braces ({}) where they are declared. For example, if they are declared at the beginning of the body of a function (like in function main) their scope is between its declaration point and the end of that function. In the example above, this means that if another function existed in addition to main, the local variables declared in main could not be accessed from the other function and vice versa.

Initialization of variables

When declaring a regular local variable, its value is by default undetermined. But you may want a variable to store a concrete value at the same moment that it is declared. In order to do that, you can initialize the variable. There are two ways to do this in C++:

The first one, known as c-like, is done by appending an equal sign followed by the value to which the variable will be initialized:

type identifier = initial_value ; 

For example, if we want to declare an int variable called a initialized with a value of 0 at the moment in which it is declared, we could write:

int a = 0;

The other way to initialize variables, known as constructor initialization, is done by enclosing the initial value between parentheses (()):

type identifier (initial_value) ; 

For example:

int a (0);

Both ways of initializing variables are valid and equivalent in C++.

// initialization of variables

#include <iostream>

using namespace std;

int main ()

{

  int a=5;               // initial value = 5

  int b(2);              // initial value = 2

  int result;            // initial value undetermined

  a = a + 3;

  result = a - b;

  cout << result;

  return 0;

}

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Introduction to strings

Variables that can store non-numerical values that are longer than one single character are known as strings.

The C++ language library provides support for strings through the standard string class. This is not a fundamental type, but it behaves in a similar way as fundamental types do in its most basic usage.

A first difference with fundamental data types is that in order to declare and use objects (variables) of this type we need to include an additional header file in our source code:
<string> and have access to the std namespace (which we already had in all our previous programs thanks to the using namespace statement).

// my first string

#include <iostream>

#include <string>

using namespace std;

int main ()

{

  string mystring = "This is a string";

  cout << mystring;

  return 0;

}

This is a string

As you may see in the previous example, strings can be initialized with any valid string literal just like numerical type variables can be initialized to any valid numerical literal. Both initialization formats are valid with strings:

string mystring = "This is a string";

string mystring ("This is a string");

Strings can also perform all the other basic operations that fundamental data types can, like being declared without an initial value and being assigned values during execution:

// my first string

#include <iostream>

#include <string>

using namespace std;

int main ()

{

  string mystring;

  mystring = "This is the initial string content";

  cout << mystring << endl;

  mystring = "This is a different string content";

  cout << mystring << endl;

  return 0;

}

This is the initial string content

This is a different string content

For more details on C++ strings, you can have a look at the string class reference.

INTRODUCTION TO PROJECT

A Library management system is a type of an application program that can be used by any

        

library. This project has facility of maintaining records of books & members. This project can hold

more than 10,000 books records. This project also keep a condition like one member can issue only

one book at a time. If he/she does not return book up to 15 days he/she has to pay fine of Rs. 2/ per

day. This project computerizes the whole working of the library management. It can add new records

of books & members. It is capable of displaying them back. It is too capable of modifying as well as

deleting those records.

The need of need application software increases as the population increases and hence the

customers or the readers too increases. For working a proper management system is required to

provide proper facility to both customers as well as library managers.

THE COMPLETE STRUTURE OF THE PROJECT

MODULE SPECIFICATION

MAIN MENU

The main menu of our project will display the various working of the library management. First of all

it will show the points like introduction, add books to the records, add members, issue books to the

members, return them back, showing the list of books & members. At last it will tell the user to enter

his/her choice.

INTRODUCTION

If the user enters 1 as choice then he/she is shown the introduction of the project. This project is made

for the library use. The software is capable of making records of books available in library & its

members. The software can hold records of about 10,000 books. This will also display the rules of the

library like only one book can be issued to its members at a time. And also if he/she does’nt return the book within 15 days then he/she is taken fine as Rs.2 per day.

ADD NEW BOOKS

If the user enters 2 as choice then he/she can see the screen through which new records for books can

be added. On opening this it will ask the user about the code name or the name of the book, code

number, its author’s name, its price, the number of copies available in the library. After that it is asked

that whether it should be saved or not. If y is entered then it is saved otherwise not.

ADD NEW MEMBERS

If the user enters 3 as choice then he/she can see the screen through which new records for members of the library can be added. On opening this it will ask the user to enter a new code number, name of

  the member, his/her phone number & address. Also it will ask whether it should be saved not same as

  that of add books.

 ISSUE BOOKS

 If the user enters 4 as choice then he/she can see the screen through which books can be issued

 according to his/her choice or which can be from the list of books available in the library.

 RETURN BOOKS

 If the user enters 5 as choice then he/she can see the screen through which the issued books can be

 returned back. If the book is returned late then he/she has given fine of Rs. 2 per day.

 LIST OF BOOKS

 

If the user enters 6 as choice then he/she can see the screen through which the book records saved

earlier can be seen along with book’s name its author’s name & other details.

LIST OF MEMBERS

If the user enters 7 as choice then he/she can see the screen through which member records saved

earlier can be seen along with his/her name, address & phone number.

QUIT

At last if the user enters 8 as choice then he/she can quit out of the software.


                                                                 

 

         

                                                                     

         

         

         

         

                                                                     

                                                             

             

                                                                     

 

           

                                                                     

         

CONCLUSION

To conclude, we have developed a software that provide facility to the readers, because when a

customer comes to library, he wants to see the books present in the library. It can easily be seen using

our software. He/she can also look for their details. He/she can also modify or make deletions in that.  

Since we are living in 21th century  the shortage of time so everything is needed to be

computerized. Our software too is a software programming in C++ language. It makes everything easy

for both managers as well as the customers.

Nowadays when population increases the number of customers to library to increases, to explain about

the working of the library manually is really very much tedious, but when all these is done using our

software it is much easier.

 As we all know that this is the world of technologies. Everyday a lot of new technologies are

being developed, which will make all the readers very much eager to read about them so more

customers will be there in the library and hence our software will be used and also will help them a lot.

Also with the increasing complexity of world and with increasing intelligence I assure that I will

update my software by applying requirements of library customers.

        LIMITATIONS

        “Perfection is what we need and

                

        Perfection is what can never be achieved.

        There is nothing in universe,Which is complete in itself

        Everything has limitations and so our project”

Like everything have its own boundaries so for software too. As such there are no shortcomings in our

Software, requirement increases then it needed to have some change & it may need to be revised

again. As we have used file handling as a backhand & we use serial access to retrieve the data from the  

file is time consuming as daily entries is done so this require memory space and there for lot of

memory remain occupied and can be used for other purposes. As the backhand is in file handling so  

file can be access by anyone, and data can be corrupted by anyone but it is Library management so its

probability is less.

                                                   

           

REFERRENCES

Books Referred Are:

                

                                                             

                                                       By E BALAGURUSAMY(2nd Edition)

                        By PETER JULIFF

                        By LAFORE, ROBERT (1998)

                        By YASHWANT, KANETKAR

                         By WHITAKER, WILEY(1994)

                                         

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