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AUTOMATED TELLER MACHINE

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An automated teller machine or automatic teller machine(ATM), also known as a Cashpoint (which is a trademark of Lloyds TSB), cash machine or sometimes a hole in the wall in British English, is a computerised telecommunications device that provides the clients of a financial institution with access to financial transactions in a public space without the need for a cashier, human clerk or bank teller. ATMs are known by various other names including ATM machine, automated banking machine, and various regional variants derived from trademarks on ATM systems held by particular banks.

Invented by John Shepherd-Barron, the first ATM was introduced in June 1967 at Barclays Bank in Enfield, UK. On most modern ATMs, the customer is identified by inserting a plastic ATM card with a magnetic stripe or a plastic smart card with a chip, that contains a unique card number and some security information such as an expiration date or CVVC (CVV). Authentication is provided by the customer entering a personal identification number (PIN).

Using an ATM, customers can access their bank accounts in order to make cash withdrawals, credit card cash advances, and check their account balances as well as purchase prepaid cellphone credit. If the currency being withdrawn from the ATM is different from that which the bank account is denominated in (e.g.: Withdrawing Japanese Yen from a bank account containing US Dollars), the money will be converted at a wholesale exchange rate. Thus, ATMs often provide the best possible exchange rate for foreign travelers and are heavily used for this purpose as well.

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HISTORY OF AUTOMATED TELLER MACHINE The idea of self-service in retail banking developed through independent and simultaneous efforts in Japan, Sweden, the United Kingdom and the United States. In the USA, Luther George Simjian has been credited with developing and building the first cash dispenser machine. There is strong evidence to suggest that Simjian worked on this device before 1959 while his 132nd patent (US3079603) was first filed on 30 June 1960 (and granted 26 February 1963). The rollout of this machine, called Bankograph, was delayed a couple of years. This was due in part to Simjian's Reflectone Electronics Inc. being acquired by Universal Match Corporation.An experimental Bankograph was installed in
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New York City in 1961 by the City Bank of New York, but removed after 6 months due to the lack of customer acceptance. The Bankograph was an automated envelope deposit machine (accepting coins, cash and cheques) and it did not have cash dispensing features.

A first cash dispensing device was used in Tokyo in 1966.Although little is known of this first device, it seems to have been activated with a credit card rather than accessing current account balances. It was followed in 1967 by a machine in Uppsala. Reg Varney, first to use a cashpoint in the UK Plaque commemorating installation of world's first bank cash machine In simultaneous and independent efforts, engineers in Sweden and Britain developed their own cash machines during the early 1960s. The first of these that was put into use was by Barclays Bank in Enfield Town in North London, United Kingdom, on 27 June 1967. This machine was the first in the UK and was used by English comedy actor Reg Varney, at the time so as to ensure maximum publicity for the machines that were to become mainstream in the UK. This instance of the invention has been credited to John Shepherd-Barron of printing firm De La Rue, who was awarded an OBE in the 2005 New Year's Honours List.His design used special cheques that were matched with a personal identification number, as plastic bank cards had not yet been invented.

The Barclays-De La Rue machine (called De La Rue Automatic Cash System or DACS) beat the Swedish saving banks' and a company called Metior's machine (a device called Bankomat) by nine days and Westminster Banks-Smith Industries-Chubb system (called Chubb MD2) by a month. The collaboration of a small start-up called Speytec and Midland Bank developed a third machine which was marketed after 1969 in Europe and the USA by the Burroughs Corporation. The patent for this device (GB1329964) was filed on September 1969 (and granted in 1973) by John David Edwards, Leonard Perkins, John Henry Donald, Peter Lee Chappell, Sean Benjamin Newcombe & Malcom David Roe.

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Both the DACS and MD2 accepted only a single-use token or voucher which was retained by the machine while the Speytec worked with a card with a magnetic strip at the back. They used principles including Carbon-14 and lowcoercivity magnetism in order to make fraud more difficult. The idea of a PIN stored on the card was developed by a British engineer working on the MD2 named James Goodfellow in 1965 (patent GB1197183 filed on 2 May 1966 with Anthony Davies). The essence of this system was that it enabled the verification of the customer with the debited account without human intervention. This patent is also the earliest instance of a complete currency dispenser system in the patent record. This patent was filed on 5 March 1968 in the USA (US 3543904) and granted on 1 December 1970. It had a profound influence on the industry as a whole. Not only did future entrants into the cash dispenser market such as NCR Corporation and IBM licence Goodfellows PIN system, but a number of later patents reference this patent as Prior Art Device.

After looking first hand at the experiences in Europe, in 1968 the networked ATM was pioneered in the US, in Dallas, Texas, by Donald Wetzel, who was a department head at an automated baggage-handling company called Docutel. On September 2, 1969, Chemical Bank installed the first ATM in the U.S. at its branch in Rockville Centre, New York. The first ATMs were designed to dispense a fixed amount of cash when a user inserted a specially coded card. A Chemical Bank advertisement boasted "On Sept. 2 our bank will open at 9:00 and never close again." Chemicals' ATM, initially known as a Docuteller was designed by Donald Wetzel and his company Docutel. Chemical executives were initially hesitant about the electronic banking transition given the high cost of the early machines. Additionally, executives were concerned that customers would resist having machines handling their money. In 1995, the Smithsonian National Museum of American History recognised Docutel and Wetzel as the inventors of the networked ATM.

ATMs first came into use in December 1972 in the UK; the IBM 2984 was designed at the request of Lloyds Bank. The 2984 CIT (Cash Issuing Terminal) was the first true Cashpoint, similar in function to today's machines; Cashpoint is still a registered trademark of Lloyds TSB in the UK. All were online and
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issued a variable amount which was immediately deducted from the account. A small number of 2984s were supplied to a US bank. Notable[citation needed] historical models of ATMs include the IBM 3624 and 473x series, Diebold 10xx and TABS 9000 series, NCR 1780 and earlier NCR 770 series

1. INTRODUCTION Database is a collection of information that is used for several purposes and Database Management system is an application Software, that has some specific programs to access the datas in the database. Data bases help the users to create a large amount of informations and stored it in a file system or in a memory chip, In normal cases clerks have a lot of works to record, search, edit and the details of a Accounting at the Bank, it wastes a lot of times and their may be errors in the data , Here we introduce the "Banking On ATM Card". By using this software we can overcome all most all such problems like data redundancy, inconsistency. And it also helps to implement standards Here we use Floppy disk or Memory Card in the case of ATM card for available Banking transactions. They are used to store customer bank details. Here these projects we are use three Data Base files. One is used to store bank details such as bank password, fixed amount , interest rate . Yet another is used to store all customer details such as customer name , age , sex , password , passport number and deposited amount . Another one is ATM card support file it is used to store account number it is used to automatic reading the account number.

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1.1ABSTRACT The Computerization of Banking On ATM Card is the main objective of the project. By using this software package the time consumption and work burden will be reduced immensely .
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The software entitled as Banking On ATM Card is used for storing details of the Accounting in the Bank database . It is interactive and user friendly software developed using C language. The project is prepared to implement in DOS/ Windows / 2000 / NT platforms. The project helps to store and maintain all details of the Account details in the database of the customer and reduce data redundancy , inconsistency, and it also helps to implement standards . The project is divided into five modules. 1. Account

2. Display

3. Settings

4. Transaction

5. Exit

2. SYSTEM STUDY The system study is indented with the study of the existing system, that is about the current Data base system, the working of the system , the concerned modules, and requirements etc . It also deals with the benefits and disadvantages of the system . We must thoroughly understand the old system and determine how computers can best be used to make its operations more effective. Before development of any project can be pursued, a system study is conducted to learn the details of the current business situation . Information gathered through the study, forms the basis for creating alternative design strategies. Management selects the strategy to pursue.

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2.1 Existing System The existing system is studied to know the extent of computerization required. Therefore, a detailed analysis of the existing system should be conducted. For this purpose , system should be broken down into various subsystems and these subsystems were analyzed closely to identify the problem areas. As we studied the existing system, it was found that there was multiple File Management system which gives the facility for accessing the Banking details . In a File Management all works are done manually. The main problem of the manual operation is, it is time consuming and error prone than the computerized system. There exists wastage of data retrieval time as in the case of search and further processing. There was no efficient system to manipulate the existing records. The problem I observe in this area is that the user has to do all the operations manually , by searching and analyzing large amount of data, a miss-spelled digit or character may create many hours of extra work and complicated correction procedure. Necessary data validation checks are included to avoid mistakes

2.2 Proposed system The existing system leads to many errors like data redundancy, data inconstancy, and also much more paper works that waste very valuable time and money. We collect a lot of information from different current tools and its advantages. Keeping this in mind we decided to develop a software and named as Banking On ATM Card which is very user-friendly and helps to make research a real chore. This computerization improves efficiency of office work, and also helps to keep data too many years without damage and can be recollected as and when needed without much time . The Proposed system solves problems related to data accessing problems, because it help the user to add details of the customer to the bank database easily ,improving data recovery speed, easy searching and also provide editing of datas in the database .

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3.1 SOFTWARE SPECIFICATION

Language c

OS DOS/ WINDOWS

3 . 2 HARDWARE REQUIREMENT

Processor -- Pentium III Processor speed -- 600 MHz Monitor Size -- 15 SVGA RAM -- 128 MB HDD -- 20 GB Floppy drive -- 1.44 MB Memory Card -- 128 MB Keyboard -- 104 or higher Cache -- 512 KB Level 2 Cache Printer -- Laser Modem -- 56.6 Kbps UPS -- 0.5 KV

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4. SYSTEM ANALYSIS

4 .1 Feasibility Analysis The main objective of feasibility study is to test the technical, social and economic feasibility of developing a system. This is done before developing a system . This is done by investigating the existing system in the area under investigation and generating ideas about the new system.

4.1.1 Economic and Technical Feasibility The system must be evaluated from the technical view point first. The assessment of this feasibility must be based on an outline design of the system requirement in terms of input, output, programs, procedure and staff. Having identified the outline of the system, the investigation must go on to suggest the type of equipment, required method of developing the system, and the method of running the system This developing system must be justified by cost and benefit criteria to ensure that effort is concentrated on project which will give best return at the earliest. One of the factors which affect the development of a new system is the cost it would require. Since the system is developed as a part of our study , there is no manual cost to be spent for the proposed system.

4.1.2 Social and Behaviour Feasibility Proposed project would be beneficial only if they can be turned into information system thatll meet the organization operating requirements. One of the main problem faced during the development of a new system is getting acceptance from user . Being a general purpose software there are no resistance from the users because this will be more beneficial to the users

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5 . SYSTEM DESIGN

INTRODUCTION TO SYSTEM DESIGN The system phase is the life cycle phase in which the detailed design of the selected system in the study phase is accomplished. The design phase the technical specification is prepared for the performers of all allocated tasks. it also include the constructions of the programmers and program tasks. In the design phase the first step is to design the output in details first and then to work back to the inputs. The input data bases have to be design to meet the requirements of the proposed output. Then to the implementation phase the system analyst has to be define the method of capturing data and the input program and the format of the output its use by the users.

5.1 Input Design In input design, the user-defined inputs are converted in to computer-based format. Input design involves determining the record media, method of input, speed of capture and entry to the system. The most important approach to the input design is formatted and prompt design.

User side Input

The inputs provided by user are Login Bank Password Customer Account number , Name, age , sex , address , passport number Customer Account number and Customer Password (On ATM Card) Customer widower and deposit Cash amounts

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5.2 Output Design Computer output is the most important and direct source of information to the user. Designing the computer output should proceed in an organized, well throughout manner. The right output must be developed while ensuring that each output element is designed so that people will find the system easy to use efficiently. When analysts design computer output they identify the specific output that is needed to meet the information requirements. Different methods for the information will be selected. Analyst creates document , report, or other format that contain information produced by the system

5.3 Interface Design Interface design mainly focuses on the design of interfaces between software modules , external entities and the user. The design of internal program interfaces, sometimes called inter-modular interface design, is driven by the data that must flow between modules and the characteristics of the programming language in which the software is to be implemented. External interface design begins with an evaluation of each external entity represented in the DFDs of the analysis model. Both internal and external interface design must be coupled with data validation and error handling algorithms within a module. Because side effects propagate across program interfaces, it is essential to check all data flowing from module to module to ensure that the data conform to bounds established during requirements analysis. User interface design has as much to do with the study of people as it does with technology issues. Who is the user? How does the user learn to interact with a new computer-based system ? So the system should be developed in a user-friendly manner.

5.4 Procedural Design A procedural design reduces complexity , facilitates change ( a critical aspect of software maintainability ), and results in easier implementation by encouraging parallel development of different parts of a system. Software with effective modularity is easier to develop because function may be compartmentalized and
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interfaces are simplified. Software architecture embodies modularity , that is, software is divided into separately named and addressable components called modules, which are integrated to satisfy problem requirements. Modularity is the single attribute of software that allows a program to be intellectually manageable. Monolithic software ( i.e. a large program comprised of a single module) cannot be easily grasped by reader. The Five important criteria that enable us to evaluate a design method with respect to its ability to define an effective procedural design are, as described below

5.5 Modular Description The administrator has the right to access the system. To get into the system the administrator has to give the Bank password. If the Bank user password given are incorrect the system displays a message to the user showing that the given details are invalid. Otherwise it go Main Menu bar. It will contain five stages

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Main Menu On Bank Account Viewer

1. Account Menu The Account menu is controlled by three stages. Open, edit and close the customer account they are describe in following section.

1.1. Open Account The Customer details such as Account number , name, sex , age , address , deposited amount are entered by pressing 1 from the Account menu and these details are saved. The system prompts whether the user wants to add more records . If Re type 1 is pressed the user can add more records .

1.2. Edit Record If the user wants to edit the details of a particular record, then the user has to enter the Account number by pressing 2 from the Account menu which represents the record to be edit . The customer city and address are only to be change and the recordable.

1.3. Close Record If the user wants to Close the details of a particular record, then the user has to enter the Account number of the Customer he/she wish to close by pressing 3 from the main menu . The transaction of the particular account customer is closed.

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2. Display Menu The user can see all the Bank balance , Customer details and about me , by pressing 2 from the main menu

2.1 Bank Balance If the user wants to search for a bank balance details based on the Customer account number then by pressing 1 from the display menu . The Software is also given all customer details and balance amount of them by calculating deposited amount.

2.2 Account View If the user wants to display the details of a particular record, then the user has to enter the Account number by pressing 2 from the display menu which represents the record to be displayed . The details are displayed to the user.

2.3 About me If the user wants to know the details of a software developers then the user has to enter the pressing 3 from the display menu which represents the details report of software developers.

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3. Settings The user can see all the Bank balance , Customer details and about me , by pressing 2 from the main menu

3.1 Change Password If the bank user wants to change the old password of bank by pressing 1 from the settings menu . The Software is support all character words to be changed as given new password.

3.2 Change Interest If the bank user wants to change the old interest rate of bank by pressing 2 from the settings menu .

3.3 Help If the user wants to know the usage or route of a software then the user want to enter the pressing 3 from the settings menu which represents the details report of software developers.

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4. Transaction The user can see all the Add Deposited Amount, Freeze Account and Re-Audit , by pressing 2 from the main menu

4.1 Add Deposited Amount If the user wants to add deposited cash to bank balance on the Customer account number then by pressing 1 from the Transaction menu . After that type customer account number and deposited amount.

4.2 Freeze Account If the user wants to freeze any bank account on the Customer then by pressing 2 from the Transaction menu . After that type customer account number and if type y the account will Freeze stage it block all money transactions. Otherwise type n the account will Change to open stage.

4.3 Re-Audit If the user wants to Re-Audit the all customer account .Then the user has to enter the pressing 3 from the Transaction menu . It will increase all customer account with their bank account interest amount.

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5. Save and Exit By pressing 5 the user can exit from the software.

Main Menu On ATM Account Viewer The ATM account software manufactured by automatic reading of account number of customer ATM card. When the customer enters the correct password on it the main menu will display by checking the bank account is open stage only.

1. Balance Enquiry If the user wants to display the details of his record, then the user has to enter 2 from the main menu which represents the record to be displayed . The details are displayed to the user.

2. Settings The user can see all the Change Password, Account view and about me , by pressing 2 from the main menu

2.1 Change Password If the user wants to search for a bank balance details based on the Customer account number then by pressing 1 from the display menu . The Software is also given all customer details and balance amount of them by calculating deposited amount.

2.2 Account view If the user wants to display the details of a particular record, then the user has to enter the Account number by pressing 2 from the settings menu which represents the record to be displayed . The details are displayed to the user.
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3. Windrow Cash The customer want to receive his amount by pressing 3 from the main menu.The customer can easily receive his cash.

4. About me If the user wants to know the details of a software developers then the user has to enter the pressing 4 from the display menu which represents the details report of software developers.

5. Exit By pressing 5 the user can exit from the ATM card currently use. Automatically re read the next ATM while we will be inserting in few second after or please use the enter key.

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5.6 Data flow diagrams The Data flow diagrams was first developed by Larry Constantine as a way of expressing system requirements in a graphical form and this led to modular design. A data flow diagram , also known as Bubble Chart has the purpose of clarifying system requirements and identifying major transactions that will become programs in system design . A DFD consists of series of squares joined by lines. The squares represent the data transformations and the lines represent data flows in the system.

DFD Symbols 1.A rectangle defines a source (originator) or designation of system data. 2. An arrow identifies data flow i.e., data in motion. It is a pipeline through which information flows? 3. A circle represents a process that transforms incoming data flows into Outgoing data flows. 4. An open rectangle is a data store , data at rest , or a temporary repository of data .

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1. Data flow diagrams for banking system

Administrator

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CONTEXT LEVEL DFD

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1.1 OPEN ACCOUNT

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1.2 EDIT ACCOUNT

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1.3 CLOSE ACCOUNT

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2.DISPLAY MENU

2.1Bank balance

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2.2 Account view

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3. SETTINGS

3.1 Change password

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3.2 Change Interest Rate

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4. Transactional menu

4.1 Add deposit

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4.2 Freeze account

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4.3 Re-audit

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DATA FLOW DIAGRAM OF ATM SYSTEM

1.Balance enquiry

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2.Settings

2.1 Change password

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2.2 Account view

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2.3 Withdraw cash

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BANKING SYSTEM

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BANKING ON ATM CARD

6.1 IMPLEMENTATION The final and important phase in the system life cycle is the implementation of the new system. The term implementation has different meaning , ranging, from the conventions of the basic applications to a complete replacement of the computer system. The procedure however is virtually the same. Implementations include all those activities that take place to convert from old system to new. The new system may be totally new replacing an existing manual or automated system or it may be major modification to an existing system. The method of implementation and time scale to be adopted is found out initially. Next the systems are tested properly and at the same time the users are trained with the new procedure. Proper implementation is essential to provide a reliable system to meet organizational
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AUTOMATED TELLER MACHINE requirement. Successful implementation may not guarantee improvement in the organization using the system, but it will prevent improper installation. The implementation involves the following things

Careful planning Investigation of the system constraints. Design the method to achieve the change over Training the staff in the change phase Evaluation of change over method

The method of implementation and time scale to be adopted was found out initially. Next the system is tested properly and at the same time the users are trained in the new procedure to manipulate the new system.

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User acceptance testing

UNIT TESTING In computer programming, unit testing is a method by which individual units of source code are tested to determine if they are fit for use. A unit is the smallest testable part of an application. In procedural programming a unit may be an individual function or procedure. In object-oriented programming a unit is usually an interface, such as a class.Unit tests are created by programmers or occasionally by white box testers during the development process.

Ideally, each test case is independent from the others: substitutes like method stubs, mock objects,fakes and test harnesses can be used to assist testing a module in isolation. Unit tests are typically written and run by software developers to ensure that code meets its design and behaves as intended. Its implementation can vary from being very manual (pencil and paper) to being formalized as part of build automation

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INTEGRATION TESTING Integration testing is a logical extension of unit testing. In its simplest form, two units that have already been tested are combined into a component and the interface between them is tested. A component, in this sense, refers to an integrated aggregate of more than one unit. In a realistic scenario, many units are combined into components, which are in turn aggregated into even larger parts of the program. The idea is to test combinations of pieces and eventually expand the process to test your modules with those of other groups. Eventually all the modules making up a process are tested together. Beyond that, if the program is composed of more than one process, they should be tested in pairs rather than all at once.

Integration testing identifies problems that occur when units are combined. By using a test plan that requires you to test each unit and ensure the viability of each before combining units, you know that any errors discovered when combining units are likely related to the interface between units. This method reduces the number of possibilities to a far simpler level of analysis.

You can do integration testing in a variety of ways but the following are three common strategies:

The top-down approach to integration testing requires the highestlevel modules be test and integrated first. This allows high-level logic and data flow to be tested early in the process and it tends to minimize the need for drivers. However, the need for stubs complicates test management and low-level utilities are tested relatively late in the
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AUTOMATED TELLER MACHINE development cycle. Another disadvantage of top-down integration testing is its poor support for early release of limited functionality. The bottom-up approach requires the lowest-level units be tested and integrated first. These units are frequently referred to as utility modules. By using this approach, utility modules are tested early in the development process and the need for stubs is minimized. The downside, however, is that the need for drivers complicates test management and high-level logic and data flow are tested late. Like the top-down approach, the bottom-up approach also provides poor support for early release of limited functionality. The third approach, sometimes referred to as the umbrella approach, requires testing along functional data and control-flow paths. First, the inputs for functions are integrated in the bottom-up pattern discussed above. The outputs for each function are then integrated in the top-down manner. The primary advantage of this approach is the degree of support for early release of limited functionality. It also helps minimize the need for stubs and drivers. The potential weaknesses of this approach are significant, however, in that it can be less systematic than the other two approaches, leading to the need for more regression testing.

VALIDATION TESTING Verification is a quality control process that is used to evaluate whether a product, service, or system complies with regulations, specifications, or conditions imposed at the start of a development phase. Verification can be in development, scale-up, or production. This is often an internal process.

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AUTOMATED TELLER MACHINE Validation is a quality assurance process of establishing evidence that provides a high degree of assurance that a product, service, or system accomplishes its intended requirements. This often involves acceptance of fitness for purpose with end users and other product stakeholders. This is often an external process.

It is sometimes said that validation can be expressed by the query "Are you building the right thing?"[1] and verification by "Are you building it right?"[1] "Building the right thing" refers back to the user's needs, while "building it right" checks that the specifications are correctly implemented by the system. In some contexts, it is required to have written requirements for both as well as formal procedures or protocols for determining compliance.

OUTPUT TESTING Data Output Testing is designed to ensure that reports and forms are generated at the right times, are in the proper format and provide the correct information. Example of output types that may be tested are: Initiation reports and forms are initiated and produced as requested Data produces the required information Formats reports and forms are properly formatted Calculations produces the correct arithmetic calculations Timing produces reports and forms at the required times Locations produces reports and forms at the required locations Exception reporting selects and investigates all applicable records and produces a complete set of information based on the exception criteria
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AUTOMATED TELLER MACHINE USER-ACCEPTANCE TESTING In engineering and its various sub-disciplines , acceptance testing is a test conducted to determine if the requirements of a specification or contract are met. It may involve chemical tests, physical tests, or performance tests

In systems engineering it may involve black-box testing performed on a system (for example: a piece of software, lots of manufactured mechanical parts, or batches of chemical products) prior to its delivery.It is also known as functional testing, black-box testing, QA testing, application testing, confidence testing, final testing, validation testing, or factory acceptance testing.[citation needed]

Software developers often distinguish acceptance testing by the system provider from acceptance testing by the customer (the user or client) prior to accepting transfer of ownership. In the case of software, acceptance testing performed by the customer is known as user acceptance testing (UAT), end-user testing, site (acceptance) testing, or field (acceptance) testing.

A smoke test is used as an acceptance test prior to introducing a build to the main testing process.

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Testing generally involves running a suite of tests on the completed system. Each individual test, known as a case, exercises a particular operating condition of the user's environment or feature of the system, and will result in a pass or fail, or boolean, outcome. There is generally no degree of success or failure. The test environment is usually designed to be identical, or as close as possible, to the anticipated user's environment, including extremes of such. These test cases must each be accompanied by test case input data or a formal description of the operational activities (or both) to be performed intended to thoroughly exercise the specific caseand a formal description of the expected results.

Acceptance Tests/Criteria (in Agile Software Development) are usually created by business customers and expressed in a business domain language. These are high-level tests to test the completeness of a user story or stories 'played' during any sprint/iteration. These tests are created ideally through collaboration between business customers, business analysts, testers and developers, however the business customers (product owners) are the primary owners of these tests. As the user stories pass their acceptance criteria, the business owners can be sure of the fact that the developers are progressing in the right direction about how the application was envisaged to work and so it's essential that these tests include both business logic tests as well as UI validation elements (if need be).

Acceptance test cards are ideally created during sprint planning or iteration planning meeting, before development begins so that the developers have a clear idea of what to develop. Sometimes (due to
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AUTOMATED TELLER MACHINE bad planning!) acceptance tests may span multiple stories (that are not implemented in the same sprint) and there are different ways to test them out during actual sprints. One popular technique is to mock external interfaces or data to mimic other stories which might not be played out during an iteration (as those stories may have been relatively lower business priority). A user story is not considered complete until the acceptance tests have passed.

Process The acceptance test suite is run against the supplied input data or using an acceptance test script to direct the testers. Then the results obtained are compared with the expected results. If there is a correct match for every case, the test suite is said to pass. If not, the system may either be rejected or accepted on conditions previously agreed between the sponsor and the manufacturer.

The objective is to provide confidence that the delivered system meets the business requirements of both sponsors and users. The acceptance phase may also act as the final quality gateway, where any quality defects not previously detected may be uncovered.

A principal purpose of acceptance testing is that, once completed successfully, and provided certain additional (contractually agreed) acceptance criteria are met, the sponsors will then sign off on the system as satisfying the contract (previously agreed between sponsor and manufacturer), and deliver final payment.

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AUTOMATED TELLER MACHINE User acceptance testing User Acceptance Testing (UAT) is a process to obtain confirmation that a system meets mutually agreed-upon requirements. A Subject Matter Expert (SME), preferably the owner or client of the object under test, provides such confirmation after trial or review. In software development, UAT is one of the final stages of a project and often occurs before a client or customer accepts the new system.

Users of the system perform these tests, which developers derive from the client's contract or the user requirements specification.

Test-designers draw up formal tests and devise a range of severity levels. Ideally the designer of the user acceptance tests should not be the creator of the formal integration and system test cases for the same system. The UAT acts as a final verification of the required business function and proper functioning of the system, emulating real-world usage conditions on behalf of the paying client or a specific large customer. If the software works as intended and without issues during normal use, one can reasonably extrapolate the same level of stability in production.

User tests, which are usually performed by clients or end-users, do not normally focus on identifying simple problems such as spelling errors and cosmetic problems, nor showstopper defects, such as software crashes; testers and developers previously identify and fix these issues during earlier unit testing, integration testing, and system testing phases.

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AUTOMATED TELLER MACHINE The results of these tests give confidence to the clients as to how the system will perform in production. There may also be legal or contractual requirements for acceptance of the system.

Q-UAT - Quantified User Acceptance Testing Quantified User Acceptance Testing (Q-UAT or, more simply, the "Quantified Approach") is a revised Business Acceptance Testing process which aims to provide a smarter and faster alternative to the traditional UAT phase. Depth-testing is carried out against business requirements only at specific planned points in the application or service under test. A reliance on better quality code-delivery from the development/build phase is assumed and a complete understanding of the appropriate business process is a pre-requisite. This methodology - if carried out correctly - results in a quick turnaround against plan, a decreased number of test scenarios which are more complex and wider in breadth than traditional UAT and ultimately the equivalent confidence-level attained via a shorter delivery-window, allowing products/changes to come to market quicker.

The Q-UAT approach depends on a "gated" three-dimensional model. The key concepts are:

Linear Testing (LT, the 1st dimension) Recursive Testing (RT, the 2nd dimension) Adaptive Testing (AT, the 3rd dimension).

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AUTOMATED TELLER MACHINE The four "gates" which conjoin and support the 3-dimensional model act as quality safeguards and include contemporary testing concepts such as:

Internal Consistency Checks (ICS) Major Systems/Services Checks (MSC) Realtime/Reactive Regression (RTR).

The Quantified Approach was shaped by the former "guerilla" method of acceptance testing which was itself a response to testing phases which proved too costly to be sustainable for many small/mediumscale projects.

Acceptance testing in Extreme Programming

Acceptance testing is a term used in agile software development methodologies, particularly Extreme Programming, referring to the functional testing of a user story by the software development team during the implementation phase.

The customer specifies scenarios to test when a user story has been correctly implemented. A story can have one or many acceptance tests, whatever it takes to ensure the functionality works. Acceptance tests are black box system tests. Each acceptance test represents some expected result from the system. Customers are responsible for verifying the correctness of the acceptance tests and reviewing test scores to decide which failed tests are of highest priority. Acceptance
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AUTOMATED TELLER MACHINE tests are also used as regression tests prior to a production release. A user story is not considered complete until it has passed its acceptance tests. This means that new acceptance tests must be created for each iteration or the development team will report zero progress.[2] Wiki letter w cropped.svg This section requires expansion.

Types of acceptance testing

Typical types of acceptance testing include the following

User acceptance testing This may include factory acceptance testing, i.e. the testing done by factory users before the factory is moved to its own site, after which site acceptance testing may be performed by the users at the site. Operational Acceptance Testing (OAT) Also known as operational readiness testing, this refers to the checking done to a system to ensure that processes and procedures are in place to allow the system to be used and maintained. This may include checks done to back-up facilities, procedures for disaster recovery, training for end users, maintenance procedures, and security procedures. Contract and regulation acceptance testing In contract acceptance testing, a system is tested against acceptance criteria as documented in a contract, before the system is accepted. In regulation acceptance testing, a system is tested to ensure it meets governmental, legal and safety standards.

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AUTOMATED TELLER MACHINE Alpha and beta testing Alpha testing takes place at developers' sites, and involves testing of the operational system by internal staff, before it is released to external customers. Beta testing takes place at customers' sites, and involves testing by a group of customers who use the system at their own locations and provide feedback, before the system is released to other customers. The latter is often called field testing.

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