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Verification is the process of determining whether the output of one phase of software development conforms to that of its previous phase, whereas validation is the process of determining whether a fully developed system conforms to its requirements specification. Thus while verification is concerned with phase containment of errors, the aim of validation is that the final product be error free. Design of test cases Exhaustive testing of almost any non-trivial system is impractical due to the
When various kinds of software products are developed then not only the executable files and the source code are developed but also various kinds of documents such as users' manual, software requirements specification (SRS) documents, design documents, test documents, installation manual, etc are also developed as part of any software engineering process. All these documents are a vital part of good software development practice. Good documents are very useful and server the following purposes:
Clean room testing was pioneered by IBM. This type of testing relies heavily on walk throughs, inspection, and formal verification. The programmers are not allowed to test any of their code by executing the code other than doing some syntax testing using a compiler. The software development philosophy is based on avoiding software defects by using a rigorous inspection process. The objective of this software is zero-defect software. The name ‘clean room' was derived from the analogy with semi-c
Good software development organizations usually develop their own coding standards and guidelines depending on what best suits their organization and the type of products they develop. The following are some representative coding standards. Rules for limiting the use of global: These rules list what types of data can be declared global and what cannot. Contents of the headers preceding codes for different modules: The information contained in the headers of different modules should be standard
An area of human-computer interaction where extensive research has been conducted is how human cognitive capabilities and limitations influence the way an interface should be designed. The following are some of the prominent issues extensively discussed in the literature. • Limited memory. Humans can remember at most seven unrelated items of information for short periods of time. Therefore, the GUI designer should not require the user to remember too many items of information at a time. It is t
The X-architecture is pictorially. X-server. The X server runs on the hardware to which the display and keyboard attached. The X server performs low-level graphics, manages window, and user input functions. The X server controls accesses to a bit-mapped graphics display resource and manages it. X-protocol. The X protocol defines the format of the requests between client applications and display servers over the network. The X protocol is designed to be independent of hardware, operating systems
Different interface programming packages support different widget sets. However, a surprising number of them contain similar kinds of widgets, so that one can think of a generic widget set which is applicable to most interfaces. The following widgets are representatives of this generic class. Label widget. This is probably one of the simplest widgets. A label widget does nothing except to display a label, i.e. it does not have any other interaction capabilities and is not sensitive to mouse cli
User interfaces can be classified into the following three categories: • Command language based interfaces • Menu-based interfaces • Direct manipulation interfaces Command Language-based Interface A command language-based interface – as the name itself suggests, is based on designing a command language which the user can use to issue the commands. The user is expected to frame the appropriate commands in the language and type them in appropriately whenever required. A simple command langua
It is very important to identify the characteristics desired of a good user interface. Because unless we are aware of these, it is very much difficult to design a good user interface. A few important characteristics of a good user interface are the following: • Speed of learning. A good user interface should be easy to learn. Speed of learning is hampered by complex syntax and semantics of the command issue procedures. A good user interface should not require its users to memorize commands. Nei
It is quite obvious that there are several subjective judgments involved in arriving at a good object-oriented design. Therefore, several alternative design solutions to the same problem are possible. In order to be able to determine which of any two designs is better, some criteria for judging the goodness of a design must be identified. The following are some of the accepted criteria for judging the goodness of a design. • Coupling guidelines. The number of messages between two objects or amo

