0% found this document useful (0 votes)
133 views

Pizza Ordering Python Project New

The document is the final report for a Bachelor of Technology degree in Computer Science and Engineering. It details a project on a system of pizza orders. The project was completed by three students - Abhay Kumar Singh, Mandala Karthikeswar, and Uday Kiran - under the guidance of Dipen Saini. The report acknowledges the guidance provided. It includes declarations of original work, a table of contents, lists of tables and figures, and 5 chapters on the introduction, methodology, technology used, work division, and references. The introduction discusses the uses and special buttons of the pizza ordering system.

Uploaded by

Uday The
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
133 views

Pizza Ordering Python Project New

The document is the final report for a Bachelor of Technology degree in Computer Science and Engineering. It details a project on a system of pizza orders. The project was completed by three students - Abhay Kumar Singh, Mandala Karthikeswar, and Uday Kiran - under the guidance of Dipen Saini. The report acknowledges the guidance provided. It includes declarations of original work, a table of contents, lists of tables and figures, and 5 chapters on the introduction, methodology, technology used, work division, and references. The introduction discusses the uses and special buttons of the pizza ordering system.

Uploaded by

Uday The
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 25

SYSTEM OF PIZZA ORDERS

FINAL REPORT
Degree of

BACHELOR OF TECHNOLOGY
in
COMPUTER SCIENCE AND ENGINEERING
By

Registration No. Name Roll No.


12111833 Abhay kumar singh RK21HPA03
12113344 Mandala Karthikeswar RK21HPA34
12113488 Uday Kiran RK21HPA05
Under the guidance of
DIPEN SAINI SIR

School of Computer Science and Engineering


Lovely Professional University
Phagwara, Punjab (India)
NOV 2022

Page | 1
ACKNOWLEDGMENT

Place : Lovely Professional University

Date : 13th November, 2022

We would like to thank Dipen Saini sir for assigning us with this project. Through the
project we are able to grasp more technical and have a hands-on practical experience
with python projects. Through it we are able to learn how a project is created and how
necessary and crucial technical knowledge is. We are really grateful to the faculty that
has provided us with the necessary guidelines.

Name Registration No.


Abhay kumar singh 12111833
Mandala Karthikeswar 12113344
Uday Kiran 12113488

Page |
2
DECLARATION STATEMENT

Place : Lovely Professional University

Date : 13th November, 2022

This is to declare that this report has been written by us. No part of the report is copied
from the other sources. All information included from other sources has been duly
acknowledged. We aver that if any part of the report is found to be copied, we will take
full responsibility for it.

Name : Abhay kumar singh

Reg. No. :12111833

Name : Mandala Karthikeswar

Reg.No. : 12113344

Name : Uday kiran

Reg. No. : 12113488

Page | 3
TABLE OF CONTENTS

CONTENTS PAGE NO.


1. INTRODUCTION .......................................................................................... 7
1.1. Introduction ........................................................................................................
7

1.2. Uses ....................................................................................................................


7
1.3. Special Button ....................................................................................................
7
2. METHODOLOGY ....................................................................................... 12
2.1. Requirements ...................................................................................................
12
2.2. Functionality ....................................................................................................
12
2.3. Implementation ................................................................................................
14
2.4. Debugging ........................................................................................................
14
2.5. Execution .........................................................................................................
14
2.6. Working ...........................................................................................................
14
3. TECHNOLOGY ........................................................................................... 19
3.1. Python 3.7 ........................................................................................................
19 3.2. GUI
.................................................................................................................. 19 3.3. IDE
................................................................................................................... 19
3.4. Tkinter ..............................................................................................................
19
3.5. Widgets classes ................................................................................................
19
3.6. Option with values ........................................................................................... 19
4. WORK DIVISION........................................................................................ 21
5. REFERENCES ............................................................................................. 22

Page |
4
LIST OF TABLES
Table No. Name Page No.

4.1 Gantt Chart 20 4.2


Work Division 20

Page | 5
LIST OF FIGURES

Fig No. Name Page No.


1.3.1 Click here to world of pizzas 7
1.3.2 username 8
1.3.3 password 8
1.3.4 Login 9
1.3.5 Clear 9
1.3.6 Home button 10
1.3.7 Administrion login button 10
1.3.8 About us home page 10
2.6.1 new to sunshines pizza 10
2.6.2 admin login home page 14
2.6.3 Images 15
2.6.4 Checkbox 15
2.6.5 Checkbox with messagebox 16
2.6.6 Checkbox with thank you image 16
2.6.7 Flow chart 17

Page |
6
CHAPTER 1
INTRODUCTION

1.1. Introduction

Based on Image Recognition, a game is designed in which the customers will sees the
various images for some particular time duration and after that they have to recognize
them by the names of images.

Page | 7
1.2. Uses
By developing this ordering system , we will predict the number of pizzas` that are
correctly recognized by a user from total number of product
All the button used in this project perform some special kind of operations.
• Start the ordering
• Continue the cancellation
• Exit from the site
• Returning the total number of pizzas that are correctly recognize
• Printing the total number of pizzas that are correctly recognize Button
used in this project are like EXIT, LOGIN, OK, HOME etc.

1.3. Special Button


Kids Learning Game uses some buttons. All the
button used in this program are
• CLICK HERE
• LOGIN
• CLEAR
• ADMINISTRATOR LOGIN
• HOME
• ABOUT US

CLICK HERE

Code we used in our program… Fig 1.3.1

This button is defined in the in the program named “about_us.py”. This button
starts our program.
On clicking on this button, we will go to the program name “klg.py” from
“about_us.py”.
LOGIN

Page |
8
Fig 1.3.2

Code we used in our program…


sf.log=Label(sf.loginf2,text="LOGIN",fg="white",bg="#0b1335",width=26,font=("
cooper black",27))
sf.log.place(x=59,y=105)
sf.lab1=Label(sf.loginf2,text="UserName",bg="#d3ede6",font=("cooper
black",22))
sf.lab1.place(x=100,y=180)
sf.user=Entry(sf.loginf2,bg="white",font=("cooper black",22),bd=6
,justify='left')
sf.user.place(x=320,y=180)
sf.lab2=Label(sf.loginf2,text="Password",bg="#d3ede6",font=("cooper
black",22))
sf.lab2.place(x=105,y=250)

Page | 9
Fig 1.3.3

Code we used in our program…


Button(frame1, image=homebird, command=birds).pack(side=LEFT, padx=10)

This button is defined in the in the program named “about_us.py”.


There are five button we used here. This button are the images.
On clicking any of the image we will see 12 images. The images we can see according
to the image we click
For example, if we click on flower, we can see 12 different flowers.

CLEAR

Fig 1.3.4

Code we used in our program…


Button(frame3, text="EXIT", bg="darksalmon", fg="yellow", bd=3, cursor="arrow",
command=exit).pack(side=LEFT, padx=10, pady=25, ipadx=30)

This button is defined in the in the program named “klg.py”.


On clicking on this button, we will exit from the program and no further execution is
done.

Page |
10
Administrator login

Fig 1.3.5
There are two OK buttons is used in this project.

Code we used in our program…


Button(frame1, text="OK", bg="darksalmon", fg="yellow", bd=3, cursor="arrow",
command=okProcess).grid(row=3, column=4, sticky=W, padx=10, pady=10, ipadx=30)

This button is defined in the in the program named “klg.py”.


On clicking on this button means continue the game. We will see list of 20 images name.
We can select the name and go to SUBMIT button.

HOME

Fig 1.3.6

Code we used in our program…


Button(frame2, text="SUBMIT", bg="darksalmon", fg="yellow", bd=3, cursor="arrow",
command=printing).grid(row=5, column=1, padx=10, pady=10, ipadx=20)

This button is defined in the in the program named “klg.py”.

Page | 11
On clicking this button, a messagebox will appear where we can see the total number of
images correctly recognize.

Page | 12
ABOUT US

Fig 1.3.7

Code we used in our program…


Button(frame2, text="HOME", bg="darksalmon", fg="yellow", bd=3, cursor="arrow",
command=home).grid(row=1, column=6, padx=200, pady=10, ipadx=20)
This button is defined in the in the program named “klg.py”.
On clicking on this button, we will go to the program name “about_us.py” from “klg.py”.

OK

Fig 1.3.8
No code is there to use this button.
This button is present on message box.

Fig
1.3.9
On clicking this button, we will get percentage of accuracy.

Page | 13
CHAPTER 2
METHODOLOGY

2.1. Requirements
First step is gathering our requirements of the project. The functions and the modules and
the necessary for the development of the project.

2.2. Functionality
In this step we will discuss the different function used in the program and how they are
working.

The different types of function we used are…


• home_page()
• LOGIN()
• CLEAR()
• USERNAME()
• PASSWORD()
• ACCOUNT CREATE()
• ADMINISTRATION()
• HOME()
• DATE()
• TIME()
Now we will discuss working of each of the function. home_page()
This function is defined in the program named “about_us.py”. Code we

used is…
def home_page(): about_us_window.destroy() import os
os.system("python klg.py")

Working of this function is to destroy the current window and move to new program named
“klg.py”. PIZZA’S()

This function is defined in the program named “klg.py”.


Working of this function is to destroy the current window and display a new window with
12 images and some text and some button. ORDERS()

This function is defined in the program named “klg.py”.

Page | 14
Working of this function is to destroy the current window and display a new window with
12 images and some text and some button. CANCEL()
This function is defined in the program named “klg.py”.
Working of this function is to destroy the current window and display a new window with
12 images and some text and some button. HOMEPAGE()

This function is defined in the program named “klg.py”.


Working of this function is to destroy the current window and display a new window with
12 images and some text and some button. LOGINPAGE()

This function is defined in the program named “klg.py”.


Working of this function is to destroy the current window and display a new window
with 12 images and some text and some button. okProcess()

This function is defined in the program named “klg.py”.


This function destroys the current frame. After that a list of 20 images name will appear
including the image that are previously shown. counting()
This function is defined in the program named “klg.py”. Code we

use is…

sf.c.create_text(590,270,text="Quantity : ",fill="#000000",font=("default",12))
sf.qty2=Entry(sf.vegf2,textvariable=sf.q2,bg="#aae2d7",font=("default",12)
,width=4,)
sf.qty2.place(x=650,y=260)
sf.add2=Button(sf.vegf2,text="ADD",command=lambda:addch2(),bg="#0b1335",cu
rsor="hand2",fg="white",bd=4,font=("default",12,'bold'))
sf.add2.place(x=850,y=240)
def addch2():
This function returns the number of images that are correctly selected. printing()

This function is defined in the program named “klg.py”. Code we

used is…

sf.C12 = Radiobutton(sf.vegf2, text = "Large",value = 20, variable =sf.v1)


sf.C12.place(x=650,y=100)
sf.C13 = Radiobutton(sf.vegf2, text = "Regular",value = 30, variable
=sf.v1)
sf.C13.place(x=750,y=100)
sf.C11.select()
sf.C11.deselect()
L = Label(frame2, bg="skyblue", fg="black", font="gabriola 30 italic underline")
sf.c=Canvas(sf.pizf1,height=150,width=1366)
sf.c.pack()

Page | 15
sf.logo=PhotoImage(file="logo.PNG")
sf.c.create_image(683,75,image=sf.logo)
sf.c.create_text(950,80,text="WELCOME",fill="white",font=("default",20))
sf.name=" Abhay kumar singh"
sf.c.create_text(950,120,text=sf.name,fill="white",font=("default",18))
sf.out=Button(sf.pizf1,text="Log
Out",command=lambda:sf.Login(),bg="#0b1335",cursor="hand2",fg="white",font=("defau
lt",16))
sf.out.place(x=1200,y=100)
sf.localtime=time.asctime(time.localtime(time.time()))
This function shows a messagebox with total number of images that are correctly recognize.
And it will also print the percentage of accuracy. home()
This function is defined in the program named “klg.py”.
Code we used is…
sf.c.create_rectangle(405, 170, 960, 290,width=2)
sf.vag=PhotoImage(file="extravaganza.png")
sf.c.create_image(470,230,image=sf.vag)
sf.c.create_text(650,200,text="Veg Vaganza",fill="#000000",font=("Cooper
Black",20))
sf.c.create_text(860,200,text="₹400/₹600/₹250",fill="#ff3838",font=("defa
ult",17,'bold'))
## ch2=sf.check(sf.vegf2,220)

This function destroys the current window and move to the new program named
“about_us.py”.

2.3. Implementation
This step is to implementing the project by coding. This is most important part of the
program. A particular care should be done in order to get error free program.

2.4. Debugging
This step is to check the project for any errors in the code. And linking of the module take
place after checking individual modules and functions.

2.5. Execution
This step is to executing the project and simple testing.

Page | 16
2.6. Working
We have used tkinter library to develop GUI for the project.
We import sys library to know the current version we are using.
We import messagebox from tkinter to show information.
We import os for linking a program with another program.
The detail description about the working of the project is discussing now. On running the
program name “about_us.py” we will see the interface like this

Fig 2.6.1
On clicking the start button, current window is destroyed and move to the program named
“klg.py”. The interface will look like this

Page | 17
Fig 2.6.2
These five images are the button. On clicking any of the one we will move to the next
window.
If we click on EXIT button, we will exit from the program and no further processing is
done.
We will discuss the things that happen on click BIRDS image i.e. Parrot. On clicking it we
will destroy the current window and next interface will look like this

Fig 2.6.3
If we click on EXIT button, we will exit from the program and no further processing is
done.
On click OK button current frame is destroy and we get a new interface like this

Page | 18
Fig 2.6.4
After selecting the images name, click on the SUBMIT button. The interface will look like

Fig 2.6.5
On clicking OK button, we will get the accuracy of the image i.e. number of images that
are correctly recognize and the interface will look like this

Page | 19
Fig 2.6.6
If we click on EXIT button, we will exit from the program and no further processing is
done.
If we click on the HOME button, current window will destroy and we move to the
program name “about_us.py”. The same thing will happen again. Flow Chart

Fig 2.6.7

Page | 20
CHAPTER 3
TECHNOLOGY

3.1. Python 3.7


Python is an interpreted, object-oriented, high-level programming language with
dynamic semantics. Its high-level built in data structures, combined with dynamic
typing and dynamic binding, make it very attractive for Rapid Application
Development, as well as for use as a scripting or glue language to connect existing
components together.
Python's simple, easy to learn syntax emphasizes readability and therefore reduces the
cost of program maintenance. Python supports modules and packages, which
encourages program modularity and code reuse.
3.2. GUI
Short for Graphical User Interface, a GUI (pronounced as either G-U-I or gooey) allows
the use of icons or other visual indicators to interact with electronic devices, rather than
using only text via the command line.
A GUI uses icons, and menus to carry out commands, such as opening, deleting, and
moving files.
3.3. IDE
Integrated development environment (IDE) used is PyCharm. It provides code analysis,
a graphical debugger, an integrated unit tester etc.
3.4. Tkinter
Python offers multiple options for developing GUI. Out of all the GUI methods, tkinter
is most commonly used method. It is a standard Python interface to the Tk GUI toolkit
shipped with Python. Python with tkinter outputs the fastest and easiest way to create
the GUI applications.
3.5. Widgets classes
Tkinter’s GUI classes define common GUI widgets such as button, labels, check buttons,
frames, canvases and other. We will use some of them in our project.
3.6. Option with values
Widgets classes contains option with their values to change the interface of the widgets
classes means appearance of the window. Some of the option are width, height, fg, bg, side,

Page | 21
row, column, text, onvalue, offvalue, variable, expand, fill, file, image, command and so
on.

CHAPTER 4
WORK DIVISION

We divide the project into three modules. Each module is designed by one of us.

I.Modules Description

Software primarily contains two modules or interfaces for different types of


users, i.e, customer or merchant.

Customer Side:
• Order Pizza
• Receive Order
• Cancel Order
• Track Order

Merchant Side:
• New Pizza Order
• Cancelled Order
• Served Order

Each of these modules and submodules will consist of a graphical user


interface window that will enable the clients at both ends to interact with the
system.

Both end interfaces are coupled with a single data store inside the program.
System will make sure that user type is selected inside the window to find
which side’s interface has to be displayed.

Page | 22
Interfaces will majorly be made up of Buttons, Text
Boxes, Labels and other widgets which are available in python’s tkinter
library.
Customer side will have the functionalities of creating an order request.
Request will then be displayed in both customer’s Track Order sub module
and merchant’s New Pizza Order sub module. Similarly, other modules will
be interconnected and data will be consistent on both sides.

II. Members Role and Responsibility

1. Abhay kumar singh


• Project Planning
• Module Decomposition
• Coding & Implementation
• Code Review & Inspection

2. Mandala Karthikeswar
• Coding Modules
• Integrating Modules
• Design Validation

3. Uday Kiran
• System Testing
• Code Debugging
Gantt Chart

Each module is/will complete with in the given date as mention below.

Page | 23
Work Division

S. No. Student Name Module Name


1. Abhay kumar singh Project planning
2. Mandala Coding module
karthikeswar
3. Uday kiran debugging
Table 4.2
CHAPTER 5
REFERENCES

We went through different website and learn those concept that will used in making this

project. Some of the website are…

Page | 24
• https://www.python.org
• https://www.w3schools.com
• https://www.google.com/
• We followed the text book named “Introduction to Programming Using python” by
Y. Daniel Liang.

Page | 25

You might also like