Design and Implementation of A School Timetable Management System
Design and Implementation of A School Timetable Management System
SYSTEM
BY
AUGUST, 2020
DECLARATION
We hereby declare that this work is the product of our research effort, under taken under the
supervision of “Malam Ismail Abdulkarim Adamu” and has not been presented and will not be
presented elsewhere for the award of ND certificate. All source have been duly acknowledged.
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CERTIFICATION
This is to certify that the project titled “Timetable Management System” was carried out by:
………………………………… ………………………….………
PROJECT SUPERVISOR
………………………………… ………………………….………
HEAD OF DEPARTMENT
………………………………… ………………………….………
HEAD OF DEPARTMENT
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ACKNOWLEDGMENT
Our profound gratitude goes to Almighty Allah the creator of the universe. This work is a
synergistic product of many minds and we feel a deep sense of gratitude to our parents, brothers
and sisters our friends for their encouragement and for being ever supportive. Our sincere thanks
goes to our supervisor Mr Ismail Abdulkarim Adamu for his thorough assistance with this work.
We appreciate the effort and care of the Head of Computer Science Department Mr. Ibrahim
Hassan. We also acknowledge the Computer Science Students (set 2019/2020) for their active
verbal participation and suggestions towards the evolvement of this project work.
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DEDICATION
To Our Parents
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ABSTRACT
Lecture timetabling is a very important process in any educational institution. It is an open-ended
program in which courses must be arranged around a set of time slot ’T’ and remains so that
that lacks analytical solution method.Data gathering on the current system was analyzed to create
a requirement definition for the improved timetable system. Literature review was carried out
to search the best approach that can help to solve the problem in the timetable system. Genetic
Algorithm has been implemented in the Timetable Management System. This is because Genetic
Algorithm is able to produce a feasible timetable system. Java programming language was used
in developing the solution. Derby database was used as the back-end for the solution.
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TABLE OF CONTENTS
DECLARATION ............................................................................................................................ ii
ACKNOWLEDGMENT................................................................................................................ iv
DEDICATION ................................................................................................................................ v
ABSTRACT................................................................................................................................... vi
LIST OF FIGURE.......................................................................................................................... xi
METHODOLOGY ....................................................................................................................... 33
viii
3.6.4 INPUT DESIGN .................................................................................................................. 38
CHAPTER FOUR......................................................................................................................... 48
ix
4.4.3 SOFTWARE REQUIREMENTS ........................................................................................ 51
APPENDIX A ............................................................................................................................... 55
REFERENCE................................................................................................................................ 58
APPENDIX B ............................................................................................................................... 60
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LIST OF FIGURE
Figure 1 Three simple Genetic programming……………………………………………...….17
Figure 12 Dashboard……………………………………………………………………………50
Figure 13 JTable……………………………………………………………………………..…50
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LIST OF TABLES
Table 1: Login Page…………………………………………………………………………..47
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CHAPTER ONE
1.0 INTRODUCTION
Timetabling concerns all activities with regard to producing a schedule that must be subjective to
different constraints. Timetable can be defined as the optimization of given activities, actions or
events to a set of objects in space-time matrix to satisfy a set of desirable constraints (Forrest,
1993).
the need for a well-planned, clash-free timetable. Back in the days when technology was
not in wide use, lecture timetables were manually created by the academic institution (Haupt
Every school year, tertiary institutions are faced with the tedious task of designing academic
timetables that satisfies the various courses and the respective examination being offered by
Timetable development process starts when each Head of Department provide the following
information to be used for timetable scheduling. The information provides the modules with
dates, time and venues and course lecturers suitable in a particular semester:
ii. Dates for lectures to be held (Lectures can be scheduled between Monday and Friday).
iii. Specified time for lectures ( i.e. Between 8am and 4pm)
Academic timetable is very crucial but it consumes time due to its frequent occurrences
and usage among higher institutions of learning. Another reason for the difficulty is because of
the great complexity of the construction of size of lectures and examinations, due to the
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scheduling size of the lectures and examinations periods and high number of constraints
and criteria of allocation which is usually circumvented with the use of little strict
The quality of the timetable determines the quality of time dedicated by lecturers, students and
includes:
i. School timetable
iv. Assignment timetable (Qu, Burke, McCollum, Merlot and Lee, 2004).
This academic timetable must meet a number of requirements and should satisfy the desires of
all entities involved simultaneously. The timings of events must be such that nobody has more
Solutions to timetabling problems have been proposed since 1980s. Research in this area is still
active as there are several recent related papers in operational research and artificial intelligence
journals. This indicates that there are many problems in timetabling that need to be solved in
view of the availability of more powerful computing facilities and advancement of information
technology. The problem was first studied by Gotlieb (1962), who formulated a class-teacher
timetabling problem by considering that each lecture contained one group of students, one
teacher, and any number of times which could be chosen freely. Since then the problem is being
continuously studied using different methods under different conditions. Initially it was mostly
applied to schools. Since the problem in schools is relatively simple because of their simple class
2
structures, classical methods, such as linear or integer programming approaches could be used
easily. However, the gradual consideration of the cases of colleges and universities, which
problem. As a result, classical methods have been found inadequate to handle the problem,
particularly the huge number of integer and/or real variables, discrete search space and multiple
objective functions.
The available system currently builds or generates a set of timetables, but most times have
issues with generating a clash-free and complete timetable. The tedious tasks of data
introduction and revision of usually incomplete solutions are the bottlenecks in this case (Luisa
et.al, 2006). Most educational institutions have resorted to manual generation of their
timetables which according to statistics takes much time to get completed and optimal. Even at
the optimal stage of the manually generated timetable, there are still a few clashes and it is the
lecturer that takes a clashing course that works out the logistics of the course so as to
avoid the clash. However, the project would aim to develop an automated timetable system in
order to overcome the weakness of the manual system and speed up the timetable generating
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ii. To modernize the hoary system used
iv. To create a free time/venue rattles in computer science department of the polytechnic.
i. The proposed system will provide an attractive graphical front-end for the administrators.
v. Proper recording of class size, number of courses offered, number and capacity of available
lecture halls.
This study will only cover the management and allocation of spaces and time for Lectures in the
ii. Backend Application: Serves indirectly in support of front-end services, usually by being
closer to the required resource or having the capability to communicate with the required
resource.
iii. Frontend Application: This is an application that users interact with directly.
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iv. Genetic Algorithm (GA): is a model of machine learning which derived its behavior from
v. Java Programming Language: is an Object Oriented programming language that allows you to
create applications.
vi. NetBeans IDE: is a free, open source, integrated development environment (IDE) that enables
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CHAPTER TWO
A timetable is an organized list, usually set out in tabular form, providing information
about a series of arranged events in particular, the time at which it is planned these events will
take place. They are applicable to any institution where activities have to be carried out by
various individuals in a specified time frame. From the time schools became organized
environments, timetables have been the framework for all school activities. As a result, schools
have devoted time, energy and human capital to the implementation of nearly optimal timetables
(Robertus, 2002). The lecture timetabling problem is a typical scheduling problem that appears
to be a tedious job in every academic institute once or twice a year. The problem involves the
scheduling of classes, students, teachers and rooms at a fixed number of time-slots, subject to a
educational requirements and the efficient utilization of human and space resources, which
make it an optimization problem. Traditionally, the problem is solved manually by trial and hit
method, where a valid solution is not guaranteed. Even if a valid solution is found, it is likely to
miss far better solutions. These uncertainties have motivated for the scientific study of the
problem, and to develop an automated solution technique for it. The problem is being studied for
last more than four decades, but a general solution technique for it is yet to be formulated (Datta
D. et.al, 2006). Timetabling problem is one of the hardest problem areas already proven to
complete, and it is worthy of note that as educational institutions grow in number and
complexity, their resources and events are becoming harder to schedule (Ossam Chohan,
2009).
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2.1 REVIEW OF RELEVANT THEORIEDS AND TECHNOLOGIES
Solutions to timetabling problems have been proposed since the 1980s. Research in this area is
still active as there are several recent related papers in operational research and artificial
intelligence journals. This indicates that there are many problems in timetabling that need to
be solved in view of the availability of more powerful computing facilities and advancement of
information technology (S.B. Deris et.al, 1997). The problem was first studied by Gotlieb
(1962), who formulated a class-teacher timetabling problem by considering that each lecture
contained one group of students, one teacher, and any number of times which could be
chosen freely. Since then the problem is being continuously studied using different
methods under different conditions. Initially it was mostly applied to schools (de Gans,
1981; Tripathy, 1984). Since the problem in schools is relatively simple because of their simple
However, the gradual consideration of the cases of higher secondary schools and universities,
of the problem. As a result, classical methods have been found inadequate to handle the
problem, particularly the huge number of integer and/or real variables, discrete search
space and multiple objective functions. This inadequacy of classical methods has drawn the
mentioning non-classical techniques that are being applied to the problem are Genetic
Algorithms (Alberto Colorni et al., 1992), Neural Network (Looi C., 1992), and Tabu Search
Algorithm (Costa D., 1994). However, compared to other non-classical methods, the widely used
are the genetic/evolutionary algorithms (GAs/EAs). The reason might be their successful
7
implementation in a wider range of applications. Once the objectives and constraints are defined,
EAs appear to offer the ultimate free lunch scenario of good solutions by evolving without a
problem solving strategy (Al-Attar A., 1994). A few worth mentioning EAs, used for the
school timetabling problem, are those of Abramson et al. (1992), Piola R.(1994), and Bufe
et al. (2001). Similarly, EAs, used for the university class timetabling problem, are those
of Carrasco et al. (2001), Srinivasan et al. (2002) and Datta et al... Since 1995, a large amount
Practice and Theory of Automated Timetabling (PATAT). Papers on this research have been
published in conference proceedings, see e.g., (Burke & Carter, 1997) and (Burke & Erben,
2000), and three volumes of selected papers in the Lecture Notes in Computer Science series, see
(Burke & Ross, 1996), (Burke & Carter, 1998), and (Burke & Erben, 2001). Additionally, there
year regularly sends out a digest via e-mail, and maintains a website with relevant
(1994), in his doctoral thesis, investigates the use of genetic algorithms to solve a group of
solving of timetabling problems in the context of learning institutions. This framework has the
following important points, which give you considerable flexibility: a declaration of the specific
constraints of the problem and use of a function for evaluation of the solutions, advising the use
of a genetic algorithm, since it is independent of the problem, for its resolution. Gröbner (1997)
presents an approach to generalize all the timetabling problems, describing the basic structure
of this problem. Gröbner proposes a generic language that can be used to describe
teacher timetabling problem for small schools. Oliveira (Oliveira and Reis, 2000) presents a
language for representation of the timetabling problem, the UniLang. UniLang intends to be a
standard suitable as input language for any timetabling system. It enables a clear and
natural representation of data, constraints, quality measures and solutions for different
timetabling (as well as related) problems, such as school timetabling, university timetabling and
problem in constraints strong and weak. Violations to strong constraints (such as schedule a
teacher in two classes at the same time) result in an invalid timetable. Violations to weak
constraints result in valid timetable, but affect the quality of the solution (for example, the
preference of teachers for certain hours). The proposed algorithm, evolutionary, has been
tested in a university comprising 109 teachers, 37 rooms, 1131 a time interval of one hour each
and 472 classes. The algorithm proposed in resolving the scheduling without violating the strong
constraints in 30% of executions. Eley (2006) in PATAT'06 presents a solution to the exam
Ant, to solve. Analyzing the results obtained by the various works published, we can say what
the automatic generation of schedules is capable of achieving. Some works show that when
compared with the schedules manuals in institutions of learning real, the times obtained by the
algorithms for solving the class-teacher timetabling problem are of better quality, since, uses
some function of evaluation. There are two main problems in timetabling. The first one is
optimal solution because it is impossible to enumerate all nodes in such a large search space.
The second one is related to the dynamic nature of the problems where variables and
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constraints are changing in accordance with the development of an organization (S.B. Deris et
al., 1997). Therefore, a timetabling system must be flexible, adaptable and portable, otherwise
the users will not use the system optimally or even as decision aids such as for storing,
retrieving, and printing timetables, when the timetable planning decisions are made
manually. In addition, most of the universities adopting a semester system give freedom
to students to choose subjects provided that all pre-requisites are satisfied. This situation
further complicates the construction of a timetable. Various techniques have been proposed to
solve timetabling problems. These techniques are neural networks (Gianoglio P, 1990),
heuristics (Wright M, 1996), graph coloring, integer programming, Genetic Algorithms (Burke
programming (Lajos, 1995). The models formulated by some of these techniques cannot
be easily reformulated or customized to support changes, hence the selection of the genetic
or NPC, NP standing for Nondeterministic Polynomial time) is a class of problems having two
properties:
i. Any given solution to the problem can be verified quickly (in polynomial time); the set of
ii. If the problem can be solved quickly (in polynomial time), then so can every problem
in NP. Although any given solution to the timetabling problem can be verified quickly, there is
no known efficient way to locate a solution in the first place; indeed, the most notable
characteristic of NP-complete problems is that no fast solution to them is known. That is, the
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time required to solve the problem using any currently known algorithm increases very quickly
When solving the timetabling problem, we are usually looking for some solution, which will be
the best among others. The space of all feasible solutions (series of desired solutions with some
more desirable than others) is called search space (also state space). Each point in the search
space represents one feasible solution which can be "marked" by its value or fitness for the
problem. The solution is usually one point in the search space (Ossam Chohan; 2009).
As a result of comparative fact finding and exhaustive study of existing systems, Genetic
Algorithms have been the most prominently used in generating near- optimal solutions to
1950s and early 1960s, programmed on computers by evolutionary biologists who were
explicitly seeking to model aspects of natural evolution. It did not occur to any of them that this
strategy might be more generally applicable to artificial problems, but that recognition was not
long in coming: "Evolutionary computation was definitely in the air in the formative days
of the electronic computer" (Mitchell Melanie, 1996). By 1962, researchers such as G.E.P. Box,
G.J. Friedman, W.W. Bledsoe and H.J. Bremermann had all independently developed
evolution-inspired algorithms for function optimization and machine learning, but their work
attracted little follow-up. A more successful development in this area came in 1965, when
Ingo Rechenberg, then of the Technical University of Berlin, introduced a technique he called
evolution strategy, though it was more similar to hill-climbers than to genetic algorithms. In this
technique, there was no population or crossover; one parent was mutated to produce one
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offspring, and the better of the two was kept and became the parent for the next round of
mutation (Haupt et. al., 1998). Later versions introduced the idea of a population. Evolution
strategies are still employed today by engineers and scientists, especially in Germany. The
next important development in the field came in 1966, when L.J. Fogel, A.J. Owens and M.J.
method, candidate solutions to problems were represented as simple finite-state machines; like
Rechenberg's evolution strategy, their algorithm worked by randomly mutating one of these
simulated machines and keeping the better of the two (Mitchell Melanie, 1996; Goldberg
David, 1989). Also like evolution strategies, a broader formulation of the evolutionary
programming technique is still an area of ongoing research today. However, what was still
lacking in both these methodologies was recognition of the importance of crossover. As early as
1962, John Holland's work on adaptive systems laid the foundation for later developments;
most notably, Holland was also the first to explicitly propose crossover and other
recombination operators. However, the seminal work in the field of genetic algorithms came in
1975, with the publication of the book Adaptation in Natural and Artificial Systems. Building
on earlier research and papers both by Holland himself and by colleagues at the University of
Michigan, this book was the first to systematically and rigorously present the concept of
adaptive digital systems using mutation, selection and crossover, simulating processes of
biological evolution, as a problem-solving strategy. The book also attempted to put genetic
algorithms on a firm theoretical footing by introducing the notion of schemata (Mitchell Melanie,
1996; Haupt et. al., 1998). That same year, Kenneth De Jong's important dissertation established
the potential of GAs by showing that they could perform well on a wide variety of test
computation. By the early to mid-1980s, genetic algorithms were being applied to a broad
range of subjects, from abstract mathematical problems like bin-packing and graph coloring
to tangible engineering issues such as pipeline flow control, pattern recognition and
proliferate, genetic algorithms migrated into the commercial sector, their rise fueled by the
exponential growth of computing power and the development of the Internet. Today,
evolutionary computation is a thriving field, and genetic algorithms are "solving problems of
everyday interest" (Haupt et. al., 1998) in areas of study as diverse as stock market
prediction and portfolio planning, aerospace engineering, microchip design, biochemistry and
molecular biology, and scheduling at airports and assembly lines. The power of evolution has
touched virtually any field one cares to name, shaping the world around us invisibly in countless
ways, and new uses continue to be discovered as research is ongoing. And at the heart of it
all lies nothing more than Charles Darwin's simple, powerful insight: that the random chance
Genetic algorithms (GAs) are numerical optimization algorithms that are as a result of both
natural selection and natural genetics. The method which is general in nature is capable of being
applied to a wider range of problems unlike most procedural approaches. Genetic algorithms
help to solve practical problems on a daily basis. The algorithms are simple to understand and
the required computer code easy to write. The Genetic Algorithm (GA) technique has never
attracted much attention like the artificial neural networks, hill climbing, simulate
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annealing amongst many others although it has a growing number of disciples. The reason for
this is certainly not because of any inherent limits it has or its lack of powerful metaphors. The
phenomenon that evolution is the concept resulting in the bio-diversity we see around us today is
a powerful and inspiring paradigm for solving any complex problem. The use of GAs have been
evident from the very beginning characterized by examples of computer scientists having visions
of systems that mimics and duplicate one or more of the attributes of life. The idea of using a
several times during the 1950's and 1960's. However, the concept of GAs were essentially
invented by one man—John Holland—in the 1960's. His reasons for developing such
algorithms were to solve problems of generalized concerns. He itemized this concept in his
book in 1975, Adaptation in Natural and Artificial Systems (recently re-issued with
additions) which is particularly worth reading for its visionary approach. Its application has
proven it to be more than just a robust method for estimating a series of unknown
parameters within a model of a physical system (David, 1999). However its robustness cuts
across many different practical optimization problems especially those that concern us most
2. A way of determining the states of generated solutions i.e. calculating how well or bad the
3. A method for mixing fragments of the better solutions to form new, on average even
better solutions.
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Concisely stated, a genetic algorithm is a programming technique that mimics biological
evolution as a problem-solving strategy. Given a specific problem to solve, the input to the GA is
a set of potential solutions to that problem, encoded in some fashion, and a metric called a fitness
function that allows each candidate to be quantitatively evaluated. These candidates may be
solutions already known to work, with the aim of the GA being to improve them, but more often
The GA then evaluates each candidate according to the fitness function. In a pool of randomly
generated candidates, of course, most will not work at all, and these will be deleted. However,
purely by chance, a few may hold promise - they may show activity, even if only weak and
imperfect activity, toward solving the problem. These promising candidates are kept and
allowed to reproduce. Multiple copies are made of them, but the copies are not perfect; random
changes are introduced during the copying process. These digital offspring then go on to
the next generation, forming a new pool of candidate solutions, and are subjected to a
second round of fitness evaluation. Those candidate solutions which were worsened, or
made no better, by the changes to their code are again deleted; but again, purely by chance, the
random variations introduced into the population may have improved some individuals,
making them into better, more complete or more efficient solutions to the problem at hand.
Again these winning individuals are selected and copied over into the next generation
with random changes, and the process repeats. The expectation is that the average fitness of the
population will increase each round, and so by repeating this process for hundreds or
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As astonishing and counterintuitive as it may seem to some, genetic algorithms have proven to
Genetic algorithms have been used in a wide variety of fields to evolve solutions to problems as
difficult as or more difficult than those faced by human designers. Moreover, the solutions they
come up with are often more efficient, more elegant, or more complex than anything comparable
a human engineer would produce. In some cases, genetic algorithms have come up with
solutions that baffle the programmers who wrote the algorithms in the first place (Adam,
2004).
potential solutions to that problem in a form that a computer can process. One common
approach is to encode solutions as binary strings: sequences of 1's and 0's, where the
digit at each position represents the value of some aspect of the solution (Fleming et. al., 2002).
with each position again representing some particular aspect of the solution. This
approach allows for greater precision and complexity than the comparatively restricted
method of using binary numbers only and often "is intuitively closer to the problem
iii A third approach is to represent individuals in a GA as strings of letters, where each letter
again stands for a specific aspect of the solution. One example of this technique is
Hiroaki Kitano's "grammatical encoding" approach, where a GA was put to the task of
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evolving a simple set of rules called a context-free grammar that was in turn used to
The advantage of the three methods above is that they make it easy to define operators
that cause the random changes in the selected candidates: flip a 0 to a 1 or vice versa, add or
subtract from the value of a number by a randomly chosen amount, or change one letter to
another.
iv Another strategy, developed principally by John Koza of Stanford University and called
genetic programming, represents programs as branching data structures called trees (Koza et.
al., 2003). In this approach, random changes can be brought about by changing the operator or
altering the value at a given node in the tree, or replacing one sub-tree with another.
Figure 1: Three simple program trees of the kind normally used in genetic programming.
The mathematical expression that each one represents is given underneath it (Adapted from
Adam Marczyk 2004). It is important to note that evolutionary algorithms do not necessarily
represent candidate solutions as data strings of fixed length. Though some represent them this
way, but others do not; e.g. Kitano's grammatical encoding discussed above can be efficiently
scaled to create large and complex neural networks, and Koza's genetic programming trees can
grow arbitrarily large as necessary to solve whatever problem they are applied to.
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2.6 METHODS OF SELECTION
There are many different techniques which a genetic algorithm can use to select the individuals
to be copied over into the next generation, but listed below are some of the most common
methods. Some of these methods are mutually exclusive, but others can be and often are used
in combination.
i Elitist selection: The fittest members of each generation are guaranteed to be selected. (Most
GAs doesn’t use pure elitism, but instead use a modified form where the single best or a few
of the best individuals from each generation are copied into the next generation just in case
ii Fitness-proportionate selection: More fit individuals are more likely, but not certain, to be
selected.
of an individual's being selected is proportional to the amount by which its fitness is greater or
less than its competitors' fitness. (Conceptually, this can be represented as a game of
roulette - each individual gets a slice of the wheel, but more fit ones get larger slices than less
fit ones. The wheel is then spun, and whichever individual "owns" the section on which it lands
iv. Scaling selection: As the average fitness of the population increases, the strength of the
selective pressure also increases and the fitness function becomes more discriminating. This
method can be helpful in making the best selection later on when all individuals have relatively
high fitness and only small differences in fitness distinguish one from another.
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v. Tournament selection: Subgroups of individuals are chosen from the larger population,
and members of each subgroup compete against each other. Only one individual from each
vi Rank selection: Each individual in the population is assigned a numerical rank based on
fitness, and selection is based on this ranking rather than absolute difference in fitness. The
advantage of this method is that it can prevent very fit individuals from gaining dominance early
at the expense of less fit ones, which would reduce the population's genetic diversity and might
vii . Generational selection: The offspring of the individuals selected from each generation
become the entire next generation. No individuals are retained between generations.
viii. Steady-state selection: The offspring of the individuals selected from each generation go
back into the pre-existing gene pool, replacing some of the less fit members of the previous
generation. Lower-level evaluations are faster and less discriminating, while those that
The advantage of this method is that it reduces overall computation time by using faster,
less selective evaluation to weed out the majority of individuals that show little or no promise,
and only subjecting those who survive this initial test to more rigorous and more
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2.7 METHODS OF CHANGE
i. Once selection has chosen fit individuals, they must be randomly altered in hopes of improving
their fitness for the next generation. There are two basic strategies to accomplish this. The
first and simplest is called mutation. Just as mutation in living things changes one gene to
strings where mutation occurs at position 4, changing the 0 at that position in its genome to a 1
ii. The second method is called crossover, and entails choosing two individuals to swap
segments of their code, producing artificial "offspring" that are combinations of their parents.
This process is intended to simulate the analogous process of recombination that occurs to
the two individuals' genomes, and one individual contributes all its code from before that point
and the other contributes all its code from after that point to produce an offspring, and uniform
crossover, in which the value at any given location in the offspring's genome is either the value
of one parent's genome at that location or the value of the other parent's genome at that
20
Figure 3: Diagram showing the effect of mutation on individuals in a population of 8-bit
strings showing two individuals undergoing single-point crossover; the point of exchange is
set between the fifth and sixth positions in the genome, producing a new individual that is a
Most other algorithms are serial and can only explore the solution space to a problem in one
direction at a time, and if the solution they discover turns out to be suboptimal, there is nothing
to do but abandon all work previously completed and start over. However, since GAs has
multiple offspring, they can explore the solution space in multiple directions at once. If one
path turns out to be a dead end, they can easily eliminate it and continue work on more
promising avenues, giving them a greater chance each run of finding the optimal solution (Adam,
ii. However, the advantage of parallelism goes beyond this. Consider the following: All
the 8-digit binary strings (strings of 0's and 1's) form a search space, which can be
represented as ******** (where the * stands for "either 0 or 1"). The string 01101010 is
one member of this space. However, it is also a member of the space 0*******, the space
01******, the space 0******0, the space 0*1*1*1*, the space 01*01**0, and so on. By
evaluating the fitness of this one particular string, a genetic algorithm would be sampling each of
21
these many spaces to which it belongs. Over many such evaluations, it would build up an
increasingly accurate value for the average fitness of each of these spaces, each of which
who asks questions of a certain member of an ethnic, religious or social group hopes to
learn something about the opinions of all members of that group, and therefore can reliably
predict national opinion while sampling only a small percentage of the population. In the same
way, the GA can "home in" on the space with the highest-fitness individuals and find the overall
best one from that group. In the context of evolutionary algorithms, this is known as the
ii Due to the parallelism that allows them to implicitly evaluate many schemas at once,
genetic algorithms are particularly well-suited to solving problems where the space of all
potential solutions is truly huge - too vast to search exhaustively in any reasonable amount of
time. Most problems that fall into this category are known as "nonlinear". In a linear problem,
the fitness of each component is independent, so any improvement to any one part will result in
an improvement of the system as a whole. Needless to say, few real-world problems are like
this. Nonlinearity is the norm, where changing one component may have ripple effects on
the entire system, and where multiple changes that individually are detrimental may lead to
explosion: the space of 1,000-digit binary strings can be exhaustively searched by evaluating
only 2,000 possibilities if the problem is linear, whereas if it is nonlinear, an exhaustive search
22
requires evaluating 21000 possibilities - a number that would take over 300 digits to write out in
iii. Fortunately, the implicit parallelism of a GA allows it to surmount even this enormous
number of possibilities, successfully finding optimal or very good results in a short period of
time after directly sampling only small regions of the vast fitness landscape (Forrest, 1993).
For example, a genetic algorithm developed jointly by engineers from General Electric and
Rensselaer Polytechnic Institute produced a high-performance jet engine turbine design that
was three times better than a human-designed configuration and 50% better than a
containing more than 10387 possibilities. Conventional methods for designing such turbines are
a central part of engineering projects that can take up to five years and cost over $2 billion; the
genetic algorithm discovered this solution after two days on a typical engineering desktop
iv. Another notable strength of genetic algorithms is that they perform well in problems for
which the fitness landscape is complex - ones where the fitness function is discontinuous,
noisy, changes over time, or has many local optima. Most practical problems have a vast
solution space, impossible to search exhaustively; the challenge then becomes how to
avoid the local optima - solutions that are better than all the others that are similar to them, but
that are not as good as different ones elsewhere in the solution space. Many search algorithms
can become trapped by local optima: if they reach the top of a hill on the fitness landscape,
they will discover that no better solutions exist nearby and conclude that they have reached the
best one, even though higher peaks exist elsewhere on the map (Adam, 2004).
23
v. Evolutionary algorithms, on the other hand, have proven to be effective at escaping local
optima and discovering the global optimum in even a very rugged and complex fitness
landscape. (It should be noted that, in reality, there is usually no way to tell whether a given
solution to a problem is the one global optimum or just a very high local optimum. However,
even if a GA does not always deliver a provably perfect solution to a problem, it can almost
always deliver at least a very good solution.) All four of a GA's major components -
parallelism, selection, mutation, and crossover - work together to accomplish this. In the
beginning, the GA generates a diverse initial population, casting a "net" over the fitness
landscape. (Koza et. al., 2003) compares this to an army of parachutists dropping onto the
landscape of a problem's search space, with each one being given orders to find the highest
peak.) Small mutations enable each individual to explore its immediate neighborhood,
while selection focuses progress, guiding the algorithm's offspring uphill to more promising
vi However, crossover is the key element that distinguishes genetic algorithms from other
methods such as hill-climbers and simulated annealing. Without crossover, each individual
solution is on its own, exploring the search space in its immediate vicinity without reference to
what other individuals may have discovered. However, with crossover in place, there is a
transfer of information between successful candidates - individuals can benefit from what
others have learned, and schemata can be mixed and combined, with the potential to produce an
offspring that has the strengths of both its parents and the weaknesses of neither. This point is
illustrated in Koza et.al. (1999), where the authors discuss a problem of synthesizing a low
pass filter using genetic programming. In one generation, two parent circuits were
selected to undergo crossover; one parent had good topology (components such as inductors
24
and capacitors in the right places) but bad sizing (values of inductance and capacitance or its
components that were far too low). The other parent had bad topology, but good sizing. The
result of mating the two through crossover was an offspring with the good topology of one
parent and the good sizing of the other, resulting in a substantial improvement in fitness
vii. The problem of finding the global optimum in a space with many local optima is
also known as the dilemma of exploration vs. exploitation, "a classic problem for all
systems that can adapt and learn" (John, 1992). Once an algorithm (or a human designer) has
making the best use of that strategy, or should it search for others? Abandoning a proven strategy
to look for new ones is almost guaranteed to involve losses and degradation of performance, at
least in the short term. But if one sticks with a particular strategy to the exclusion of all others,
one runs the risk of not discovering better strategies that exist but have not yet been found.
Again, genetic algorithms have shown themselves to be very good at striking this balance and
discovering good solutions with a reasonable amount of time and computational effort (Adam,
2004).
viii Another area in which genetic algorithms excel is their ability to manipulate many
multiple objectives, usually with tradeoffs involved: one can only be improved at the expense of
another. GAs are very good at solving such problems: in particular, their use of parallelism
enables them to produce multiple equally good solutions to the same problem, possibly with one
candidate solution optimizing one parameter and another candidate optimizing a different one
25
(Haupt et.al., 1998), and a human overseer can then select one of these candidates to use. If a
that that parameter cannot be further improved without causing a corresponding decrease in
the quality of some other parameter, that solution is called Pareto optimal or non-dominated
(Coello, 2000).
xi. Finally, one of the qualities of genetic algorithms which might at first appear to be a
liability turns out to be one of their strengths: namely, GAs know nothing about the problems
they are deployed to solve. Instead of using previously known domain-specific information
to guide each step and making changes with a specific eye towards improvement, as human
designers do, they are "blind watchmakers" (Dawkins, 1996); they make random changes to
their candidate solutions and then use the fitness function to determine whether those
x. The virtue of this technique is that it allows genetic algorithms to start out with an open
mind, so to speak. Since its decisions are based on randomness, all possible search
pathways are theoretically open to a GA; by contrast, any problem-solving strategy that relies on
prior knowledge must inevitably begin by ruling out many pathways a priori, therefore
missing any novel solutions that may exist there (Koza et. al., 1999).
Lacking preconceptions based on established beliefs of "how things should be done" or what
Similarly, any technique that relies on prior knowledge will break down when such knowledge
is not available, but again, GAs is not adversely affected by ignorance (Goldberg, 1989).
Through their components of parallelism, crossover and mutation, they can range widely over
the fitness landscape, exploring regions which intelligently produced algorithms might have
26
overlooked, and potentially uncovering solutions of startling and unexpected creativity that
might never have occurred to human designers. One vivid illustration of this is the
to many important electronic components today, but one that, when it was first
discovered, was denied a patent for nine years because the concept was so contrary to
established beliefs (Koza et. al., 2003). Evolutionary algorithms, of course, are neither aware
nor concerned whether a solution runs counter to established beliefs - only whether it works.
strategy, they are not a panacea. GAs does have certain limitations which are outlined
below:
i. The first, and most important, consideration in creating a genetic algorithm is defining a
representation for the problem. The language used to specify candidate solutions must be robust;
i.e., it must be able to tolerate random changes such that fatal errors or nonsense do not
consistently result.
There are two main ways of achieving this. The first, which is used by most genetic algorithms,
where each number represents some aspect of a candidate solution. If the individuals are binary
strings, 0 or 1 could stand for the absence or presence of a given feature. If they are lists of
numbers, these numbers could represent many different things: the weights of the links in a
neural network, the order of the cities visited in a given tour, the spatial placement of electronic
components, the values fed into a controller, the torsion angles of peptide bonds in a protein, and
so on. Mutation then entails changing these numbers, flipping bits or adding or subtracting
27
random values. In this case, the actual program code does not change; the code is what manages
the simulation and keeps track of the individuals, evaluating their fitness and perhaps ensuring
that only values realistic and possible for the given problem result.
In another method, genetic programming, the actual program code does change. As
trees of code that can be mutated by changing or swapping sub-trees. Both of these methods
produce representations that are robust against mutation and can represent many different
kinds of problems, and both have had considerable success in various examples on which
This issue of representing candidate solutions in a robust way does not arise in nature, because
the method of representation used by evolution, namely the genetic code, is inherently robust:
with only a very few exceptions, such as a string of stop codons, there is no such thing as a
sequence of DNA bases that cannot be translated into a protein. Therefore, virtually any
change to an individual's genes will still produce an intelligible result, and so mutations in
human-created languages such as English, where the number of meaningful words is small
compared to the total number of ways one can combine letters of the alphabet, and therefore
random changes to an English sentence are likely to produce nonsense (Adam, 2004).
ii. The problem of how to write the fitness function must be carefully considered so that
higher fitness is attainable and actually does equate to a better solution for the given problem.
If the fitness function is chosen poorly or defined imprecisely, the genetic algorithm may be
unable to find a solution to the problem, or may end up solving the wrong problem. (This latter
situation is sometimes described as the tendency of a GA to "cheat", although in reality all that is
28
happening is that the GA is doing what it was told to do, not what its creators intended it to do.)
This is not a problem in nature, however. In the laboratory of biological evolution there is only
one fitness function, which is the same for all living things - the drive to survive and reproduce,
no matter what adaptations make this possible. Those organisms which reproduce more
abundantly compared to their competitors are fitter; those which fail to reproduce are unfit
(Adam, 2004).
iii. In addition to making a good choice of fitness function, the other parameters of a GA
- the size of the population, the rate of mutation and crossover, the type and strength of
selection - must be also chosen with care. If the population size is too small, the genetic
algorithm may not explore enough of the solution space to consistently find good solutions. If
the rate of genetic change is too high or the selection scheme is chosen poorly, beneficial
schema may be disrupted and the population may enter error catastrophe, changing too fast
Living things do face similar difficulties, and evolution has dealt with them. It is true that
if a population size falls too low, mutation rates are too high, or the selection pressure is too
strong (such a situation might be caused by drastic environmental change), then the species
may go extinct. The solution has been "the evolution of evolvability" - adaptations that alter a
species' ability to adapt. For example, most living things have evolved elaborate molecular
machinery that checks for and corrects errors during the process of DNA replication, keeping
their mutation rate down to acceptably low levels; conversely, in times of severe
environmental stress, some bacterial species enter a state of hyper mutation where the rate
of DNA replication errors rises sharply, increasing the chance that a compensating
today show that, in general, evolution is a successful strategy. Likewise, the diverse
iv. One type of problem that genetic algorithms have difficulty dealing with are problems with
"deceptive" fitness functions (Mitchell, 1996), those where the locations of improved points
give misleading information about where the global optimum is likely to be found. For example,
imagine a problem where the search space consisted of all eight-character binary strings,
and the fitness of an individual was directly proportional to the number of 1s in it - i.e.,
00000001 would be less fit than 00000011, which would be less fit than 00000111, and so on -
with two exceptions: the string 11111111 turned out to have very low fitness, and the
string 00000000 turned out to have very high fitness. In such a problem, a GA (as well as most
other algorithms) would be no more likely to find the global optimum than random search. The
resolution to this problem is the same for both genetic algorithms and biological evolution:
evolution is not a process that has to find the single global optimum every time. It can do almost
as well by reaching the top of a high local optimum, and for most situations, this will suffice,
even if the global optimum cannot easily be reached from that point. Evolution is very much a
"satisfier" - an algorithm that delivers a "good enough" solution, though not necessarily the
best possible solution, given a reasonable amount of time and effort invested in the search.
The Evidence for Jury-Rigged Design in Nature FAQ gives examples of this very outcome
appearing in nature. (It is also worth noting that few, if any, real-world problems are as
fully deceptive as the somewhat contrived example given above. Usually, the location of local
improvements gives at least some information about the location of the global optimum.)
30
v. One well-known problem that can occur with a GA is known as premature convergence. If an
individual that is more fit than most of its competitors emerges early on in the course of the run,
it may reproduce so abundantly that it drives down the population's diversity too soon,
leading the algorithm to converge on the local optimum that that individual represents rather
than searching the fitness landscape thoroughly enough to find the global optimum (Forrest,
1993; Mitchell, 1996). This is an especially common problem in small populations, where
even chance variations in reproduction rate may cause one genotype to become dominant
over others. The most common methods implemented by GA researchers to deal with this
problem all involve controlling the strength of selection, so as not to give excessively fit
individuals too great of an advantage. Rank, scaling and tournament selection, discussed
earlier, are three major means for accomplishing this; some methods of scaling selection
population's average fitness, and Boltzmann selection, in which the strength of selection
increases over the course of a run in a manner similar to the "temperature" variable in simulated
Premature convergence does occur in nature (where it is called genetic drift by biologists). This
obligation to find the single best solution, merely one that is good enough. However,
premature convergence in nature is less common since most beneficial mutations in living things
produce only small, incremental fitness improvements; mutations that produce such a large
fitness gain as to give their possessors dramatic reproductive advantage are rare.
vi. Finally, several researchers (John, 1992; Forrest, 1993; Haupt et. al., 1998) advise against
using genetic algorithms on analytically solvable problems. It is not that genetic algorithms
31
cannot find good solutions to such problems; it is merely that traditional analytic methods
take much less time and computational effort than GAs and, unlike GAs, are usually
mathematically guaranteed to deliver the one exact solution. Of course, since there is no
such thing as a mathematically perfect solution to any problem of biological adaptation, this
32
CHAPTER THREE
METHODOLOGY
3.1 INTRODUCTION
Fact finding is an approach taken to acquire data about a specific subject with the aim of
analyzing and synthesizing the analyzed data to come up with a better system. In this project we
used different techniques in data collection which include: interview, examination of existing
documents, internet browsing and use of questionnaires. A set of well-articulated questions were
used to interview a number of persons. During the investigation, some documents used for
The internet is the largest pool of information where virtually everything can be found. To
further examine the existing documents we equally used the internet. Some relevant and related
documents were downloaded. Finally we used questionnaire to take conclusion on how the
This chapter reviews how the existing system works as well as to produce a better alternative for
its improvement. The relationship amongst entities and information flows within the organization
is very important; in a nutshell, system investigation and analysis is the study of an existing
system with the view of improving on it or developing an entirely new system to replace the
existing one.
33
The major task here is to design a new system with a mobile frontend for students.
She is responsible for typing official document needed for the academic duties of the department,
office.
6. EXECUTIVE OFFICIER: He is also responsible for the administration of business; he has the
7. LAB ASSISTANT: The lab assistant is in charge of taking care of the laboratory.
existing system.
each department.
ii. The submitted documents are taken by the chairman space and timetable committee.
34
iii. Previous school scheduled timetable and blank templates are passed round from one
iv. After the exercise, tentative timetables are released for staff and students to make inputs.
v. At the end of receiving inputs from students and lectures alike, the final timetable is presented
to the school and it will become a working document for that semester.
include:
i. Repeated time allocations may be made for a particular course thereby leading to data
redundancy.
ii. A lot of administrative error may occur as a result of confusing time requirements.
iv. Final generated timetable may not be near optimal as a result of clashing course requirements
and allocations.
Computer Science Department every academic year and reduce high cost and slow
The system has capabilities for input of the various courses, halls of lectures,
departments, programs, buildings, lecturers and the specification of a few constraints from
which the timetable is constructed. The proposed timetabling system for this project seeks
35
to generate near optimal timetables using the principles of genetic algorithm (selection and
crossover).
iv. It provides an easy means for data entry and revision through an intuitive interface.
v. It increases productivity.
business requirements identified in system analysis. It gives the overall plan or model of a
system consisting of all specification that give the system its form and structure (i.e. The
structural implementation of the system analysis).The system was design using Java
example button, label, text fields, list combo box and JTable.etc. The Login page consist of
JFrame, label, check box, and a login button. The login button was coded to verify if the user
name and password equals to the predefined username and password of the admin in the code,
when the verification is false, the software will not log you in, else (if it is true) the software will
open a new JFrame which is the interface of the software. From the interface all the data will be
36
collected from the selected Class level in the combo box list of items and display the information
in text fields, from there the information will be transferred to JTable for printing, update and
deletion.
To design
2. A system that is able to consider all given constraints before producing a feasible (timetable)
output.
37
3.6.2 SYSTEM BLOCK DIAGRAM
is drawn from different tables of the database. In this case, the generated timetable is the
input forms/design
38
iii. Lecturer input design.
specified. This will enable the researcher to capture the complete working picture of the
application, how each component is related to another, the calling program modules and the ones
called. The timetabling system consists of various program modules. Each module of the system
i. Input Module
The input module is the interface (subsystem) that manages the courses available in the
system. In order to input courses with their respective lecturers, select the corresponding level in
This module is responsible for displaying the inputs in forms of table containing the courses as
well as the lecturers, venue and time for any course in the department. From the table rows, you
can add, delete and update a course, finally, you can print the hard copy of your time table.
39
Figure 5: Program flowchart
accepts two information (user name and password) that will be validated against the one already
stored in the users database table. If the login information is valid, a new session will be created
for the user and the dashboard page will be loaded, else an error message based on the offence
committed will be displayed and the login page will be reloaded. Thus, three wrong attempts
how the system would look like. Modeling is the designing of the software application
before coding. Unified Modeling Language (UML) tools were used in modeling the system.
40
This is the object-oriented system notation that provides a set of modeling conventions
that is used to specify or describe a software system in terms of objects. The UML has
become an object modeling standard and adds a variety of techniques to the field of system
analysis and development hence its choice for this project. UML offers ten different diagrams to
v. Collaboration diagram
x. Deployment diagram
In this project, the Use case diagram, Class diagram, Sequence diagram, Activity diagram and
The emphasis of use case diagrams is on what a system does rather than how. They are used to
show the interactions between users of the system and the system. A use case represents the
several users called actors and the different ways in which they interact with the system.
41
Figure 6: Use case diagram
classes and their relationships. Class diagrams only displays what interacts and not what
42
Figure 7: Class Diagram
use case or any operation. They illustrate how messages are sent and received between objects
and the sequence of message transfer. It also describes how operations are carried out
43
Figure 8: Sequence Diagram
case. They can also be used to model actions that will be performed when an operation is
executed as well as the result of those actions. It shows how activities depend on one another.
44
Figure 9: Activity Diagram
lifecycle (i.e. the various states that an object can assume) and the events that cause the
45
Figure 10: State Diagram
Derby database; it is installed automatically whenever you installed a Netbeans IDE on your
1. Login Table: this table has only two columns (username and password), it is responsible for
collecting data from the fields in a login page (Username field and Password field), when the
collected data equals to the predefine username and password, the program will open the next
46
Table Name: Login Table
Username VARCHAR 30
Password VARCHER 30
2. Data Storing Table: This table has seven (7) columns, the table is accountable for storing data
that is collected from the software fields; the fields are: Days, Course Code, Course Title, Course
Unit, Course Lecturers, Time, Venue. Moreover, adding, inserting, deleting and updating data
Days VARCHAR 30
Lecturer
Time VARCHER 30
Venue VARCHAR 30
Data Storing Table is the table in the database that collects data from the software fields and
47
CHAPTER FOUR
4.1 INTRODUCTION
This chapter contains the system implementation which is the transformation of the logical
system design into codes which include the type of programming language used to make the
software. Moreover, it contain the type of technique used to described the software which is
Black-box testing. Black-box testing shows the work of the software. i.e to ensure that the
codes for the purpose of putting the newly developed system into operation.
The program backend is heavily built using Java programming language using Netbeans 8.1
IDE version. The Java is an Object Oriented Programming language for preparing software
NetBeans IDE is a free, open source, integrated development environment (IDE) that enables
you to develop desktop, mobile and web applications. The IDE supports application development
in various languages, including Java, HTML5, PHP and C++. The IDE provides integrated
support for the complete development cycle, from project creation through debugging, profiling
and deployment. The IDE runs on Windows, Linux, Mac OS X, and other UNIX-based systems.
Since Netbeans is a graphical user interface software, the implementation process can be
achieved easily. Therefore, the new system were developed using drag and drop of objects or
controls instead of writing codes. So also, the attribute of the system, example: text font, color of
an object, images as well as size were developed using drag and drop. But the behaviours of the
system, example: insertion, deletion, updates etc. were done using writing codes to enable the
application without peering into its internal structures or workings. This method of test can be
applied virtually to every level of software testing: unit, integration, system and acceptance. It is
Login Page
The login page consist of two fields (username and password), it also include login button. When
the user type the requirements in the fields correctly the system move to another frame, else an
error dialog box will appear. Beware that triple wrong attempt is directly proportional to the
49
Dashboard
The dashboard consist of list combo box where the user can select a level, whenever a level is
selected, the default timetable for the level will be displayed in the provided fields.
JTable
The table collects data from the above fields, from there course can be added, deleted or updated.
50
4.3.1 Test procedures
Specific knowledge of the application's code, internal structure and programming knowledge in
general is not required. The tester is aware of what the software is supposed to do but is not
aware of how it does it. For instance, the tester is aware that a particular input returns a certain,
invariable output but is not aware of how the software produces the output in the first place.
Therefore, this system is responsible for generating timetable for the department of computer
science and technology in polytechnic Bajoga in the 2020/2021 session. The system collects the
inputs from the internal program codes that make the work and display them in the text fields,
and then the user can directly insert the text field’s values in to tables. From the table, you can
simply update, add, and delete a course or update a venue by selecting the row to be updated.
Moreover, a user can print the hard copy of the generated timetable where the need arise.
covers manuals that are mainly prepared for end users of the product and system administrators.
51
4.4.4 TRAINING OF OPERATORS
This is very important for the new system. For the new system to be successful, the steps
involved in the training of timetable officers and site administrators are as follows;
i. Educate the users on the objectives and benefits of the new system.
ii. The users will also be educated on roles management as well as their duties in the new system.
iii. In other to actualize the above and enhance the user training, workshops will be organized for
operators.
arise in the cause of using the system and to give room for system upgrade when necessary.
Due to numerous advantages offered to this new system through its index-sequential method of
52
CHAPTER FIVE
SUMMARY, CONCLUSION AND RECOMMENDATION
5.1 SUMMARY
This project is all about generating timetable for the Computer Science Department in Gombe
State Polytechnic Bajoga. It is design to simplify the method of generating time table in the
department. This project was carried out via feasibility study of the old system used in the
polytechnic in order to generate a new system for timetable scheduling. Also, the project goes
successful and aims were achieved because it simplified the method of generating timetable,
5.2 CONCLUSION
This task was carried out via viability study of the long-standing system used in the polytechnic
to generate a fresh method for timetable planning. Likewise, the project goes successful and aims
were achieved because it shortened the process of producing timetable, it also reduces cost and
53
5.3 RECOMMENDATION
The work was successfully done through gathering data from the old system used in timetabling
where the new system was produced and gave the expected output, this really make us fully
satisfied with the work. Having understudied the challenges that are contained in the manual
management of the entire departments (academic) in higher institution and made open to all
students.
2. Further works on developing a timetable system should be based on this research work
3. A collaborative model of timetabling system which utilizes multiple devices should be built.
54
APPENDIX A
55
Figure 15: Text fields that display inputs
56
Figure 16: Table view
57
REFERENCES
Abrason D., Abela J. ""Parallel Genetic Algorithm for solving the school Timetable problem"."
2004: 11-13.
Alberto, C., Marco D., and M. Vittorio. ""Genetic Algorithm to Solve the TImetable Problem"."
Bufe, M., et al. ""Automated Solution of a highly constrained school timetable proble"."
Burke, E, D. Elliman, and R & Weare. ""A genetic Algorithm for unversity timetable system."."
Carasco, M.P, and Pato M.V. ""A multiobkectuve genetic Algorithm for the class/teacher
2001: 30.
Cornelissen, A., and M.J. Sprengers and B. Mader. ""Module Design Documentation"." Journal
Datta, D., K. Deb, and C.M & Fonseca. ""Multi-objective evolutional algorithm for university
58
Eley, M. ""Ant Algorithm for the Exam TImetabling Problem."." Internatonal Coference of the
Forgcs, Istvan, and Attilu Kovacas. "Practical Test Design: Selection of Traditional and
1780174721, 2019.
Wesley., 1989.
Jerry, Gao, H.-S. Tsao, and Ye Wu. ""Testing and Quality Assurance for Componet-based
Milind, G., and Limaye. ""Software Testing"." Tata McGraw-Hill Educatio., 2009: 49-50.
59
APPENDIX B
import java.awt.Image;
import javax.swing.ImageIcon;
import javax.swing.JOptionPane;
int attempt = 0;
public Login() {
initComponents();
Login();
("C:\\Users\\HelloWorld\\Documents\\NetBeansProjects\\TimeTable1
\\pictures\\pic.png");
//image scalling code
// Image imgScale =
img.getScaledInstance(jLabel1.getWidth(), jLabel1.getHeight(),
Image.SCALE_SMOOTH);
// jLabel1.setIcon(icon);
60
/**
method is always
*/
@SuppressWarnings("unchecked")
Code">
61
jLabel9 = new javax.swing.JLabel();
setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLO
SE);
setResizable(false);
24)); // NOI18N
jLabel2.setHorizontalAlignment(javax.swing.SwingConstants.CENTER
);
jLabel3.setHorizontalAlignment(javax.swing.SwingConstants.CENTER
);
62
jLabel4.setFont(new java.awt.Font("Times New Roman", 1,
14)); // NOI18N
jLabel4.setHorizontalAlignment(javax.swing.SwingConstants.CENTER
);
jPanel1.setBorder(new javax.swing.border.LineBorder(new
jLabel1.setHorizontalAlignment(javax.swing.SwingConstants.CENTER
);
javax.swing.GroupLayout(jPanel1);
jPanel1.setLayout(jPanel1Layout);
jPanel1Layout.setHorizontalGroup(
jPanel1Layout.createParallelGroup(javax.swing.GroupLayout.Alignm
ent.LEADING)
.addGroup(javax.swing.GroupLayout.Alignment.TRAILING,
jPanel1Layout.createSequentialGroup()
63