Assign #2 - Inventory Management.html
Version Information:
Version: 7
Last Edited: Mar 5, 2021
Changelog:
Version Description
1 Initial Version
2 Updated Class Diagram - Inventory a
ay was inco
ectly defined as an int
3 Removed the phrase " and another dynamically allocated a
ay to hold the on hand items for sale" as I removed that requirement when iterating the assignment.
4 Added expected behaviour if a duplicate item code is encountered
5 Quantity at input cannot be negative
6 Added Sample Output
7 Changed wording to mi
or requirements in sample output.
8
Student to add and process a product called Sweetener(s) - not shown on UML (choose appropriate instance variables based on provided UML )
You will run a buy transaction and a sell transaction during the demo session
9 Expanded requirements to include List and Linkedlist implementationÂ
The RulesÂ
You MUST use the default package in your assignment so that the professor can compile and run your program easily.Â
ALL data members MUST be declared as private (or protected in the Base class when necessary only).Â
Your program must be written using Object Oriented Principles (as outlined in the course notes and previous courses) and with efficiency in mind, you may lose marks for inefficient code.
Never leave compile warnings, address them without suppressing them!
A solution that does not compile will receive a grade of 0.
Problem Description [A
ayList, List and LinkedList]
In this assignment, you will write efficient Java code to create a basic inventory system for a produce stand using a dynamically allocated data structure to hold the inventory. Your code must handle every single possible condition and never crash. The inventory system will contain three types of items – fruit that is purchased from an orchard for resale; vegetables that are purchased from a farm for resale; and preserves that are made by the produce stand themselves for sale. Our program will run with a basic menu that allows the user to add an item to inventory, display to the screen the inventory, buy an item (i.e. add to the quantity of that item) and sell an item (i.e. subtract from the quantity of that item). You are allowed to buy and sell any item (fruit, vegetable or preserve) in the inventory.Â
Hint:
To begin with have your inventory hosted in an A
ayList and then convert that a
ayList to a Linkedlist when implementing requirement #9.
Use the features of Java Collections Framework - collections, interfaces, methods, Linkedlist etc.
This assignment needs to be tackled in a structured fashion in order for it to be finished quickly. Do not write more than 20-30 lines of code at a time without running your program. Enjoy!!
Requirements
You must also submit a test plan for the functionality created in this assignment. You can use this test plan as a template.
Create classes according to the class diagram below. You must adhere to the exact naming, parameters and return values in the class diagram as we will rely on this when marking. You may disregard the green file symbol in the UML. Its an indication that the entity created goes to some sort of storage.
Student to add and process a product called Sweetener(s) - not shown on UML (choose appropriate instance variables based on provided UML ). If you did this in Assignment 1, then thats great, continue down here.Â
You will run a buy transaction and a sell transaction for sweetener during the demo session.
All data members must never be public. You should make them all private unless they are in a base class AND they are needed in the child classes
For this assignment, we will limit the inventory a
ay to a maximum of 20 entries
Notes on the FoodItem class:
Method Additional Information
toString
Displays the all data members in the class
addItem
Reads from the Scanner object passed in and fills the data member fields of the class with valid data;
Method returns true if program successfully reads in all fields, otherwise returns false
updateItem
Updates the quantity field by amount (note amount could be positive or negative);
Method returns true if successful, otherwise returns false
Note:Â itemQuantityInStock field can never be less than 0.
isEqual Method returns true if the itemCode of the object being acted on and the item object parameter are the same value
inputCode Reads a valid itemCode from the Scanner object and returns true/false if successful
Notes on the Fruit, Vegetable and Preserve classes, see above table for additional information on the methods with the same name.
Notes on the Inventory class:
Method Additional Information
addItem Adds an item to the inventory a
ay – (uses polymorphism to call addItem method in the co
ect derived FoodItem class for input of the fields of the FoodItem)
alreadyExists Returns the index of a FoodItem in the inventory a
ay with the same itemCode as the FoodItem object in the parameter list, else returns -1
updateQuantity Reads in an itemCode to update and quantity to update by and updates that item by the input quantity in the inventory a
ay.
The boolean parameter is used to denote whether buying operation (true) or selling operation (false) is occu
ing.
Method returns true/false on whether update was successful or not
Notes on Assign1 class:
Method Additional Information
main Main method of the program
displayMenu Displays the main menu to the console
Create a console application that will display the following menu repeatedly until the user selects the exit item. Ensure that your program will never crash nor exit in any other circumstances. The menu should be displayed again if an inco
ect value is entered (i.e. a number that is not between 1-6 or any other character) after displaying the e
or message "Inco
ect value entered".
The menu should look exactly like this:Â
Please select one of the following:
1: Add Item to Inventory
2: Display Cu
ent Inventory
3: Buy Item(s)
4: Sell Item(s)
5: Convert A
ayList to Linkedlist and print it.
6. To Exit
When '1' is chosen by the user, the user needs to enter additional information. When the user choses to enter a fruit, the program should ask the user which kind and then ask for follow up data as in the following table:
Do you wish to add a fruit(f), vegetable(v) or a preserve(p)?
If f selected
Enter the code for the item:
Enter the name for the item:
Enter the quantity for the item:
Enter the cost of the item:
Enter the sales price of the item:
Enter the name of the orchard supplier:
If v selected
Enter the code for the item:
Enter the name for the item:
Enter the quantity for the item:
Enter the cost of the item:
Enter the sales price of the item:
Enter the name of the farm supplier:
If s selected Enter the code for the item:
Enter the name for the item:
Enter the quantity for the item:
Enter the cost of the item:
Enter the sales price of the item:
Enter the name of the Food Processing Plant:
If p selected
Enter the code for the item: Enter the name for the item: Enter the quantity for the item: Enter the cost of the item: Enter the sales price of the item: Enter the size of the jar in millilitres: If item code exists
Enter the code for the item: Item code already exists
If an invalid entry is entered, display the message "Invalid entry" and ask again for the same input. If the user tries to enter a code that already exists, an e
or message should be displayed, entry should not continue, the program should go back to the main menu and display it again.
When '2' is chosen by the user, the content of the inventory a
ay. Starting with the header "Inventory:" and then one item per line in the following format:
For a fruit item Item: price: $ cost: $ orchard supplier: For a vegetable item Item: price: $ cost: $ farm supplier: For a preserve item Item: price: $ cost: $ size: mL
Price and cost should be formatted to 2 decimal places.
When '3' is chosen by the user, the program will ask the user to enter the code and then the quantity if the code is present in the inventory a
ay. See table for full details:
When code doesn't exist
Enter valid item code: Code not found in inventory...
E
or...could not buy item
When code is found
Enter valid item code:
Enter valid quantity to buy: If quantity is not valid
Enter valid item code:
Enter valid quantity to buy: Invalid quantity...
E
or...could not buy item
When no e
ors are encountered, the quantity for the item with the specified code is increased by the amount the user specified. Â
When '4' is chosen by the user, the program will ask the user to enter the code and then the quantity if the code is present in the inventory a
ay. See table for full details:
When code doesn't exist
Enter valid item code: Code not found in inventory...
E
or...could not sell item
When code is found
Enter valid item code:
Enter valid quantity to sell: If quantity is not valid
Enter valid item code:
Enter valid quantity to sell: Invalid quantity...
E
or...could not sell item
If quantity too large
Enter valid item code:
Enter valid quantity to sell: Insufficient stock in inventory...
E
or...could not sell item
When '5' is selected by the user, the a
ayList containing the inventory data is converted to a LinkedList which is then printed out.
When '6' is chosen by the user, the message "Exiting..." is displayed and the program terminates.
Submission
You must submit your solution to Brightspace by the due date and time. The link to submit is shown at the bottom of this page. Your submission should follow the Submission Checklist
All source code – i.e. .java files with headers
NOTE: I will re-compile and run your program….so all code must be available to the professor and MUST NOT be in a package.
Headers should contain name, student number, assignment number, date, purpose of class
Javadoc:
A description of each data member and method should be described using Javadoc notation
Generate the Javadoc for your