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Java Graphical User Interface (Gui) and Design Document

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IT110-1204A-01: Introduction to Programming
Java Graphical User Interface (GUI) and Design Document
Joseph Mirabal
11/12/2012

Table of Contents Project Outline 3 Class Diagrams 5 Use Case Diagrams 8 Java Fundamentals 10 Java Application Planning Worksheet 10 Final value 10 Java classes used: 11 Java Control Structures 12 Java Application Worksheet 12 Explain what this piece of code is doing: 13 Error Handling and File Input/Output 15 Final Application Design & Screenshots 37

Project Outline

The company I am going to hypothetically create will be a sports store dedicated to selling different types of sporting equipment for all types of sports. I will mainly start my store by just selling sports balls. I will call my store Joey’s Sporting Balls and Equipment. I know the name sounds funny, but I am doing that on purpose to catch the attention of my potential customers. I want the name of my store to stick in their minds, and what better way to o than a pun or play on words. I will start off with two types of balls, a football and a basketball.
The football will be brown in color, will have white laces, and will come in different sizes according to the level of the athlete and also to have a range in prices. It will range in size from miniature footballs for fun, small for beginners and as gift items, medium or college level, and to a large size for professional athletes, or just people who like to imitate professional athletes for fun or for souvenirs, like the NFL. It will also have two styles: a nylon mesh material or a traditional pebble-grained leather cover or cowhide. There will also be different brands, such as Wilson, Starter, and Nike footballs. The user can also make their selections by size, type, name brand, or price.
The basketball will range in colors, from traditional colors such as different orange types to brown colors. There will also be colors for different sports teams and glow in the dark basketballs for night use. They will also range in size from miniatures, small, medium, and large. The size usually is measured in circumference, ranging from 22 inches to 36 inches for shot training. All sizes will be marked in the description by which level of athlete it is used for if it is applicable to that size, such as the NBA, WNBA and so forth. There will be different types of materials to choose from as well. The customer can choose from rubber material, nylon mesh, leather, types of grip on the ball, to synthetic materials. Like the footballs, there will also be name brands as well to choose from and also the option to choose the desired basketball based on price.

Class Diagrams

Here is the football class. As you can see, the objects of the class are designated by size, material type, name brand, and price. These are all the things a customer can choose from when looking for the desired type of football they want to purchase. Please note that there will be a description of each ball no matter how they choose to search for the desired ball they are looking for that will explain what type of ball it is and if it is used in different leagues, or if it is the official ball of that certain league. The methods at the bottom help the customer to either buy now or add the item to the cart so they can buy multiple items at once and not have to purchase every item one by one. There is also a continue shopping button to help them add multiple items to their order if they choose to.

Here is the basketball class. The attributes of the class are designated by size, material type, name-brand, price, and team colors. These are all the things a customer can choose from when looking for the desired type of football they want to purchase. Please note that there will be a description of each ball no matter how they choose to search for the desired ball they are looking for that will explain what type of ball it is and if it is used in different leagues, or if it is the official ball of that certain league. The methods at the bottom help the customer to either buy now or add the item to the cart so they can buy multiple items at once and not have to purchase every item one by one. There is also a continue shopping button to help them add multiple items to their order if they choose to.

This is the customer class. It shows all the attributes needed for the customer to place the order and sign up as a member of my store if they choose to. The methods at the bottom help the customer with checking out to purchase a product with the method of their choosing, saving the cart for later if they want to wait on the purchase and not have to go through re-ordering, Signing in or registering if they want to become or already are a member of my store, or simply asking a question if they need help with something or purchasing an item. PayPal and Bill Me later are really intertwined with each other; however I have seen multiple times in different web sites those methods being separate, which suggests Bill Me Later can also be used without going through PayPal.

Use Case Diagrams

As you can see there are many different interactions the customer can do on this web site. The tasks in the diagram above are pretty self-explanatory, however please note that in order for the customer to use the tasks of signing in, editing registered information such as addresses and credit card information, saving the cart for future purchasing, and signing out; they must be registered as a member of the store and online web site. The stick figure is the actor which in this case is the customer, and the bubbles are the tasks the actor/customer can achieve on the web site. The lines just connect the customer with the tasks they can perform.

Java Fundamentals
Java Application Planning Worksheet
Package name: joey's.sporting.balls.and.equipment
Variables to declare:
Variable Name Datatype (string, double, or boolean)
1. openingMsg String
2. nameInputMsg String
3. customerName String
4. nameOutputMsg String
5. returnInputMsg String
6. customerReturn String
7. returnOutputMsg String
8. greetingOutputMsg String
9. outputMsg String
Final value
Final value assigned to each variable when application was executed and how each was assigned either through user input or internally in the Java application:
Variable Name Final value User Input or Program
1. openingMsg *** Welcome to Joeys Sporting Balls & Equipment*** Program
2. nameInputMsg Enter your name Program
3. customerName Customers Inputted Name. (Joseph) User Input
4. nameOutputMsg Welcome + customerName. (Joseph) Program
5. returnInputMsg Are you a returning customer (yes or no)? Program
6. customerReturn Customers Input ( yes or no, y or n) User Input
7. returnOutputMsg Your return customer status is (yes or no, y or n). Program
8. greetingOutputMsg Thank you for visiting Joeys Sporting Balls & Equipment! Program
9. outputMsg Welcome Joseph. Your return customer status is (Yes or No, Y or N). Thank you for visiting Joeys Sporting Balls & Equipment! Program

Java classes used:
1. Show Message Dialog Box: JOptionPane.showMessageDialog
2. Input Dialog Box: JOptionPane.showInputDialog
Command to make specific Java classes available: import javax.swing.

Java Control Structures
Java Application Worksheet
Package name: joeys.sporting.balls.phase.pkg3 Additional Variables to declare in this program:
Variable Name Datatype (string, double, or boolean)
1. openingMsg1 string
2. openingMsg2 string
3. openingMsg3 string
4. openingMsg4 string
5. openingMsg5 string
6. openingMsg6 string
7. openingMsg7 string
8. openingMsg8 string
9. userid string
10. password string
11. loginMsg string
12. pwMsg string
13. invalidEntry string
14. returnYes boolean
15. returnNo boolean
16. returnInvalid boolean
17. returnName boolean
18. validCustomer boolean
19. returnFlag double
Explain what this piece of code is doing:
1. returnYes = customerReturn.equalsIgnoreCase( "y" );
If the user is a return customer, then they will hit “y” signaling they are a return customer. The code will also ignore if the user inputs either a lowercase “y” or an upper case “Y” as Java is case sensitive.
2. if (returnYes) … else if (returnNo) … else if (returnYes) returnFlag = 1; else if (returnNo) returnFlag = 2; else returnFlag = 0;
This code will give the program options based on what the user inputs into the system. If they are a return user, they will be prompted to enter their username and password; If they put that they are not a return customer, they will be prompted to set up a username and password; If they enter any other information that is invalid, they will get an invalid entry screen and will be prompted to set up a user name and password.
3. for (int i =1; i <= 3; i++) { … }
This is a loop, meaning they have three tries to enter a valid entry; in this case, a user name and password. If they enter an invalid entry more than three times, something will happen; in this case they will be kicked off the system.
4. switch(returnFlag) … case 1: … case 2: … default:
This gives the program different scenarios depending on what the user inputted into the program. If they are a return customer, then they will go through case 1, which is to input their user name and password. If they are a new customer, they will go through case 2 and set up a new user name and password. If they make an invalid entry, they will go through the default case, which in this case they are advised by the program that they made an invalid entry and then will be prompted to create a user name and password.

Error Handling and File Input/Output
Here are screenshots of my project with the new dialog boxes and error handling checks:

If you enter the wrong information on any of these fields you will then get this:

It will then ask you to create a password and ask for your name again; that’s if you have already been to the name dialog before.

Otherwise if you’ve entered the information correctly, you will continue the process and receive this dialog box along with others:

The quantity the customer would enter should be between 1 and 99 of the item. Here is an example of what would happen if the customer entered the wrong quantity such as 300 of the item:

There will then be a loop that will again ask you for the quantity of the item again so you can have a chance to enter the right quantity. There will also be a confirmation that the customer entered the right amount. I have not created the loop and confirmation as of yet, but there will be one in the future along with many more! After the customer is asked for the quantity, they will then be asked for their shipping address and confirmation of the address. Again, there will be a future loop for the address as well. After words, they will be asked for their phone number. A future loop will be created for that as well, along with a confirmation and loop for the product and product type. Here are screenshots of the address, and confirmation, and the phone number and confirmation:

After the process is over, there will be a file that is created within the Joeys.Sporting.BallsIP4 folder called filereader.txt. It will have important information about the customer and shipping information that the warehouse will be able to see. It is the read and write file so the customers information can be entered and their item can be shipped. It looks like this:

Final Application Design & Screenshots
Here is my Final project of an ordering screen for my store. I will not change my case and class diagrams as they pertain to the whole store; which includes searching and looking for the products. The final Java screen is an ordering screen only and isn’t the whole store and what the user can do at my online store. Here are screenshots of my online ordering system for my store. Again, this is just the online ordering screen; this does not include any searching for the product, or asking questions. It is just the ordering screen:

Here is a screenshot after hitting the Accept button ( Hitting the clear button will cler all the fields the customer has entered):

Here is the file it wrote the information to so the warehouse could see what the customer ordered:

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