Design the classes and methods that will go into your


NetBeans Programming Assignment

Read the assignment before you start. The order in which aspects are described does not necessarily indicate the order in which you should write the code. It is up to you to use the concepts we have covered to design the classes and methods that will go into your program; your grade will be based on how well you do this.

Most of the credit for the programming part of this assignment will be given for making good use of the programming ideas we've covered. A program that runs with nice output but does not make use of these ideas will get minimal credit.

Feel free to reuse code you have already written or example code that has been given, but be sure to remove portions unrelated to the current assignment, and to update variable names, method names, etc. Readability matters.

Use comments to clarify what your code is trying to do. If code does not work; partial credit will only be given if comments explain what it was trying to do.

NetBeans Programming Assignment Description:

We will have an online store with media items, and customers that can buy, own, and use these items.

The store will have various types of media -- books, movies, and programs. Each of these has a name, a price, and a size (how many MB of storage space it takes up) and books, movies, etc, should have other appropriate information specific to them. Users can "use" their media items; when a book is used, it is read and we should tell the user the title and how many pages, when a movie is used, the video plays, and we should tell the user how many minutes long it is, when programs are used they run, and we should tell the user the version. (You only need to display messages to say that these things are happening; you do not need to worry about any actual media.).

The store has a list of media items being sold (at least 20, including some from each type). This list can be shown to the user. Items from the list can be chosen (by their number in the list) to buy (note that when a customer buys from the store, that doesn't remove the store's copy).

The store also should have a list of at least three customers.

Each customer has a name, a balance (how much money is in their account), a certain amount of total storage space (e.g. 1GB), and a list of the media they have bought (you can assume they never buy more than 100 items).

Customers can browse their own media, in which case they are shown all the items they own, and can choose from the list an item to use.
Customers can shop the store and buy a new item, in which case we need to check that there is enough storage space left, and they have enough money, and if so, buy the item and add it to the list (and remove that much money). (Note that the amount of space left is their total storage space minus the total storage space of all the media they currently own).

EC+10 If they don't have enough storage space, ask if they want to buy more, at $25 per 1GB (if they can afford it), and if so, let them increase their space and charge them accordingly.

At the beginning of the program, a customer can log in by typing in their name. (Put a comment at the top of your main class with the customer names, so that I can test your program without having to search!)

A customer who is logged in can add money to their balance, browse the media they already own, shop for more, or log out.

If they browse, they can choose to use any of their media.

If they log out, allow a new customer to log in. Within one run of the program, a customer should be able to log in, buy new media, log out, then log back in again later and see their new media when they browse.

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JAVA Programming: Design the classes and methods that will go into your
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