Starting from:

$30

CS1331-Homework 3 Vending Machine Solved

It’s the year 2021, and you have graduated from Georgia Tech. Your first real job is with Coca-Cola, who is trying to spearhead the vending machine market by developing specialized vending machines for college campuses. The first models will be placed in the CULC and CoC, and are catered specifically to Tech students. Since you have experience with the student body, you have been tasked with writing the software. However, Coke wants to make sure that their product will be an overwhelming success. For that reason, you will first write a simulator for the machine to test the functionality.

Problem Description
You will be writing classes that represent various parts of a vending machine. You will need to write two files: VendingMachine.java and VendingItem.java. A simple driver class VendingWorld.java has been provided, and it will allow you to interact with your simulation within the commandline/terminal. Specific instructions for each file are given in later sections.

Background
This section contains some helpful information about material that appears on this homework. If you are more experienced with Java, you may already know everything here. However, we still suggest reading this section to make sure all the techniques are clear.

Enums
An enum is a special class that has a set of predefined instances. An enum is an enumerated type, and each possible value has an associated numeric value. Enums are used when you have a small set of possible values that you want to represent with a convenient syntax. For example, instead of having an int (or String) representing colors where some value stands for red, some value for green, and some value for blue, you could have the following enum type:

public enum Color {
RED, GREEN, BLUE;
}

// in other parts of the code...

if (color == Color.RED || color == Color.BLUE) {...}


Another feature of enums is the ability to given them properties. For this assignment, you will need to use an enum of vending items that also records each item’s price. If you don’t remember how to give an enum properties, take a look at the oracle tutorials. For our situation, we are using an enum in almost exactly the same way you would use a class.

Random
The Random class is used to generate numbers in a certain range. After importing java.util.Random, you must create a new Random object. For example, Random rand = new Random(). In order to generate random integers in a certain range, take note of the nextInt() method. Remember that the argument is exclusive, which means that it is 1 larger than the maximum value the method will generate. This might seem counter intuitive, but it gives us a useful rule. Given a call like rand.nextInt(5), we know that exactly 5 values (that is , 0, 1, 2, 3, and 4) can be generated.

There are two very common techniques involving random numbers that you will need to use in this homework. The first is generating random integers in a range that does not start at 0. Imagine you want to generate numbers ranging from 5 to 10, inclusive on both ends (i.e, the numbers 5, 6, 7, 8, 9, 10). Since there are six possible values, we need the parameter of nextInt() to be 6. However, we also want the smallest number to be 5 (instead of 0). To accomplish this, we can simply add 5 to the random value. This suggests the following formula for generating random integers between a and b, inclusive: int n = rand.nextInt(b - a + 1) + a.

The second technique is using random numbers to generate a percent chance for an event. For example, you might want something to have a 25% chance of happening on each iteration through a loop. In that case, you could do something like:

if (rand.nextInt(4) == 0) {
// do something...
}

For more complicated percentages, like 30%, you can think of the percent as a fraction where the numerator and denominator are both whole numbers (for example 30 / 100). Then, you can generate numbers in the range of the denominator, and compare them against the numerator. To have an event with a 30% chance of happening, you could write:

if (rand.nextInt(100) < 30) {
// event happens
} else {
// event doesn't happen
}

Solution Description
VendingItem.java (enum)
Instances of this enum will represent items in your vending machine. Your boss at Coke has done extensive analysis and determined that the following items and prices are ideal for Georgia Tech students:

Item
Price
Lays
$1.50
Doritos
$1.50
Coke
$2.50
Ramblin_Reck_Toy
$180.75
Rubiks_Cube
$30.00
Rat_Cap
$15.00
FASET_Lanyard
$10.00
Graphing_Calculator
$120.00
UGA_Diploma
$0.10
Pie
$3.14
Clicker
$55.55
Cheetos
$1.25
Sprite
$2.50
Red_Bull
$4.75
Ramen
$3.15
Cold_Pizza
$0.99
The names of the elements in your enum should be exactly as they appear here, and the price should be a parameter to the enum constructor. Your VendingItem enum should have the following fields, methods, and constructors:

private final double price. This field is the price of an item, and should be set in the constructor.
VendingItem(double price). This is the constructor for the enum type, and it takes the price as its single parameter. Review the links and details in the Background section if this confuses you.
public double getPrice(). This method is just a simple getter method for the price. price is final and has no setter because it does not make sense for an object’s price to change at runtime.
public String toString(). This method returns a String representation of a VendingItem for use in your simulation. The String should look like: “(name): $xx.xx” where (name) is the name of the VendingItem and xx.xx is its price.
VendingMachine.java
This class represents the vending machine itself and is the bulk of the assignment. It has the following fields, methods, and constructors:

private static double totalSales. Your boss wants a way to measure the success of this venture, so this field will keep track of the total sales across vending machines. It should be initialized to 0 and properly updated every time a sale that makes money is made. More on this later.
private VendingItem[][][] shelf. This 3D array of VendingItems represents how the items are arranged in the vending machine. shelf[i][j][k] represents the VendingItem located in the ith row, jth column, and kth position where position 0 (shelf[i][j][0]) is the item at the front of the “stack” and each subsequent position represents the item behind it. The shelf should be initialized to have 6 rows, 3 columns, and 5 positions per location.
private int luckyChance. To give Tech students an incentive to use the machines, you have incorpoated the chance to win a free item into the machine. This field represents the percent chance that a user has to win on the current vend() and should be initialized to 0. More details below.
private Random rand. This is an instance of the Random class you will be using to generate the random numbers needed in this implementation.
public VendingMachine(). This is the single no-arg constructor for VendingMachines. You should initialize your fields and call restock() here so that your vending machine is ready to use as soon as someone initializes it.
public VendingItem vend(String code). This method is used to dispense an item from the vending machine. It takes in a parameter code representing the user’s input. This code will be formatted as a letter followed by a number (A6), which represents the the row and column of the selected item. You must dispense the item from the proper row and column and move the items behind it so that there is always (if possible) an item in the 0 position. This method should also take care of checking the code for validity before dispensing anything and should print an error statement and return null if something goes wrong. It should also print an error statement and return null if there is no item in the position that the user selected. If it is determined by the free() method that the item being dispensed is free for the user, this method should print a statement notifying the user as such. Finally, this method should update the totalSales field as needed. Be careful not to update totalSales if the item was free or if something went wrong.
private boolean free(). This private helper method should be used in conjuntion with vend() to determine if the current user should recieve their item for free. This method should have a percent chance equal to luckyChance of returning true (use rand). If the method returns true, luckyChance should be reset to 0. However, if the method returns false, luckyChance should be incremented by 1, giving the next user a 1% higher probability of winning a free item.
public void restock(). This method should fill each spot in the vending machine with a randomly chosen item every time it is called. HINT: Make use of rand and the values() method of Enum to achieve this functionality. More info here.
public static double getTotalSales(). This method is a getter for the totalSales field. It is static because totalSales is a static variable and keeps track of sales across all vending machines.
public int getNumberOfItems(). This method should return the total number of VendingItems in the vending machine. NOTE: Although the method is named get...(), it is not a getter method and requires some logic.
public double getTotalValue(). This method should return the combined total value of all the VendingItems in the vending machine. NOTE: Although the method is named get...(), it is not a getter method and requires some logic.
public int getLuckyChance(). This method should return the current value of luckyChance. NOTE: This is for testing purposes and you shouldn’t have to call this method.
public String toString(). To make it easier, this method has been provided for you below and returns a String representation of the VendingMachine for use in your simulation.
public String toString() {
StringBuilder s = new StringBuilder();
s.append("----------------------------------------------------------"
+ "------------\n");
s.append(" VendaTron 9000 "
+ " \n");
for (int i = 0; i < shelf.length; i++) {
s.append("------------------------------------------------------"
+ "----------------\n");
for (int j = 0; j < shelf[0].length; j++) {
VendingItem item = shelf[i][j][0];
String str = String.format("| %-20s ",
(item == null ? "(empty)" : item.name()));
s.append(str);
}
s.append("|\n");
}
s.append("----------------------------------------------------------"
+ "------------\n");
s.append(String.format("There are %d items with a total "
+ "value of $%.2f.%n", getNumberOfItems(), getTotalValue()));
s.append(String.format("Total sales across vending machines "
+ "is now: $%.2f.%n", getTotalSales()));
return s.toString();
}

Running and Testing
VendingWorld.java has been provided for you. It creates several instances of VendingMachine, and allows the user to interact with them. You can run the main method to start a simulation, and test from there. The tester may not cover all cases, so be sure to write your own code to test your simulation.

Javadocs
Starting from this homework, you will need to write Javadoc comments along with checkstyling your submission.

Every class should have a class level Javadoc that includes @author <GT Username.
Every method should have a Javadoc explaining what the method does and includes any of the following tags if applicable.

@param <parameter name <brief description of parameter
@return <brief description of what is returned
@throws <Exception <brief explanation of when the given exception is thrown

More products