Shopping Mall: Java App

Thursday, June 4, 2009 23:02

In the Winter term of 2009 the class was given a project, done  in partners using pair programming, required us to design a shopping mall application from the ground up providing a UML class, sequence, and state diagrams along with a fully functional application.  We were required to have at least one shoe, game and book store along with three items for sale in each.  The user was required to be able to browse the stores and add or remove items to and from their shopping cart.  Once done shopping, customers could proceed to a common checkout and purchase their items.  Upon exiting the application the program would check to see if any unpaid items existed.  If unpaid items were present, the customer would be prompted to purchase the times or remove them from their cart prior to exiting the application.

A key challenge in this project, although not the most technical, was that of time management and teamwork.  Living the student life meant that we both ahd very hectic schedules in which we would both have different events happening happening at different times.  We were able to instantly connect, in order to find common ground enabling us to work together in one or two hour timeslots periodically throughout the weeks, which allowed us to steadily make progress and eventually achieve our final goal; the finished product.  A key aspect of this project was to learn how to apply design patterns appropriately to solve common software design problems.  We had to learn how to detect when our original pattern would not work and how to reengineer the program accordingly to make it functional with the correct pattern in place.

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