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Design a flowchart and fully functional program in Visual Logic for "Fran’s Virtual Fruit Stand, Part 1." The program should continually accept data regarding fruit purchases until a sentinel value is entered. It must prompt for the fruit name, price per pound, and pounds sold per month. Based on this data, the program should display specific messages for items that are best-selling, big-ticket, high-priced, lowest-selling, or high-income generating items as defined below:

  • Best-selling items: sell 5,000 or more pounds per month on average. Message: "[Fruit] is a best-selling item."
  • Big-ticket items: are best-selling and cost $4 or more per pound. Message: "[Fruit] is a big-ticket item."
  • High-priced items: sell for $7 or more per pound. Message: "[Fruit] is a high-priced item."
  • Lowest-selling items: sell 500 pounds or less per month on average. Message: "[Fruit] is a lowest-selling item."
  • High-income generating items: generate $7,000 or more per month (price per pound multiplied by pounds sold). Message: "[Fruit] is a high-income generating item."

The program should process one item at a time, output the relevant messages, and loop until the user enters the sentinel value (e.g., "n"). After ending, display that the program has terminated. Use no arrays; manage data with three variables overwritten each iteration; display output in a console window. The flowchart must be implemented as a fully functional program in Visual Logic and submitted as a ".vls" file.

Paper For Above instruction

This paper presents the design and implementation of a Visual Logic program simulating the operations of Fran’s Virtual Fruit Stand. The goal of the program is to collect data on various dried fruit products, analyze their sales data, and classify each item based on several criteria such as sales volume, price, and revenue generated. This process provides insights into which products are performing well and can help in strategic planning and inventory management.

The core of the program centers around a loop that continually prompts the user for information about individual fruit items. The loop terminates when the user enters a sentinel value, such as "n," signaling the end of data entry. Within each iteration, the program collects three essential data points: the fruit name, the price per pound, and the number of pounds sold per month. These inputs are stored temporarily in three variables that are overwritten with each iteration to streamline memory use, aligning with the specifications.

Once data are input, the program evaluates the item against multiple criteria using conditional statements. These classifications include identifying best-selling items—those selling 5,000 or more pounds per month; big-ticket items—those that are both best-selling and priced at $4 or more per pound; high-priced items—selling at $7 or more per pound; lowest-selling items—selling 500 pounds or less; and high-income generating items—producing revenue of $7,000 or more monthly.

The evaluation employs straightforward conditional logic: for each item, the program calculates sales volume and revenue, then applies if-else conditions to determine whether each classification applies. For each relevant category, an appropriate message is displayed in the console. After processing an item, the program prompts for the next input or the sentinel value to terminate.

This design emphasizes modularity and simplicity, avoiding arrays and complex data structures. The output is displayed dynamically and clearly in the console window, allowing easy interpretation of each item's status. The implementation illustrates key programming constructs such as iteration, conditionals, input/output, and data processing, demonstrating fundamental programming principles.

In conclusion, the program effectively models the operational logic of Fran’s Virtual Fruit Stand, serving as an educational example of algorithmic thinking, condition-based classification, and user-driven data processing. Its design aligns with typical programming curricula aimed at developing problem-solving skills, understanding flow control, and implementing basic decision-making structures in software development.

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