Need Two Different Logics For The Below Requirement

Hii Need 2 Different Logics For The Below Requirementfor This Assign

Hii Need 2 Different Logics For The Below Requirementfor This Assign

HI I need 2 different logic's for the below requirement •For This Assignment, You Need to Create a Vending Machine… •You Need to Do the Following: 1.Create a Program That Allows Displays and Allows Someone to Purchase Items from a Vending Machine… 2.You Should Have a Least 5 Items in the Vending Machine, Each With Varying Prices… 3.You Need to Display the Item and the Price… 4.People Can Purchase More Than One of Any Single Item…and They Can Purchase More Than One Item During the Transaction… 5.You Need to Keep a Running Total of the Purchase… 6.Allow the User to Enter How Much Money They Are Giving the Vending Machine…Calculate the Change… 7.As Always, Make Sure You Create Exception Handling… 8.You Should Have “X†Functions and “X†Files… 9.And Make Sure You Create a Flowchart FIRST !

Paper For Above instruction

Hii Need 2 Different Logics For The Below Requirementfor This Assign

Design and Implementing a Vending Machine: Two Logical Approaches

Creating a vending machine program is an excellent exercise in understanding fundamental programming concepts such as data management, user interaction, control flow, and exception handling. The goal is to develop two different logical approaches to simulate a vending machine that displays items, handles transactions, manages multiple purchases, and provides accurate change calculation. This essay explores two distinct methodologies for implementing such a system, highlighting their design principles, advantages, and potential limitations.

First Logic: Procedural Programming Approach

The first approach adopts a procedural programming paradigm, utilizing straightforward functions, arrays, and loops to manage the vending machine's operations. This method emphasizes simplicity and direct control flow, making it suitable for beginners or small-scale projects.

Design Outline:

1. Data Representation: Use arrays or lists to store item names, prices, and quantities. For example, an array of objects where each object contains item name, price, and available quantity.

2. Display Function: Implement a function to display all items with their prices, ensuring the user knows the options and costs before purchase.

3. Purchase Logic: Loop to allow multiple item selections. Use input prompts for users to select items and specify quantities.

4. Running Total Calculation: Maintain a variable to track total purchase cost, updating it after each item selection.

5. Payment Processing: Prompt the user to enter the amount of money provided. Validate input and ensure sufficient funds.

6. Change Calculation: Subtract total purchase cost from the amount entered to compute change.

7. Exception Handling: Wrap input prompts within try-catch blocks or input validation checks to handle invalid entries, such as non-numeric inputs or insufficient funds.

8. Flow Control: Use loops for multiple purchases and decision statements for actions like completing the purchase or canceling.

9. Implementation Files: Maintain separate files for functions (e.g., displayItems(), processPurchase(), calculateChange()) and main program logic.

Advantages:

- Easy to understand and implement.

- Clear control flow makes debugging straightforward.

- Suitable for small projects with limited scope.

Limitations:

- Less scalable for larger applications.

- Harder to maintain as complexity grows.

Second Logic: Object-Oriented Programming Approach

The second approach utilizes object-oriented programming (OOP) principles, encapsulating data and behaviors within classes and objects. This enhances modularity, scalability, and maintainability.

Design Outline:

1. Class Definitions:

- Item Class: Attributes include name, price, and quantity. Methods for updating quantity and displaying item details.

- VendingMachine Class: Contains a collection (e.g., list) of Items, methods to display items, handle purchases, and calculate total and change.

2. Initialization: Instantiate a VendingMachine object and populate it with at least five items, each with distinct prices.

3. Display Items: Methods in VendingMachine class to show available items and their prices.

4. Purchase Transactions:

- Users select items and quantities, which the VendingMachine class updates in its inventory.

- Track a running total for the current transaction.

5. Payment and Change:

- Method to accept payment amounts, validate, and compute change accordingly.

6. Exception Handling:

- Use try-catch blocks to manage invalid inputs, insufficient funds, or attempts to purchase out-of-stock items.

7. Modularity:

- Separate files for Item and VendingMachine classes.

- Main driver program to interact with the user, invoke methods, and display results.

Advantages:

- Enhanced code organization and reusability.

- Easier to modify or extend (e.g., add new item types or features).

- Facilitates unit testing and debugging.

Limitations:

- Slightly more complex to implement initially.

- Requires understanding of class structures and object interactions.

Comparative Summary

While the procedural approach is suitable for basic implementations due to its simplicity, the object-oriented approach offers greater flexibility and scalability, making it preferable for larger, more complex systems. Both methods necessitate thorough exception handling to ensure robustness and user-friendly experience. Creating a flowchart before development is essential in both approaches to visualize processes, optimize logic flow, and anticipate potential issues.

Conclusion

Developing a vending machine program with two different logical approaches demonstrates key programming paradigms—procedural and object-oriented. Each approach has its merits and limitations, but both require careful planning, exception handling, and clear flow control. By employing these methodologies, programmers can build reliable, maintainable, and efficient vending systems adaptable to various scales and complexities.

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