Question
Program Application Overview 1. Overview. A few Sentences to describe the purpose of the application, the development environment (Visual studio code, JDK17, etc.) and the
Program Application Overview
1. Overview. A few Sentences to describe the purpose of the application, the development environment (Visual studio code, JDK17, etc.) and the technologies used (JavaFX, SceneBuilder, file I/O, collections, graphics etc.) The description must make clear how you will be incorporating the required elements: a) File I/O - What information will you save to files on disk, and/or what information will you load from files? Detailed file format information is not required. b) Dynamic array - What information will be stored in a dynamic data structure? How will it be managed?
2. User Interface. Provide one drawing for every window (stage/activity/dialog) you envision to be part of the program. It can be drawn on paper, drawn using Visio, or designed in Scene Builder and provide a screenshot.
3. Class Structure. Use UML class diagram(s) to present the rough class design you envision for the application/program. It should include all significant classes and their relationships (arrows). Fields and methods are not required to be listed. Diagrams can be done on paper, or with a UML drawing tool like StarUML or Visio (UML Model Diagram template). It must be clear which classes are GUI classes and which classes are non-GUI (data management) classes. For JavaFX all controller classes should have names ending with "Controller". All JavaFX plans will have: - FXML files for the GUI layout (one file per window) - Controller classes for the GUI event handlers (one per window) - Data management classes (typically two or more) When designing a larger application/program such as this: avoid putting data management code in the controller (GUI) classes.
Program Application Requirements: 1. GUI Portion: It will consist of at least 2 GUI windows or dialogs. In JavaFX this means at least 2 stages, where each stage has its own separate FXML file and controller class. Error messages or simple confirmation dialogs don't count. 2. Non-GUI Portion: Minimum three classes - so minimum two back-end (data management) classes, not counting GUI classes or controller classes. 3. File I/O: Either file input, output, or both. For example, a program that manages information about customers of a business could store the customer information in a file and then re-load the file next time your run the program.
4. Data structures: ArrayList (dynamic array) For example a multi-player game could use an ArrayList of Player objects to store information about all the players. Often (but not always) you may use a dynamic data structure like ArrayList to store information you read from a file. Don't use regular Java arrays.
5. Exception Handling: Should contain enough exception handling and error recovery so that bad user input (or bad input files etc.) don't crash the program. You should display a user-friendly error message instead.
6. Commenting: The code shall be commented as follows. a. Each Java class shall have a header comment which lists the principal author(s) of the code and briefly describes what the code in the file is for b. Each method and field shall be commented. For methods include the purpose of method and a brief description of each parameter. For fields give the purpose of the field and units if applicable (e.g. length in meters, price in dollars). c. Code inside methods shall be commented as needed (e.g. tricky steps) using non-Javadoc style comments. d. FXML files do not need to be commented.
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Answer 1 Overview The purpose of the application is to create a simple inventory management system for a small business It will be developed using Vis...Get Instant Access to Expert-Tailored Solutions
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