Java Reference
In-Depth Information
cashRegister.acceptAmount(coinsInserted);
product.makeSale();
JOptionPane.showMessageDialog(
null
,"Please pick up your "
+ productName + " and enjoy",
"Thank you, Come again!",
JOptionPane.PLAIN_MESSAGE);
}
else
//dispenser is empty
JOptionPane.showMessageDialog(
null
,"Sorry "
+ productName
+ " is sold out\n" +
"Make another selection",
"Thank you, Come again!",
JOptionPane.PLAIN_MESSAGE);
}
//end sellProduct
We have described the method
sellProduct
and the other necessary components,
so next we will write the Java application program for the candy machine.
The algorithm is as follows:
1. Create the cash register—that is, declare a reference variable of type
CashRegister
and instantiate the object.
2. Create four dispensers—that is, declare four reference variables of
type
Dispenser
and instantiate the appropriate
Dispenser
objects.
For example, the statement:
Dispenser candy =
new
Dispenser(100, 50);
declares
candy
to be a reference variable of the
Dispenser
type and instantiates the
object
candy
to hold the candies. The number of items in the object
candy
is
100
,
and the cost of a candy is
50
cents.
3. Create the other objects, such as labels and buttons, as previously
described.
4. Display the GUI showing the candy machine, as described at the
beginning of this programming example.
5. Get and process the selection.
The complete programming listing is available with the Additional Student Files at
www.cengagebrain.com.
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