Implement an uml to java code

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Reference no: EM131386067

Need to implement an UML to java code. Choose one of the two UML's and just implement.

Overview - Teaching children good behavior is a central activity to parenting. Generally there are two models for doing so:

  • Positive reinforcement, in which children are rewarded for good behavior. For example, a parent may add a marble to a cup every time the child exhibits good behavior, and after a certain number of marbles are collected, the child may cash them in for a reward (like ice cream, a new video game, etc.) (The parent could also remove marbles for bad behavior.)
  • Punishment, in which children are given negative consequences for bad behavior. With this model, a parent may add a marble to a cup every time the child exhibits bad behavior, and after a certain number of marbles are collected, the child must experience some negative consequence (like losing video game privileges, doing extra chores, etc.) (The parent could also remove marbles for good behavior.)

In either model, parents often find it hard to keep track of a child's rewards or consequences, especially when they have multiple children. Thus, your client wants you to develop Behave!, a program that allows parents to manage their children's behavior by keeping track of their rewards and/or consequences, much like in the above examples, but in an automated way. Below are the detailed requirements for Behave! The program will be developed in Java.

Tokens - In Behave!, all behavior is rewarded/punished in the form of tokens. Tokens are equivalent to marbles in the above examples.

Modes - A parent must choose a mode for each child: positive or negative.

  • In positive mode, tokens are positive, meaning that the parent gives the child one or more tokens for good behavior (as in example 1 above), and can take them away for bad behavior. In this mode, tokens should look positive (e.g., have a happy face on them).
  • In negative mode, tokens are negative, meaning that the parent gives the child one or more tokens for bad behavior (as in example 2 above), and can take them away for good behavior. In this mode, tokens should look negative (e.g., have a sad face on them).

 Users - There are two types of users: parents and children.

Parents should be able to:

  • add, edit and delete children
  • add, edit and delete tokens

When a token is added, it should be time stamped and the parent can optionally add a note about why the token was added

  • view the status of all their children (number of tokens and info about each token)
  • redeem a child's tokens for a reward (positive mode) or a consequence (negative mode)
  • define, per child, the number of tokens required for redemption and (optionally) what the tokens will be redeemed for
  • define one mode per child
  • schedule tokens to be automatically added periodically (e.g., one per day)

Children should be able to:

  • view the status of their tokens (number of tokens and info about each token)
  • redeem their tokens for a reward (positive mode)

Simplifications/Clarifications/Assumptions -

This initial version of Behave! will be a simplified proof-of-concept version to demonstrate the feasibility of the approach. Thus, there are some simplifications that you can make:

  • No authentication is needed, just identifying users by a simple username is fine.
  • For this version of Behave!, there doesn't have to be a GUI-it can all work through the command line if that is easier for you.
  • The program does not need to save anything-when it is closed all data is lost, and that is fine

Future Changes -

For future versions of Behave!, the customer is planning the following features:

  • Adding a GUI (if you don't already have one)
  • The addition of other types of modes
  • The ability to have multiple modes for one child
  • Saving data and allowing the user to load it again over multiple uses of the program
  • A "view history" feature in which users can view behavior history over time
  • Allowing parents to choose customized images to represent tokens in the GUI
  • Adding a teacher user so that parents and teachers can collaborate to manage children's behavior

Assignment: Behave! Implementation

Description -

You are to implement someone else's design, namely, the design that you ranked first (although you are allowed to change your mind at any point if you wish). In making this implementation, you have two goals:

1. To hand in a fully working Behave! program, adhering to all the original requirements (not future changes) of Behave! The only requirement that is optional for this assignment is the console input/output. If you feel it would be easier to make a GUI, you are welcome to, but it is not necessary.

2. To adhere to the chosen design as much as possible

Deliverables

1. Submitted as a single zip file via Canvas:

Working Java code (both source and a JAR file)

Brief instructions on how to provide input to the program

The original design you implemented

A revised UML document describing the design underlying the code (i.e., the design you eventually implemented)

A document describing any and all changes you had to make to the original design with a motivation as to why:

Why you made these changes

Why these changes could not be avoided.

Assignment - https://www.dropbox.com/s/gs0ksj8lmmmgcpi/Assignment.zip?dl=0

Verified Expert

The requirement is to implement a punishment management system based on UML 's given. One UML has to be selected and design has to be based on it. Any change from the base UML has to be recorded and UML also has to be delivered. Deliverable also include a document specifying details to be inputted. Punishment can be positive or negative. In positive mode a good behavior adds a token while bad behavior negates a token. In negative mode it's vice versa.The code handles multiple parents with multiple children.

Reference no: EM131386067

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Reviews

inf1386067

2/28/2017 2:00:49 AM

Thanks for clearing my doubts, now everything is fine from my end, solution is perfect. thanks again for the below comments : X chart is a third party library. It won't change as and when we change the code. You can take the jar file I send first. Initially you wanted UML and matrix in ppt. So I did in ppt. Please rectify the issue of x chart at your end. Then mail me if you are still getting any error. You would have got lecture notes on how to integrate third party library to code or follow the tutorial I sent. Please rectify it at your end. Still if you have any issue, please let me know, i will check what can be done.

inf1386067

2/17/2017 4:29:44 AM

Please provide the source code on top of which I have to add the new features. ? which source code ? how i can make payment without going through bluesnap. Can I have the draft version of the powerpoint? The PPTs are at the most 3 slides , one for the revised UML and one is for the matrix thanks can he write some documentation about the matrix and uml like how and why he choose the libraries and also in UMl how he can save the data and how use the graph in the uml . thanks it will be good to write some description since I will present that during the class , also can you re fix the matrix because the first row and last row I cant even read them. thank you

inf1386067

2/13/2017 6:40:54 AM

4- Document describing: 1) which component you chose and why; and 2) the changes that you needed to make to your design and code in order to integrate the component. This document does not need to be more than one page. 5-put the matrix and revised UML design (if it is not easily visible on one slide, you may put parts of it on multiple slides, but no more than 3 slides, please) /////////////// In conclusion I would like to have first the assignment 1 done and powerpoint for the matrix and Revised UML first . Thank you 20969335_1Lectures.zip 20969384_2Design Patterns Sample Code.zip

inf1386067

2/13/2017 6:40:35 AM

This functionality will require you to save data in a text file. Your program will then access this text file to get the data to display the graph. If you can do the revised UML and the matrix in (powerpoint no more than 3 slides ) by Tuesday and other part of this assignment later it is cool Deliverables All students must turn in: 1-Submitted as a single zip: 1- Working Java code (both source and a JAR file) that includes the line graph functionality. Be sure to include your chosen libraries in the jar file! 2- Brief instructions on how to provide input to the program Updated version of the design that you implemented in Assignment (the previous java program(“Behave) that you guys implemented , with the parts that have been modified/added (including the chosen graphing library) highlighted 3 -A matrix of criteria vs. component for at least 3 different candidate Java graphing libraries with at least 5 different criteria (as shown in Lecture 8).

inf1386067

2/13/2017 6:40:27 AM

Assignment 2 The 2 assignment is also will be from the same project you guys implemented (the java program called “behave”). I will attach picture called “graph.png” and you should also look at lecture 8 for more information. Here are the requirements Imagine that you, as designer of the wildly successful Behave! application, are now tasked with adding two related capabilities: 1. To have the program save the user’s data and allow them to load it again over multiple uses of the program. 2. A “view history” feature in which users can view behavior history over time as a line graph. Here is an example graph, but the specifics of how to display the axes, colors, titles, etc. are left to your discretion. graph.png? To do this, you must reuse an existing graph/chart Java library. In particular, you must research available components that provide this functionality, set up selection criteria, make a choice of the component that you believe is best, and then integrate the component. (Hint: search for "Java charting library"). Assume that we have no budget for buying a component, so you will need to find a free, open-source one.

inf1386067

2/13/2017 6:40:13 AM

2)Applying at least 2 refactorings. Each refactoring should be either from the lecture or from one of the Websites/books I mentioned in the refactoring lecture. Each use of a refactoring should be carefully motivated in a brief accompanying document. Deliverables 1)Their restructured code (just the classes/places where it was modified to apply patterns and refactorings). Please highlight the lines that were changed. 2)A document describing: 1- The motivation/rationale for each pattern 2- The impact the application of each pattern has on the design (i.e., how far reaching is the ``` change to incorporate the pattern?) 3- The motivation/rationale for each refactoring 4- The impact the application of each refactoring has on the design (i.e., how far reaching is the change to incorporate the refactoring? How will this refactoring benefit future evolution of the program?)

inf1386067

2/13/2017 6:40:03 AM

Please provide the source code on top of which I have to add the new features. ? which source code ? the new work it will be based from the previous project you guys implemented . 20969329_120969356 146ADI28JAVA Solution.zip 20969329_220969388 146ADI28JAVA Solution.zip Here is the first assignment , I will attached 2 folders for this assignment the lectures and other folder contains “Design Patterns Sample”. this assignment will be from the same project you guys implemented (the java program called “behave”) Here are the requirements: my teacher wants to improve the design of your implemented Behave! program by 1)Replacing existing structures in the code with appropriate patterns. You should apply at least 2 patterns (you can include any not discussed in class if you wish). Each use of a pattern should be carefully motivated in a brief accompanying document.

inf1386067

2/13/2017 6:39:47 AM

Working Java code (both source and a JAR file) that includes the line graph functionality. Be sure to include your chosen libraries in the jar file! Brief instructions on how to provide input to the program Updated version of the design that you implemented in Assignment 2, with the parts that have been modified/added (including the chosen graphing library) highlighted A matrix of criteria vs. component for at least 3 different candidate Java graphing libraries with at least 5 different criteria (as shown in Lecture 8). Document describing: 1) which component you chose and why; and 2) the changes that you needed to make to your design and code in order to integrate the component. This document does not need to be more than one page. put the matrix and revised UML design (if it is not easily visible on one slide, you may put parts of it on multiple slides, but no more than 3 slides, please) 20969325_1graph.png

inf1386067

2/13/2017 6:37:50 AM

Imagine that you, as designer of the wildly successful Behave! application, are now tasked with adding two related capabilities: To have the program save the user’s data and allow them to load it again over multiple uses of the program. A “view history” feature in which users can view behavior history over time as a line graph. Here is an example graph, but the specifics of how to display the axes, colors, titles, etc. are left to your discretion. To do this, you must reuse an existing graph/chart Java library. In particular, you must research available components that provide this functionality, set up selection criteria, make a choice of the component that you believe is best, and then integrate the component. (Hint: search for "Java charting library"). Assume that we have no budget for buying a component, so you will need to find a free, open-source one. This functionality will require you to save data in a text file. Your program will then access this text file to get the data to display the graph Deliverables All students must turn in: Submitted as a single zip file via Canvas:

inf1386067

2/13/2017 6:36:02 AM

Replacing existing structures in the code with appropriate patterns. You should apply at least 2 patterns (you can include any not discussed in class if you wish). Each use of a pattern should be carefully motivated in a brief accompanying document. Applying at least 2 refactorings. Each refactoring should be either from the lecture or from one of the Websites/books I mentioned in the refactoring lecture. Each use of a refactoring should be carefully motivated in a brief accompanying document. Their restructured code (just the classes/places where it was modified to apply patterns and refactorings). Please highlight the lines that were changed. A document describing: The motivation/rationale for each pattern The impact the application of each pattern has on the design (i.e., how far reaching is the change to incorporate the pattern?) The motivation/rationale for each refactoring The impact the application of each refactoring has on the design (i.e., how far reaching is the change to incorporate the refactoring? How will this refactoring benefit future evolution of the program?)

inf1386067

2/13/2017 6:31:57 AM

when it can be done? I just want to make sure you can do it before 12 california time on Wednesday ok I made the payment plz i would like to have all those stuff done * Working Java code (both source and a JAR file) * Brief instructions on how to provide input to the program * The original design you implemented * A revised UML document describing the design underlying the code (i.e., the design you eventually implemented) * A document describing any and all changes you had to make to the original design with a motivation as to why: * Why you made these changes * Why these changes could not be avoided cool , thanks is that possible can see what's done until now ? just to confirm if it is right just please because I don't want to fail , it is 20% of my grade this assignment To add a token , enter 3 Enter child name :lijo Note from parent : when u I want to write a note the system dosen't let me do that. also another probem is handling errors like this: Do you want to continue(y/n)? 3 It suppose give me a exception message to enter only (Y or N) not a number. thanks

len1386067

2/8/2017 2:10:10 AM

Please if you can’t do it by Wednesday around 12 pm california time let me know. I need to implement an UML to java code. Choose one of the two UML's and just implement one you think is easier Submitted as a single zip file via: Working Java code (both source and a JAR file), Brief instructions on how to provide input to the program, The original design you implemented, A revised UML document describing the design underlying the code (i.e., the design you eventually implemented), A document describing any and all changes you had to make to the original design with a motivation as to why: Why you made these changes * Why these changes could not be avoided. Please use Java 8. Latest version of the JDK.

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