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Online Book Store

Bitbucket Repository Link: https://bitbucket.org/oop2-group/online-book-store-oop2-proje/src/develop/

1. INTRODUCTION

The project’s purpose is to gain the shopping experience to customer. The project’s idea is to purchase product from online shopping application. The customer logins to the application with username and password. The customer can examine product and it’s properties (name,price,piece that received ) after login. The customer can add product as many products as wants also can remove products from shopping cart. The customer can choose one of from cash,credit card or transfer/EFT for payment . The customer can choose delivery address. The customer must enter verification code that sent to e-mail address. Therefore the customer should enter correct e-mail address. The customer’s invoice will sent to customer’s e-mail address in .pdf format. The customer can see cargo status and can see old orders.

2. DESIGN

2.1. UML

Uml-img

2.2. SAMPLE OUTPUT OF PROGRAM FOR SAMPLE INPUT

Sign Up Screen

SIGN UP SCREEN

This screen provides us sign up to the application


Login Screen

LOGIN SCREEN

This screen provides us login to the application


Books Screen

BOOKS SCREEN

This screen provides us list of books


Shopping List

SHOPPING LIST

This screen shows shopping cart


Payment Screen

PAYMENT SCREEN

This screen shows payment operations


VERIFICATION CODE IN MAIL

VERIFICATION CODE IN MAIL

This screen shows verification code that sent to the e-mail


INVOICE PDF FILE IN MAIL

INVOICE PDF FILE IN MAIL

This screen shows invoice information that sent to the e-mail


MY ORDERS SCREEN

MY ORDERS SCREEN

This screen shows orders belong to customer


ADMIN BOOKS SCREEN

ADMIN BOOKS SCREEN

In this screen, admin can add, delete and update books.


ADMIN ORDERS SCREEN

ADMIN ORDERS SCREEN

In this screen, admin can see all customer’s orders


2.3. DESIGN PATTERN DESCRIPTION

Design patterns are an important part of object-oriented programming. We used two types of design patterns in this project.

  • Singleton Pattern

We will explain the singleton desing pattern and why we use it. Singleton Design Pattern is in the Creational Design Pattern group. Singleton desgin pattern is the design pattern that guarantees that only one object is created at run time. One of our purposes is to make the logged in user unique. We created a class for this requirement and let the class managed its own instance. We accessed instance via getInstance() method via another class. In Singleton Pattern, an object is created only when we need it. So, we avoided creating global variable. We use this pattern in Logger class and Logined Customer class in project.

  • FactoryMethod Pattern

We used the factory design pattern as the second pattern. The Factory design pattern is a structure based on class creation. Since the program we wrote has more than one class that is similar to each other, we used this pattern in order to use the new operator each time when creating such classes, or to write code as if they were independent from each other. We used this structure when producing a product with the factories we created or when producing more than one similar product. We use polymorphism. Product class is not interested in the instance. Let's think. We are a customer who goes to the restaurant. We want to eat meal but we don't interested in how the meal cooks. Product class is customer and the instance of product is a meal. When creating an object, we created a creator object and we created it with the factory. (BookFactory, MagazineFactory, MusicCdFactory). While accessing the information inside, we accessed object with virtual FactoryMethod () function by giving the type of our object.

3. Authors

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