Apply the Object Oriented concepts that you've learned (Abstraction, polymorphism, interfaces, packaging, ...) utilizing Boundary, control and entity concepts as well as SOLID Principles to design a Mountain camping application. This application manages a tent camping space for a configurable maximum number of tents. Each camping space (slot) is defined with a dimension (width and depth). The designed application must handle the following functions: Each tourist shall be identified by a name, unique passport number, and his own tent dimensions (width and depth). • Each camping slot has a width and depth that describes the slot dimensions as well as slot hourly rent rate. . . Check-in function that marks the arrival time of a tourist to the camping site if there is an available slot. The application shall capture such time automatically from the system. During the check-in function, the application shall pick a free slot based on the active slot configuration. There are two configurations (i) first-come-first served slots i.e. the check-in function will use the first free slot available from the mountain camping slots. (ii) best-fit approach where you need to find the slot with the minimum dimension to accommodate the new tourist's tent. Slot selection algorithms could be extended in the future version of the application. Check-out function that marks the departure time of a tourist from the camping site. The application shall capture such time automatically from the system.

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Apply the Object Oriented concepts that you've learned (Abstraction, polymorphism, interfaces,
packaging, ...) utilizing Boundary, control and entity concepts as well as SOLID Principles to
design a Mountain camping application. This application manages a tent camping space for a
configurable maximum number of tents. Each camping space (slot) is defined with a dimension
(width and depth). The designed application must handle the following functions:
• Each tourist shall be identified by a name, unique passport number, and his own tent
dimensions (width and depth).
•
Each camping slot has a width and depth that describes the slot dimensions as well as slot
hourly rent rate.
•
.
Check-in function that marks the arrival time of a tourist to the camping site if there is an
available slot. The application shall capture such time automatically from the system.
During the check-in function, the application shall pick a free slot based on the active slot
configuration. There are two configurations (i) first-come-first served slots i.e. the check-in
function will use the first free slot available from the mountain camping slots. (ii) best-fit
approach where you need to find the slot with the minimum dimension to accommodate the
new tourist's tent.
Slot selection algorithms could be extended in the future version of the application.
•
Check-out function that marks the departure time of a tourist from the camping site. The
application shall capture such time automatically from the system.
•
Calculate the tourist's stay fees during the check-out based on the time-of-stay with an hourly
rate that depends on the selected slot dimension. For example, a slot with width 200 cm and
width 150 cm could cost 20 LE per hour. Different dimensions imply different hourly rates.
• Calculate the total current income of the camping place at any given point in time.
You should use the object-oriented concepts, boundary-control-entity and SOLID
principles that you learned, in both the lectures and the labs, as needed.
Deliverables
(i) One class diagram for the whole application to reflect all the above requirements.
(ii) One sequence diagram for the check-in use case.
(iii) Skeletal code for the built class diagram in either Java or C++. This does not mean full
implementation, but only classes, with their relevant attributes and empty operations that reflect
the designed class diagram (like the mapping models to code lab)
Transcribed Image Text:Apply the Object Oriented concepts that you've learned (Abstraction, polymorphism, interfaces, packaging, ...) utilizing Boundary, control and entity concepts as well as SOLID Principles to design a Mountain camping application. This application manages a tent camping space for a configurable maximum number of tents. Each camping space (slot) is defined with a dimension (width and depth). The designed application must handle the following functions: • Each tourist shall be identified by a name, unique passport number, and his own tent dimensions (width and depth). • Each camping slot has a width and depth that describes the slot dimensions as well as slot hourly rent rate. • . Check-in function that marks the arrival time of a tourist to the camping site if there is an available slot. The application shall capture such time automatically from the system. During the check-in function, the application shall pick a free slot based on the active slot configuration. There are two configurations (i) first-come-first served slots i.e. the check-in function will use the first free slot available from the mountain camping slots. (ii) best-fit approach where you need to find the slot with the minimum dimension to accommodate the new tourist's tent. Slot selection algorithms could be extended in the future version of the application. • Check-out function that marks the departure time of a tourist from the camping site. The application shall capture such time automatically from the system. • Calculate the tourist's stay fees during the check-out based on the time-of-stay with an hourly rate that depends on the selected slot dimension. For example, a slot with width 200 cm and width 150 cm could cost 20 LE per hour. Different dimensions imply different hourly rates. • Calculate the total current income of the camping place at any given point in time. You should use the object-oriented concepts, boundary-control-entity and SOLID principles that you learned, in both the lectures and the labs, as needed. Deliverables (i) One class diagram for the whole application to reflect all the above requirements. (ii) One sequence diagram for the check-in use case. (iii) Skeletal code for the built class diagram in either Java or C++. This does not mean full implementation, but only classes, with their relevant attributes and empty operations that reflect the designed class diagram (like the mapping models to code lab)
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