My Solution for Design a Vending Machine with Score: 9/10
by nectar4678
Requirements
A vending machine is designed to be used by a variety of people, including customers, maintenance personnel, and administrative users. Each of these users has different needs and interacts with the machine in specific ways.
First, let’s focus on the core functions a vending machine should support to deliver a smooth, user-friendly experience:
- Product Selection and Dispensing: Customers need to be able to browse available products, make a selection, and receive the item. This requires a user interface that can display products, manage selections, and operate the dispensing mechanism.
- Payment Handling: Since vending machines need to accept various types of payment, the machine must support cash, coins, and card payments. Each payment type has specific requirements, such as validating currency, processing card payments securely, and providing change where needed.
- Inventory Management: The machine needs to track the quantity of each item. It should be able to update the inventory in real time as items are sold, and notify maintenance or administrative personnel when stock is low.
- Maintenance and Alerts: Vending machines should monitor themselves for issues like jams, low inventory, or other malfunctions. Sending alerts when maintenance is needed ensures minimal downtime and better service availability.
- System Administration: Administrative users need access to data about sales, inventory levels, and maintenance history. This data can be useful for restocking, financial tracking, and understanding customer purchasing patterns.
Define Core Objects
Core Objects
- Product: This object represents an individual item available in the vending machine. Each Product should have attributes like a name, price, and stock quantity. It might also include properties such as size or weight, which could impact how the machine dispenses the item.
- Inventory: Inventory keeps track of all the products in the machine. It acts as a collection of Product objects, with methods to check stock levels, update quantities, and report when specific products are running low.
- Payment: Payment handles the various payment types the machine accepts. This object might be split into subtypes to handle the different forms of payment:
CashPayment
,CoinPayment
, andCardPayment
. Each subtype would have unique methods for processing and validating the specific payment type. - Dispenser: The Dispenser controls the physical mechanism that releases a selected product. It should verify that a product is in stock and that the payment has been processed before releasing the item.
- User Interface (UI): The UI provides a way for users to interact with the machine. It displays available products, accepts product selections, guides users through the payment process, and reports status messages (e.g., out-of-stock notifications or payment errors).
- Alert System: The Alert System monitors the machine’s status and triggers notifications for maintenance issues, like low inventory or hardware malfunctions. It might interact with external systems to send messages to maintenance personnel.
- Transaction: A Transaction object records the details of each purchase, including the selected product, payment type, and the time of the transaction. This data is valuable for administrative users and can be used for reporting sales and trends.
- Administrator: The Administrator represents the user who manages the vending machine’s settings, restocks items, and monitors sales and maintenance. This object would have methods to access system logs, update inventory, and view maintenance alerts.
Analyze Relationships
- User Interface and Product Selection: The User Interface (UI) interacts with the Product and Inventory objects to display available items to the customer. When a customer selects a product, the UI communicates with the Inventory to confirm if it’s in stock.
- Product Selection and Payment: After confirming product availability, the UI directs the customer to the Payment process. Depending on the payment method chosen, the Payment object activates the relevant subtype (e.g., CashPayment, CoinPayment, or CardPayment) to handle the transaction. Once the payment is validated, it notifies the UI and the Dispenser.
- Payment and Transaction: Upon successful payment, a Transaction object is created to record the details of the purchase, including the product ID, payment method, timestamp, and any change returned if cash or coins were used. This Transaction data is stored for reporting and analysis purposes.
- Inventory and Dispenser: Once payment is confirmed, the Dispenser checks with the Inventory to ensure the product is available. It then reduces the stock count for that product by one, updates Inventory records, and physically releases the item to the customer.
- Alert System and Inventory: The Alert System monitors Inventory levels continuously. If any product falls below a predefined threshold, it triggers an alert to inform maintenance or administrative personnel to restock the machine.
- Administrator and System Management: The Administrator interacts with Inventory, Transaction, and Alert System objects to manage the vending machine. This includes updating stock, reviewing sales and transaction logs, and responding to maintenance alerts.
Establish Hierarchy
Payment (Base Class)
The Payment
class will act as the parent class for different payment methods. It includes general attributes and methods common to all payments, such as the amount required and methods to initiate and complete the payment process. This base class defines a common interface for payment processing, enabling polymorphism across its subclasses.
Subclasses of Payment
To handle each specific payment type, we create three subclasses under Payment
:
- CashPayment: This subclass handles payment via cash. It includes methods for validating cash inserted, calculating change, and dispensing any change needed.
- CoinPayment: Similar to CashPayment but specific to coins, this class includes methods for validating coins and calculating or dispensing change.
- CardPayment: This subclass processes card payments. It includes methods for communicating with a payment gateway, validating card details, and confirming the transaction securely.
Alert System (Base Class)
We can establish a hierarchy within the Alert System to handle different types of alerts. Here, the AlertSystem
serves as a base class for maintenance and inventory alerts, allowing specialized handling of each alert type.
- MaintenanceAlert: This subclass triggers alerts for mechanical issues, such as jammed items or dispenser malfunctions. It might include methods to notify a technician or log the issue.
- InventoryAlert: This subclass triggers alerts when product levels fall below a set threshold. It interacts with the Inventory to provide real-time stock updates.
Transaction Logging
The Transaction
class doesn’t require subclasses for this design, but it could later be extended to include PurchaseTransaction
, RefundTransaction
, or AdminAction
types if the vending machine needs more transaction detail tracking.
Design Patterns
Factory Pattern for Payment Creation
Given that the vending machine needs to handle multiple payment types (cash, coins, and cards), the Factory Pattern is ideal for creating these objects dynamically based on the payment type selected by the customer.
class PaymentFactory:
@staticmethod
def create_payment(payment_type):
if payment_type == "cash":
return CashPayment()
elif payment_type == "coin":
return CoinPayment()
elif payment_type == "card":
return CardPayment()
else:
raise ValueError("Unsupported payment type")
Observer Pattern for Alert System
The Observer Pattern is useful for the Alert System, where multiple observers (e.g., maintenance personnel, administrators) need to be notified when certain events occur, like low inventory or maintenance issues.
class AlertSystem:
def __init__(self):
self._observers = []
def register_observer(self, observer):
self._observers.append(observer)
def notify_observers(self, alert_type):
for observer in self._observers:
observer.update(alert_type)
Strategy Pattern for Dispensing Mechanism
The Strategy Pattern is well-suited for handling variations in how different products are dispensed, especially if future products vary in size or shape.
class Dispenser:
def __init__(self, dispensing_strategy):
self.dispensing_strategy = dispensing_strategy
def dispense(self, product):
self.dispensing_strategy.dispense(product)
Singleton Pattern for Inventory and Transaction Logs
The Singleton Pattern ensures there is only one instance of key system-wide resources like the Inventory
and TransactionLog
. Since all components of the system need access to the same inventory and transaction records, the Singleton Pattern prevents conflicts and maintains consistency across the machine.
class Inventory:
_instance = None
@staticmethod
def get_instance():
if Inventory._instance is None:
Inventory._instance = Inventory()
return Inventory._instance
Define Class Members (write code)
Product Class
The Product
class represents each item in the vending machine.
class Product:
def __init__(self, product_id, name, price, stock_quantity):
self.product_id = product_id
self.name = name
self.price = price
self.stock_quantity = stock_quantity
def reduce_stock(self, quantity=1):
if self.stock_quantity >= quantity:
self.stock_quantity -= quantity
return True
return False
def is_in_stock(self):
return self.stock_quantity > 0
Inventory (Singleton)
The Inventory
class keeps track of the stock of each product and alerts when items are low.
class Inventory:
_instance = None
def __init__(self):
self.products = {}
@staticmethod
def get_instance():
if Inventory._instance is None:
Inventory._instance = Inventory()
return Inventory._instance
def add_product(self, product):
self.products[product.product_id] = product
def get_product(self, product_id):
return self.products.get(product_id)
def check_stock(self, product_id):
product = self.get_product(product_id)
return product.is_in_stock() if product else False
def update_stock(self, product_id, quantity):
product = self.get_product(product_id)
if product and product.reduce_stock(quantity):
return True
return False
Payment Classes
Using the Factory Pattern, we have a PaymentFactory
and subclasses for each payment type.
class Payment:
def __init__(self, amount):
self.amount = amount
def process(self):
raise NotImplementedError("Subclasses must implement this method")
class CashPayment(Payment):
def process(self):
# Logic to validate cash and provide change if necessary
pass
class CoinPayment(Payment):
def process(self):
# Logic to validate coins and provide change if necessary
pass
class CardPayment(Payment):
def process(self):
# Logic to process card payment securely
pass
class PaymentFactory:
@staticmethod
def create_payment(payment_type, amount):
if payment_type == "cash":
return CashPayment(amount)
elif payment_type == "coin":
return CoinPayment(amount)
elif payment_type == "card":
return CardPayment(amount)
else:
raise ValueError("Unsupported payment type")
Dispenser
The Dispenser
uses the Strategy Pattern to allow for various dispensing mechanisms.
class Dispenser:
def __init__(self, dispensing_strategy):
self.dispensing_strategy = dispensing_strategy
def dispense(self, product):
return self.dispensing_strategy.dispense(product)
Alert System and Observers
The Alert System notifies observers about low inventory or maintenance needs.
class AlertSystem:
def __init__(self):
self._observers = []
def register_observer(self, observer):
self._observers.append(observer)
def notify_observers(self, alert_type):
for observer in self._observers:
observer.update(alert_type)
class MaintenanceAlert:
def update(self, alert_type):
if alert_type == "maintenance":
# Logic to handle maintenance alert
pass
class InventoryAlert:
def update(self, alert_type):
if alert_type == "inventory":
# Logic to handle inventory alert
pass
Transaction
This class records each transaction made in the vending machine.
class Transaction:
def __init__(self, product, payment_type, timestamp, change=0):
self.product = product
self.payment_type = payment_type
self.timestamp = timestamp
self.change = change
def record_transaction(self):
# Logic to save transaction details
pass
User Interface (UI)
The UI handles user interaction, displaying options, and managing the selection and payment flow.
class UserInterface:
def __init__(self, inventory, payment_factory, dispenser):
self.inventory = inventory
self.payment_factory = payment_factory
self.dispenser = dispenser
def display_products(self):
# Logic to display available products
pass
def select_product(self, product_id):
if self.inventory.check_stock(product_id):
return self.inventory.get_product(product_id)
return None
def process_payment(self, product, payment_type):
payment = self.payment_factory.create_payment(payment_type, product.price)
if payment.process():
self.dispenser.dispense(product)
# Record transaction
return True
return False
Adhere to SOLID Guidelines
Single Responsibility Principle (SRP)
The Product
class is solely responsible for managing product-specific data, like stock and price.
The Inventory
class handles the management of all products and stock levels, without being responsible for other tasks, such as payments or dispensing.
Open/Closed Principle (OCP)
The Payment
class follows this principle by allowing new types of payments to be added through subclasses, like MobilePayment
, without changing existing payment methods.
Liskov Substitution Principle (LSP)
For instance, any subclass of Payment
(e.g., CashPayment
, CardPayment
) can be used interchangeably, ensuring that they all follow the expected process()
method. This enables the PaymentFactory
to create various types of payment objects without worrying about specific details.
Interface Segregation Principle (ISP)
In our case, there aren’t broad interfaces with unnecessary methods, as each class has its own focused set of methods. For example, CashPayment
and CardPayment
only implement what is necessary for their specific payment processing needs.
Dependency Inversion Principle (DIP)
The UserInterface
class doesn’t depend on specific payment types; instead, it relies on the PaymentFactory
, which creates an appropriate payment object based on user input. This means that the UserInterface
is decoupled from specific payment implementations.
Consider Scalability and Flexibility
Adding New Payment Methods
Thanks to the Factory Pattern and adherence to the Open/Closed Principle, our design can easily incorporate new payment methods, such as mobile payments or digital wallets. Adding a new payment type requires only creating a new subclass of Payment
(e.g., MobilePayment
) and updating the PaymentFactory
to support it. This minimizes changes in existing code and reduces the risk of breaking functionality elsewhere.
Supporting More Product Types and Configurations
Our Product
class can be extended to handle more attributes if products become more complex (e.g., items that require temperature control or have a limited shelf life). Additionally, the Strategy Pattern applied in the Dispenser
enables us to create custom dispensing mechanisms if product sizes, shapes, or types change over time. This flexibility allows the vending machine to handle various items without altering the fundamental structure of the Dispenser
.
Expanding Inventory Management and Alerting Capabilities
The Singleton design of Inventory
and the Observer Pattern used in AlertSystem
allow the system to scale efficiently. For instance, if we add multiple vending machines connected to a central server, each machine could notify the central Inventory
or AlertSystem
. New observers, such as a central monitoring system or mobile app for alerts, can be added without changing the core alert logic.
Handling Increased Transactions
To support a high transaction volume, we could extend Transaction
to use an external storage system or database instead of local logging. This external storage can also facilitate a centralized view of transactions from multiple vending machines. The current design can accommodate this by modifying the record_transaction
method, without needing major changes to the Transaction
class itself.
Create/Explain your diagram(s)
Future improvements
Dynamic Pricing
To increase flexibility, the system could support dynamic pricing, adjusting product prices based on demand, time of day, or special promotions. The Product
class could include pricing strategies, allowing price adjustments without altering the core system. This would enable targeted marketing and maximize revenue.
Remote Monitoring and Maintenance
Adding Internet of Things (IoT) capabilities would allow the vending machine to send real-time maintenance and inventory alerts to a central management system. This could optimize maintenance schedules, improve uptime, and allow administrators to manage multiple machines remotely. Integrating this with the AlertSystem
could help streamline operations and minimize downtime.
Enhanced Payment Options
As digital payment methods evolve, customers may prefer contactless and mobile payments, such as NFC or QR codes. While our current design can handle basic card payments, adding mobile or contactless payment would improve customer convenience. This could be achieved by extending the PaymentFactory
to support new payment types, like MobilePayment
.