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Introduction to Identifying Objects and Relationships

In low level design, identifying objects and relationships is a fundamental step in the development process. Objects represent entities or concepts in the system, while relationships define how these objects interact with each other.

In the context of designing a payment app, identifying objects involves identifying the various components and entities that are part of the payment system. These could include users, transactions, accounts, and payment gateways, among others.

Once the objects are identified, the next step is to understand the relationships between these objects. Relationships can be classified as one-to-one, one-to-many, or many-to-many, depending on how the objects are connected. For example, in a payment app, a user may have multiple payment methods (one-to-many relationship) and a payment method can be linked to multiple accounts (many-to-many relationship).

Identifying objects and relationships helps in understanding the structure and behavior of the system, and forms the basis for designing the class diagram and the database schema.

Let's take a look at a simple Java program that prints "Hello World!":

TEXT/X-JAVA
1class Main {
2  public static void main(String[] args) {
3    String message = "Hello World!";
4    System.out.println(message);
5  }
6}
JAVA
OUTPUT
:001 > Cmd/Ctrl-Enter to run, Cmd/Ctrl-/ to comment

Try this exercise. Fill in the missing part by typing it in.

In low level design, identifying objects and relationships is a fundamental step in the development process. Objects represent ___ or concepts in the system, while relationships define how these objects interact with each other.

In the context of designing a payment app, identifying objects involves identifying the various components and entities that are part of the payment system. These could include ____, ____, ____, and ___, among others.

Once the objects are identified, the next step is to understand the relationships between these objects. Relationships can be classified as ____, ____, or ____, depending on how the objects are connected. For example, in a payment app, a ____ may have multiple payment methods (one-to-many relationship) and a payment method can be linked to multiple accounts (many-to-many relationship).

Identifying objects and relationships helps in understanding the structure and behavior of the system, and forms the basis for designing the ____ diagram and the ____ schema.

Write the missing line below.

Problem Statement

In the process of designing a payment app, one of the first steps is defining the problem statement. The problem statement provides a clear understanding of the purpose and objectives of the payment app and guides the design process.

As a senior engineer with a strong background in Java development, Spring Boot, MySQL, and AWS, you are tasked with designing a payment app that allows users to securely transfer money between accounts, make payments to businesses, and view transaction history.

To create an effective problem statement, it is important to consider the following aspects:

  1. Scope: Determine the scope of the payment app, including the target audience, geographical coverage, and supported currencies.

  2. Functional Requirements: Define the core functionalities of the payment app, such as user registration and authentication, account management, transaction processing, and reporting.

TEXT/X-JAVA
1// Example code for user registration using Spring Boot
2
3@RestController
4@RequestMapping("/api/users")
5public class UserController {
6
7  @Autowired
8  private UserService userService;
9
10  @PostMapping("/register")
11  public ResponseEntity<?> registerUser(@RequestBody UserDto userDto) {
12    // Logic for user registration
13    User user = userService.registerUser(userDto);
14    // Return success response
15    return ResponseEntity.ok(user);
16  }
17
18}
  1. Non-Functional Requirements: Consider the non-functional requirements of the payment app, such as security, performance, scalability, and usability. For example, the app should use encryption to securely transmit sensitive data and should be able to handle a large number of concurrent transactions.

  2. Constraints: Identify any constraints or limitations that need to be taken into account during the design process. This could include technological constraints, budget constraints, or legal and regulatory requirements.

Once the problem statement is defined, it serves as a reference point for the rest of the design process and helps ensure that the final product aligns with the intended goals.

Try this exercise. Fill in the missing part by typing it in.

In the process of designing a payment app, one of the first steps is defining the ___. The problem statement provides a clear understanding of the purpose and objectives of the payment app and guides the design process.

Write the missing line below.

Requirements Gathering

Requirements gathering is a crucial step in the process of designing a payment app. It involves gathering and documenting the needs and expectations of various stakeholders, including end-users, clients, and other relevant parties. Gathering requirements ensures that the payment app meets the desired objectives and functionalities.

As a senior engineer with a strong background in low-level design, your expertise in requirements gathering plays a vital role in shaping the success of the payment app. You will be responsible for gathering, analyzing, and documenting the requirements to ensure that the app meets the expectations of all stakeholders.

To effectively gather requirements, consider the following steps:

  1. Identify Stakeholders: Identify all the stakeholders who have an interest or involvement in the payment app. This may include end-users, clients, management, developers, and regulatory bodies.

  2. Conduct Interviews and Workshops: Schedule meetings and interviews with the stakeholders to understand their needs and objectives. Conduct workshops to gather insights and brainstorm ideas.

  3. Document Requirements: Document the gathered requirements in a structured format. Use techniques like use cases, user stories, and functional requirements documents to capture the requirements.

TEXT/X-JAVA
1// Example code for documenting requirements using user stories
2
3public class UserStory {
4
5  private String description;
6  private List<String> acceptanceCriteria;
7
8  public UserStory(String description, List<String> acceptanceCriteria) {
9    this.description = description;
10    this.acceptanceCriteria = acceptanceCriteria;
11  }
12
13  public String getDescription() {
14    return description;
15  }
16
17  public List<String> getAcceptanceCriteria() {
18    return acceptanceCriteria;
19  }
20
21}
JAVA
OUTPUT
:001 > Cmd/Ctrl-Enter to run, Cmd/Ctrl-/ to comment

Build your intuition. Fill in the missing part by typing it in.

Requirements gathering is a crucial step in the process of designing a payment app. It involves gathering and documenting the needs and expectations of various stakeholders, including end-users, clients, and other relevant parties. Gathering requirements ensures that the payment app meets the desired objectives and functionalities.

To effectively gather requirements, consider the following steps:

  1. Identify Stakeholders: Identify all the stakeholders who have an interest or involvement in the payment app. This may include end-users, clients, management, developers, and regulatory bodies.

  2. Conduct Interviews and Workshops: Schedule meetings and interviews with the stakeholders to understand their needs and objectives. Conduct workshops to gather insights and brainstorm ideas.

  3. Document Requirements: Document the gathered requirements in a structured format. Use techniques like use cases, user stories, and functional requirements documents to capture the requirements.

The blank in the process of gathering requirements is identifying all the ____ who have an interest or involvement in the payment app.

Write the missing line below.

Designing Class Diagram

When designing a payment app, creating a class diagram is a crucial step in representing the objects and their relationships. A class diagram provides an overview of the classes, their attributes, and the associations between them.

To illustrate the process of designing a class diagram, let's consider a simplified example of a payment app.

TEXT/X-JAVA
1// Example class diagram for a payment app
2
3class PaymentApp {
4
5  private List<User> users;
6  private List<Transaction> transactions;
7  private List<PaymentMethod> paymentMethods;
8
9  // constructor, getters, and setters
10}
11
12class User {
13
14  private int id;
15  private String name;
16  private String email;
17  private List<Address> addresses;
18
19  // constructor, getters, and setters
20}
21
22class Transaction {
23
24  private int id;
25  private User user;
26  private PaymentMethod paymentMethod;
27  private double amount;
28  private boolean status;
29
30  // constructor, getters, and setters
31}
32
33class PaymentMethod {
34
35  private int id;
36  private String name;
37  private String type;
38  private boolean isActive;
39
40  // constructor, getters, and setters
41}
42
43class Address {
44
45  private int id;
46  private String street;
47  private String city;
48  private String state;
49  private String zipCode;
50
51  // constructor, getters, and setters
52}
JAVA
OUTPUT
:001 > Cmd/Ctrl-Enter to run, Cmd/Ctrl-/ to comment

Are you sure you're getting this? Is this statement true or false?

Designing Class Diagram is an optional step in creating a payment app.

Press true if you believe the statement is correct, or false otherwise.

Identifying Entities and Relationships

In low-level design, identifying entities and relationships is a critical step in understanding the structure and dependencies within a system. Entities are the objects or elements that exist within the system, while relationships define how these entities are interconnected.

In the context of designing a payment app, let's identify some entities and relationships:

  • Entities:

    • User
    • Transaction
    • PaymentMethod
    • Address
  • Relationships:

    • A User can have multiple Transactions
    • A Transaction is associated with a User
    • A Transaction is associated with a PaymentMethod
    • User has multiple Addresses

By identifying the entities and their relationships, we can begin to visualize how the different components of the payment app interact with each other.

Let's take a closer look at an example.

TEXT/X-JAVA
1// Example entity and relationship
2
3class User {
4
5  private int id;
6  private String name;
7  private String email;
8  private List<Address> addresses;
9  private List<Transaction> transactions;
10
11  // constructor, getters, and setters
12}
13
14class Transaction {
15
16  private int id;
17  private User user;
18  private PaymentMethod paymentMethod;
19  private double amount;
20  private boolean status;
21
22  // constructor, getters, and setters
23}
24
25class PaymentMethod {
26
27  private int id;
28  private String name;
29  private String type;
30  private boolean isActive;
31
32  // constructor, getters, and setters
33}
34
35class Address {
36
37  private int id;
38  private String street;
39  private String city;
40  private String state;
41  private String zipCode;
42
43  // constructor, getters, and setters
44}
JAVA
OUTPUT
:001 > Cmd/Ctrl-Enter to run, Cmd/Ctrl-/ to comment

Build your intuition. Click the correct answer from the options.

Which of the following is NOT an entity in the context of designing a payment app?

Click the option that best answers the question.

  • User
  • Transaction
  • PaymentMethod
  • Database

Designing Database Schema

Once we have identified the entities and their relationships in our payment app, the next step is to design the database schema. The database schema represents the structure of the database and how the entities and their attributes are organized.

In our case, we can design the database schema using SQL. Let's take a look at an example schema:

TEXT/X-SQL
1CREATE TABLE User (
2  id INT PRIMARY KEY,
3  name VARCHAR(255),
4  email VARCHAR(255)
5);
6
7CREATE TABLE Address (
8  id INT PRIMARY KEY,
9  street VARCHAR(255),
10  city VARCHAR(255),
11  state VARCHAR(255),
12  zipCode VARCHAR(10)
13);
14
15CREATE TABLE PaymentMethod (
16  id INT PRIMARY KEY,
17  name VARCHAR(255),
18  type VARCHAR(255),
19  isActive BOOLEAN
20);
21
22CREATE TABLE Transaction (
23  id INT PRIMARY KEY,
24  user_id INT,
25  paymentMethod_id INT,
26  amount DOUBLE,
27  status BOOLEAN,
28  FOREIGN KEY (user_id) REFERENCES User(id),
29  FOREIGN KEY (paymentMethod_id) REFERENCES PaymentMethod(id)
30);
JAVA
OUTPUT
:001 > Cmd/Ctrl-Enter to run, Cmd/Ctrl-/ to comment

Are you sure you're getting this? Is this statement true or false?

The database schema represents the structure of the database and how the entities and their attributes are organized.

Press true if you believe the statement is correct, or false otherwise.

Understanding Design Patterns

When designing a complex application like a payment app, it's important to apply design patterns to ensure the application is efficient, maintainable, and scalable. Design patterns are reusable solutions to common problems that occur during software design.

One of the commonly used design patterns in low-level design is the Singleton design pattern. The Singleton pattern ensures that only one instance of a class is created and provides a global point of access to that instance.

The Singleton pattern can be useful in scenarios like establishing a database connection, where only a single connection instance is required throughout the application.

TEXT/X-JAVA
1class DatabaseConnection {
2  private static DatabaseConnection instance;
3  
4  private DatabaseConnection() {
5    // Database connection setup code
6    System.out.println("Database connection established");
7  }
8  
9  public static DatabaseConnection getInstance() {
10    if (instance == null) {
11      instance = new DatabaseConnection();
12    }
13    return instance;
14  }
15}
16
17// Usage
18DatabaseConnection conn1 = DatabaseConnection.getInstance();
19DatabaseConnection conn2 = DatabaseConnection.getInstance();
20
21if (conn1 == conn2) {
22  System.out.println("conn1 and conn2 are the same instance");
23}

In the above example, the DatabaseConnection class is designed as a Singleton. The private constructor ensures that the class cannot be instantiated directly, and the getInstance() method provides the single instance. The first call to getInstance() creates the instance, and subsequent calls return the already created instance.

Understanding and utilizing design patterns like the Singleton pattern can greatly enhance the quality and maintainability of the code. It's important to have a good understanding of various design patterns and choose the appropriate ones based on the application's requirements and constraints.

Try running the above Java code example to see how the Singleton pattern works in practice.

JAVA
OUTPUT
:001 > Cmd/Ctrl-Enter to run, Cmd/Ctrl-/ to comment

Build your intuition. Is this statement true or false?

The Singleton design pattern allows multiple instances of a class to be created.

Press true if you believe the statement is correct, or false otherwise.

Implementing the Payment App in Java

Now that we have a clear understanding of the low-level design elements such as problem statements, requirements, class diagram, entities, relationships, and database schema, let's dive into the implementation of the payment app using the Java programming language.

TEXT/X-JAVA
1class Main {
2  public static void main(String[] args) {
3    // Payment app logic here
4  }
5}
JAVA
OUTPUT
:001 > Cmd/Ctrl-Enter to run, Cmd/Ctrl-/ to comment

Let's test your knowledge. Is this statement true or false?

The Java programming language is commonly used to implement payment apps.

Press true if you believe the statement is correct, or false otherwise.

Generating complete for this lesson!