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Create a java graphics program that displays an order menu and bill from a Sandwich shop, or any other establishment you prefer. In this program the design is left up to the programmer however good object oriented design is required. Below are two images that should be used to assist in development of your program. Items are selected on the Order Calculator and the Message window that displays the Subtotal, Tax and Total is displayed when the Calculate Button is pressed. You can also combine the two functions in the same panel if you wish. Project Requirements:
NOTE: USE OF A GUI BUILDER (DRAG AND DROP COMPONENTS) IS NOT ALLOWED.
1. Develop a project that provides the functionality show in the images above.
2. The type of shop, items offered and cost is up to the designer. However each item must have a different cost and the final calculation must be correct.
3. The images display the minimum requirements, however the following is a list of those minimum requirements.
i. Welcome panel with the shop name and three item panels with panel labels.
ii. At least one set of Checkboxes that allows multiple selection and one set of Radio buttons that are mutually exclusive.
iii. A Panel that holds the calculate and exit button
iv. A popup box or separate panel that displays the cost of the selections and the tax. Note the tax must be calculated after the items are selected.
Implementation Notes:
1. Create a project that is object oriented, therefore there should be several classes.
2. Each student should think about this project and create a design.
3. Create a UML Class diagram that shows all the classes in your project.
i. The class diagrams should be created in at multiple iterations.
ii. The first series of iterations should be done before you code and should provide a design that the code follows.
iii. The second series of iterations should be completed after the code is complete and should reflex the EXACT class structure of you final program.
iv. The class diagrams should include
a. Access specifier (- or +).
b. All instance fields with type.
c. All methods with return type and parameter types.
d. Associations, Generalization (Inheritance) and Aggregation and Multiplicity
e. Stereotyping – Interface or Abstract Classes.

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