
Draw a diagram for use case for vending machine.
1. Actors: • User: Interacts with the vending machine to make a purchase. • Maintenance Personnel: Responsible for restocking the vending machine and performing maintenance tasks. 2. Use Cases: • Select Product: The user selects a product they want to purchase. • Insert Payment: The user inserts the required payment (e.g., coins, bills, or cards). • Validate Payment: The vending machine verifies the payment provided by the user. • Dispense Product: If the payment is validated, the vending machine dispenses the selected product. • Provide Change: If the user's payment exceeds the product's price, the vending machine provides change. • Refill Stock: Maintenance personnel refills the vending machine with products when they run out. • Perform Maintenance: Maintenance personnel performs routine maintenance tasks on the vending machine. 3. Relationships: • User interacts with the vending machine to perform use cases such as selecting a product, inserting payment, and receiving the dispensed item. • The vending machine validates the payment, dispenses the product, and provides change (if applicable). • Maintenance personnel interact with the vending machine to perform use cases such as restocking products and performing maintenance tasks.

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- solve withhh java:- Write the code for the following UML diagram. Input(): Ask user to provide values for color and fuel. Default values for speed is “0” and state is “stopped” addFuel(): Ask user to provide value for fuel to add. Add that value in fuel (attribute) and return value of total fuel. moving(): Ask user to provide the speed of vehicle and fuel Set the value of speed and reduce the fuel (attribute) according to fuel consumption. And also set the state to “Moving”. stop(): This method will display that “Vehicle is stopped” and sets the value of speed to “0” and state to “Stopped” display(): This method will display the attributes value to output like: “Vehicle is stopped. It has red color. It’s speed is 0.0 and fuel is 2.5 Liter”arrow_forward#2arrow_forwardObject oriented programming is where you focus more of the data and the properties that make that data up, along with the actions you can preform by that data, rather than focusing on doing some procedural thing. Group of answer choices True Falsearrow_forward
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