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k Instructions: Using your notes as a reference, define an implementation class for an object of your choice. Can you make the object something like

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Instructions: Using your notes as a reference, define an implementation class for an object of your choice. Can you make the object something like video games?

  1. Create a 05.05 Assignment project in the Mod05 Assignments folder.
  2. Carefully read the instructions before you attempt the assignment.
  3. Before you begin coding, use a word processor to create a class diagram.
  4. Refer back to your submission for the Getting Started with Objects assignment and carefully choose an object to implement for a new class.
  5. In the 05.05 Assignment project, create a new class that should be named for your object this is the implementation or object class. Number it as V3 to match the PlanetV3 sample. For example, if you implement a student object, the class name would be StudentV3.
    1. Provide a default constructor for your object.
    2. Write two methods to perform an action or calculation for your object. Determine the return type and parameter list.
  6. Create a new tester class with a main() method this is the client class. Use the PlanetTesterV3 sample as a guide. For example, if you are using a student object, the client class name would be StudentTesterV3.
    1. Create an instance of your class using the default constructor (no parameters).
    2. Declare variables to pass to the methods.
    3. Invoke (or call) all methods with your new object using dot notation.
  7. Print the results in a user-friendly format. (see Expected Output).

Expected Output: The following screenshot is an example of output for a StudentV3 object. The class contains two methods to calculate the average of two grades and the difference between the grades. Your output will differ based on the object you define.

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