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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?
- Create a 05.05 Assignment project in the Mod05 Assignments folder.
- Carefully read the instructions before you attempt the assignment.
- Before you begin coding, use a word processor to create a class diagram.
- Refer back to your submission for the Getting Started with Objects assignment and carefully choose an object to implement for a new class.
- 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.
- Provide a default constructor for your object.
- Write two methods to perform an action or calculation for your object. Determine the return type and parameter list.
- 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.
- Create an instance of your class using the default constructor (no parameters).
- Declare variables to pass to the methods.
- Invoke (or call) all methods with your new object using dot notation.
- 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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