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This assessment will be split into 3 sections. For each section, you will be provided with a Unified Modelling Language ( UML ) Class diagram

This assessment will be split into 3 sections. For each section, you will be provided with a Unified Modelling Language (UML) Class diagram to show what functions you require in each class along with whether the class needs to inherit another class. Refer to the lecture/lecture notes on how to read a UML class diagram.
The first part (65%) will test your knowledge of object-oriented programming using Java. For this part, you will create the classes and functions required for a simple banking system. For this section, you will be required to create the following classes (brief description):
1. Customer class will hold basic customer information such as the first name and last name
2. Account class will hold information such as the account number, account balance and will extend the customer class to allow customer details to be used within the constructor. This class will also hold functions such as deposit and withdraw.
3. Transaction class will hold a method called transfer to allow accounts to transfer money between them.
4. Main where you will create accounts and test your functions from the account and transfer class.
Part 2 of the assessment (20%) is the addition of file input. Rather than creating the accounts in the main method manually, you will read from a csv file provided on Canvas. This file has simply 4 rows, each containing a first name, last name, account number and balance. This will involve an additional class:
5. ReadAccounts class will read the data and contain 4 functions to return a list of first names, last names, bank accounts and balances.
Part 3 of the assessment (15%) is the addition of creating a graphical user interface (GUI). The GUI will hold all the features required to activate some of the functions used to text your banking system. For example, you will have text fields to allow users to type in the amount they wish to transfer/withdraw from which account (account number will also need to be an input). This will also involve an additional class:
6. GUI class hold the different attributes such as buttons, text fields and labels. You will set the layout in this class of how you want the interface to look along with setting up the functionality. For example, setting the action for what happens when each button is clicked or changing the text of the labels.

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