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Work through the user stories in order. Each story states the goal and acceptance criteria; its nested tasks retain the detailed implementation and verification steps.
Check the result against this instruction: Copy your GradeBook 3.2 Assignment. Rename the folder and .sln to 3.3.
This focused design shows the members or flow relevant to this feature. Keep unchanged members from your preceding checkpoint; follow the tasks below for the order of intermediate edits.
public override string ToString()Check the result against this instruction: Add a ToString override method to the Student and Assignment classes.

Check the result against this instruction: In the Student's ToString method, return a string that produces the following result.

Check the result against this instruction: In the Assignment's ToString method, return a string that produces the following result.
This focused design shows the members or flow relevant to this feature. Keep unchanged members from your preceding checkpoint; follow the tasks below for the order of intermediate edits.
| Attempt kind | Condition | Letter |
|---|---|---|
| Complete/incomplete | Score > 0 | S |
| Complete/incomplete | Score <= 0 | U |
| Graded | Score >= 90 | A |
| Graded | 80 <= Score < 90 | B |
| Graded | 70 <= Score < 80 | C |
| Graded | Score < 70 | F |
| Letter | Message |
|---|---|
| A, B, or S | Great work! |
| C | Good work, keep practicing! |
| F or U | Please correct your errors and resubmit for full credit. |
| Any unsupported letter | Unsupported letter grade detected. |
Check the result against this instruction: In the LetterGrade property in the CompleteIncompleteAttempt class, if the score is greater than 0 return the string "S" otherwise return "U"
Check the result against this instruction: In the LetterGrade property in the GradedAttempt class, return the proper letter grade based on the Score.
Check the result against this instruction: In the EncouragementMessage property in the CompleteIncompleteAttempt class, define a switch statement that switched on the LetterGrade property with cases for "S", "U" and default using this story’s design reference.
Check the result against this instruction: In the EncouragementMessage property in the GradedAttempt class, define a switch statement that switched on the LetterGrade property with cases for "A", "B", "C", "F" and default using this story’s design reference.
Check the result against this instruction: In the Student class, change the return of the TakeAssignment method from Attempt to string and return the attempt object's EncouragementMessage value instead of the attempt object.
Check the result against this instruction: In the MainWindow, define a private field named attemptMessage of type string.
Check the result against this instruction: Assign the attemptMessage field to the returned value from TakeAssignment (5 total).

Please ignore the (string) Type property in the Assignment class. All other values are correct.

Check the result against this instruction: Ensure your code is StyleCop compliant
Check the result against this instruction: Zip the solution and submit to the Feedback System.
Check the result against this instruction: Submit the Feedback System URL to the correct assignment in Canvas.
Return to each user story and confirm that you can demonstrate its acceptance criteria. Use the task checkboxes to track completion; a checked box is not a substitute for testing or inspecting the required evidence.
Read useful student and assignment descriptions Receive a letter grade and encouragementRemove temporary lines used only to demonstrate compile-time errors. Build without errors or warnings, check StyleCop compliance, and rerun the required scenario paths.
Use the submission or attendance instructions in this page. For a Feedback System submission, upload the requested ZIP, review and resolve the feedback, and submit the resulting URL to the matching Canvas activity. For a Canvas quiz, enter only the requested answers; for an oral final, complete the scheduling and attendance steps.