lo 3 7 8 19 This program will store roster and rating information for a soccer team. Coaches rate players during tryouts to ensure a balanced team. (1) Prompt the user to input five pairs of numbers: A player's jersey number (0-99) and the player's rating (1-9). Store the jersey numbers in one int array and the ratings in another int array. Output these arrays (i.e., output the roster). Ex: Enter player 1's jersey number: 84 Enter player 1's rating: 7 Enter player 2's jersey number: 23 Enter player 2's rating: 4 Enter player 3's jersey number: 4 Enter player 3's rating: 5 Enter player 4's jersey number: 30 Enter player 4's rating: 2 Enter player 5's jersey number: 66 Enter player 5's rating: 9 ROSTER Player 1 Jersey number: 84, Rating: 7 Player 2 Jersey number: 23, Rating: 4 MENU u Update player rating a Output players above a rating. r Replace player o Output roster q- Quit Choose an option: (3) Implement the "Output roster" menu option. Ex: 10 ROSTER Player 1 Jersey number: 84, Rating: 7 Player 2 Jersey number: 23, Rating: 4. 11 12 13 14 15 .. (2) Implement a menu of options for a user to modify the roster. Each option is represented by a single character. The program initially outputs the menu, and outputs the menu after a user chooses an option. The program ends when the user chooses the option to Quit. For this step, the other options do nothing. Ex: 17 18 19

Database System Concepts
7th Edition
ISBN:9780078022159
Author:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Publisher:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Chapter1: Introduction
Section: Chapter Questions
Problem 1PE
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In Java, please follow stteps 1 through 6 given in the images. Use the template below thank you. 

 

 

import java.util.Scanner;

public class PlayerRoster {
   public static void main(String[] args) {
      Scanner scnr = new Scanner(System.in);

      /* Type your code here. */
   }
}

This program will store roster and rating information for a soccer team. Coaches rate players during tryouts to ensure a balanced team.

1. Prompt the user to input five pairs of numbers: A player's jersey number (0 - 99) and the player's rating (1 - 9). Store the jersey numbers in one int array and the ratings in another int array. Output these arrays (i.e., output the roster).

   **Example:**

   ```
   Enter player 1's jersey number:
   84
   Enter player 1's rating:
   7

   Enter player 2's jersey number:
   23
   Enter player 2's rating:
   4

   Enter player 3's jersey number:
   4
   Enter player 3's rating:
   5

   Enter player 4's jersey number:
   30
   Enter player 4's rating:
   2

   Enter player 5's jersey number:
   66
   Enter player 5's rating:
   9

   ROSTER
   Player 1 -- Jersey number: 84, Rating: 7
   Player 2 -- Jersey number: 23, Rating: 4
   ...
   ```

2. Implement a menu of options for a user to modify the roster. Each option is represented by a single character. The program initially outputs the menu, and outputs the menu after a user chooses an option. The program ends when the user chooses the option to Quit. For this step, the other options do nothing.

   **Example Menu:**

   ```
   MENU
   u - Update player rating
   a - Output players above a rating
   r - Replace player
   o - Output roster
   q - Quit

   Choose an option:
   ```

3. Implement the "Output roster" menu option.

   **Example:**

   ```
   ROSTER
   Player 1 -- Jersey number: 84, Rating: 7
   Player 2 -- Jersey number: 23, Rating: 4
   ...
   ```

This program demonstrates basic input/output and menu implementation in coding, allowing for simple data manipulation and user interaction.
Transcribed Image Text:This program will store roster and rating information for a soccer team. Coaches rate players during tryouts to ensure a balanced team. 1. Prompt the user to input five pairs of numbers: A player's jersey number (0 - 99) and the player's rating (1 - 9). Store the jersey numbers in one int array and the ratings in another int array. Output these arrays (i.e., output the roster). **Example:** ``` Enter player 1's jersey number: 84 Enter player 1's rating: 7 Enter player 2's jersey number: 23 Enter player 2's rating: 4 Enter player 3's jersey number: 4 Enter player 3's rating: 5 Enter player 4's jersey number: 30 Enter player 4's rating: 2 Enter player 5's jersey number: 66 Enter player 5's rating: 9 ROSTER Player 1 -- Jersey number: 84, Rating: 7 Player 2 -- Jersey number: 23, Rating: 4 ... ``` 2. Implement a menu of options for a user to modify the roster. Each option is represented by a single character. The program initially outputs the menu, and outputs the menu after a user chooses an option. The program ends when the user chooses the option to Quit. For this step, the other options do nothing. **Example Menu:** ``` MENU u - Update player rating a - Output players above a rating r - Replace player o - Output roster q - Quit Choose an option: ``` 3. Implement the "Output roster" menu option. **Example:** ``` ROSTER Player 1 -- Jersey number: 84, Rating: 7 Player 2 -- Jersey number: 23, Rating: 4 ... ``` This program demonstrates basic input/output and menu implementation in coding, allowing for simple data manipulation and user interaction.
**Programming Exercise: Implementing Menu Options for a Player Roster**

**Objective**: Develop sections of a program to manage player data, involving updating ratings, filtering players by ratings, and replacing player information.

---

**4) Update Player Rating**

Develop the "Update player rating" menu option. This function should prompt the user to enter a player's jersey number followed by a new rating for that player. Upon receiving the inputs, the program should update the player's rating accordingly. This task is worth 1 point.

**Example Execution**:
```
Enter a jersey number:
23
Enter a new rating for player:
6
...
```

---

**5) Output Players Above a Rating**

Develop the "Output players above a rating" menu option. This functionality requires the user to input a rating. The program will then display the jersey number and rating for each player whose rating exceeds the entered value.

**Example Execution**:
```
Enter a rating:
5

ABOVE 5
Player 1 -- Jersey number: 84, Rating: 7
...
```

---

**6) Replace Player**

Create the "Replace player" menu option. This requires prompting the user for the jersey number of the player to be replaced. If the player exists in the roster, the user is prompted for a new jersey number and rating for the new player. The program must update the roster with these new details.

**Example Execution**:
```
Enter a jersey number:
4
Enter a new jersey number:
12
Enter a rating for the new player:
8
```

--- 

**Note**: Ensure to handle cases where the jersey number may not be found in the existing roster and prompt appropriate messages to the user.
Transcribed Image Text:**Programming Exercise: Implementing Menu Options for a Player Roster** **Objective**: Develop sections of a program to manage player data, involving updating ratings, filtering players by ratings, and replacing player information. --- **4) Update Player Rating** Develop the "Update player rating" menu option. This function should prompt the user to enter a player's jersey number followed by a new rating for that player. Upon receiving the inputs, the program should update the player's rating accordingly. This task is worth 1 point. **Example Execution**: ``` Enter a jersey number: 23 Enter a new rating for player: 6 ... ``` --- **5) Output Players Above a Rating** Develop the "Output players above a rating" menu option. This functionality requires the user to input a rating. The program will then display the jersey number and rating for each player whose rating exceeds the entered value. **Example Execution**: ``` Enter a rating: 5 ABOVE 5 Player 1 -- Jersey number: 84, Rating: 7 ... ``` --- **6) Replace Player** Create the "Replace player" menu option. This requires prompting the user for the jersey number of the player to be replaced. If the player exists in the roster, the user is prompted for a new jersey number and rating for the new player. The program must update the roster with these new details. **Example Execution**: ``` Enter a jersey number: 4 Enter a new jersey number: 12 Enter a rating for the new player: 8 ``` --- **Note**: Ensure to handle cases where the jersey number may not be found in the existing roster and prompt appropriate messages to the user.
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