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 ... (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: 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: ROSTER Player 1 -- Jersey number: 84, Rating: 7 Player 2 -- Jersey number: 23, Rating: 4 ... (4) Implement the "Update player rating" menu option. Prompt the user for a player's jersey number. Prompt again for a new rating for the player, and then change that player's rating.  Ex: Enter a jersey number: 23 Enter a new rating for player: 6 ... (5) Implement the "Output players above a rating" menu option. Prompt the user for a rating. Print the jersey number and rating for all players with ratings above the entered value.  Ex: Enter a rating: 5 ABOVE 5 Player 1 -- Jersey number: 84, Rating: 7 ... (6) Implement the "Replace player" menu option. Prompt the user for the jersey number of the player to replace. If the player is in the roster, then prompt again for a new jersey number and rating. Update the replaced player's jersey number and rating.  Ex: Enter a jersey number: 4 Enter a new jersey number: 12 Enter a rating for the new player: 8

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
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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 ...

(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:

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:

ROSTER

Player 1 -- Jersey number: 84, Rating: 7

Player 2 -- Jersey number: 23, Rating: 4 ...

(4) Implement the "Update player rating" menu option. Prompt the user for a player's jersey number. Prompt again for a new rating for the player, and then change that player's rating. 

Ex:

Enter a jersey number:

23

Enter a new rating for player:

6

...

(5) Implement the "Output players above a rating" menu option. Prompt the user for a rating. Print the jersey number and rating for all players with ratings above the entered value. 

Ex:

Enter a rating:

5

ABOVE 5

Player 1 -- Jersey number: 84, Rating: 7

...

(6) Implement the "Replace player" menu option. Prompt the user for the jersey number of the player to replace. If the player is in the roster, then prompt again for a new jersey number and rating. Update the replaced player's jersey number and rating. 

Ex:

Enter a jersey number:

4

Enter a new jersey number:

12

Enter a rating for the new player:

8

**Lab Activity: Program - Soccer Team Roster**

This activity involves creating a Java program designed to manage a soccer team roster. The program will be contained within a file named `PlayerRoster.java`.

**Code Setup for Player Roster**

```java
import java.util.Scanner;

public class PlayerRoster {
    public static void main(String[] args) {
        Scanner scnr = new Scanner(System.in);
        
        /* Type your code here. */
    }
}
```

**Explanation:**

1. **Import Statement:**
   - `import java.util.Scanner;`: This line imports the `Scanner` class from the `java.util` package. The `Scanner` class is used to read input from the user.

2. **Class Declaration:**
   - `public class PlayerRoster`: This declares a public class named `PlayerRoster`.

3. **Main Method:**
   - `public static void main(String[] args)`: This is the main method which serves as the entry point for the program execution.

4. **Scanner Initialization:**
   - `Scanner scnr = new Scanner(System.in);`: This line creates a new `Scanner` object named `scnr` to read input from the standard input stream (keyboard).

5. **Comment Placeholder:**
   - `/* Type your code here. */`: A comment indicating where the user should add their code to implement the functionality of the soccer team roster program.

This setup is a foundation for students to implement functionality such as adding players to the roster, displaying the team, or any other features specified in the lab instructions.
Transcribed Image Text:**Lab Activity: Program - Soccer Team Roster** This activity involves creating a Java program designed to manage a soccer team roster. The program will be contained within a file named `PlayerRoster.java`. **Code Setup for Player Roster** ```java import java.util.Scanner; public class PlayerRoster { public static void main(String[] args) { Scanner scnr = new Scanner(System.in); /* Type your code here. */ } } ``` **Explanation:** 1. **Import Statement:** - `import java.util.Scanner;`: This line imports the `Scanner` class from the `java.util` package. The `Scanner` class is used to read input from the user. 2. **Class Declaration:** - `public class PlayerRoster`: This declares a public class named `PlayerRoster`. 3. **Main Method:** - `public static void main(String[] args)`: This is the main method which serves as the entry point for the program execution. 4. **Scanner Initialization:** - `Scanner scnr = new Scanner(System.in);`: This line creates a new `Scanner` object named `scnr` to read input from the standard input stream (keyboard). 5. **Comment Placeholder:** - `/* Type your code here. */`: A comment indicating where the user should add their code to implement the functionality of the soccer team roster program. This setup is a foundation for students to implement functionality such as adding players to the roster, displaying the team, or any other features specified in the lab instructions.
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