The programming methods

A regional soccer league consists of four divisions namely League 1, League 2, League 3 and League 4. Each division is made up of 22 teams who play each other twice a season, once at home and once at the opponent's ground. This means that every team plays 42 games in the league in a single season.

Teams are ranked in each division on a points system. Each team is awarded three points for a win, one point for a draw and zero points for each loss in a match. Where teams have the same number of points the largest goal difference is used to determine who is placed highest. [Goal difference = total goals scored by the team minus total goals conceded by the team]. Where two or more teams have an identical number of points and an identical goal difference, the team that has scored the greatest number of goals is ranked higher.

Each match has an appointed referee who oversees the game as it is played and then e-mails the result to the soccer league secretary. These results are then recorded and used to manually work out the position of each team in each division. At the end of each season the top two teams are promoted and the bottom two relegated. This means the top two teams in league 1 move up into the national league system and are replaced by the bottom two teams in the national league. The bottom two teams in League 4 drop out of the regional soccer league and are replaced by two teams from a local league.

The league officials have requested that the results and league standings become computerized. The aim is to enable the automatic production of the league tables and remove the errors that are inherent in the manual calculations of the league tables. The system will have a simple interface that allows a referee to login and add the result of the match that he or she has just refereed. The league tables will be automatically generated from the referees' results input.

Task 1

The league secretary would like the following reports on a regular basis:

  • Report 1. The current league tables for all four divisions.
  • Report 2. A list of all of the results of any chosen team during the current season ordered by the date the match was played on.
  • Using JSP techniques and methodology analyse the requirements for both reports. Produce diagrams for each report showing the step-wise progression. Diagrams should include:

  • Logical data structure diagrams (DSDs)
  • Preliminary program structures (PSDs)
  • The detailed program specification for each report

Scenario

Task 3

  1. Write a procedure that will calculate the current points total and goal difference of a team. This procedure will be included in the program that produces the league tables.
  2. Write pseudocode for the two reports described in Task 1. Include in your code the procedure written in 3a).
  3. Write pseudocode for a reports main menu. Note: you are not expected to write pseudocode for the options, only the code to navigate the menu is required.

Task 5

This task involves using the UML modeling technique.

  1. Create a high-level class diagram (Domain analysis) for the soccer league system.
  2. Carry out a high level USE CASE analysis and produce a USE CASE diagram that shows the actors and any stereotyped dependencies.
  3. Develop a USE CASE diagram for each of the following scenarios:
    • Adding a new match result [4 marks]
    • Adding a new team to the league [4 marks]
    • Printing the league tables [4 marks]
  4. Develop a SEQUENCE diagram for each of the scenarios described in 5c).

Task 6

In no more than 500 words, write a review of your work. Describe any assumptions you have made and any changes you could introduce to improve your work. For the different methods and techniques you have used in Tasks 1- 5, discuss which would be most suitable for an object-oriented programming language.

This project is about soccer league. There have four divisions. League 1, League 2, League 3 and League 4. The purpose of this project is design a computerized program to store the league score and other details. Previously they use the manual system. So they want to design this manual system to the computerized system. In this project I use the two tables to store league details. One table is design to store player details. In player details table the users can find the player ID, the name of the player, team name of the each player, age of the player, total matches played by each player, total wins matches of each player and total goals obtain by each player. Other table is match details table. Its store the scores of each league. Using this table user can find the season duration, that is the start and end date of the season. And also can find the draw points, zero points, total points, conceded goals and goal difference.

In task 1 analyze the project using JSP methodology. According to this scenario I design the two tables (mention in above) to store league details. And also design logical data structure diagram and preliminary program structure diagram for each table. I use the match details table for get list of the result of any chosen team during the current season ordered by the date the match was played on. And also design logical and preliminary diagrams for report 2. For that I use the draw points, zero points, total points, conceded goals and goal difference fields. In task two design the flow chart for each report to view flow of the program. In task 1, 2, 3, and for 4 analyze the system using the structured programming language. In task 5 is analyze using UML modeling language.

When analyze the project we cannot get clear idea about the season duration. It is so difficult to find the timescale for the one season. So that I assume six month as a one season. According to that the first season is start in 1st of January 2010 and its end 1st of July 2010. The next season is start after that. As assumption we can design the computerized grading system to find the wining team.

The structured programming language is sometime used as modular programming. This is a separation of procedural programming that implement logical structure on the program being written to make it able to understand easily. The object oriented programming language is modeled by using objects changing its properties and methods.

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