Player 1 -- Jersey number: 84, Rating: 7 LAB 1.20.1: LAB 1.2 Using Vectors and Functions 6/17 ACTIVITY main.cpp Load default template... 1 #include 2 // FIXME include vector library 3 using namespace std; 5 // parameter order wil always be jersey #s then ratings 6 void outputRoster(const vector &, const vector &); 7 void addPlayer(vector &, vector &); 8 void removePlayer(vector &, vector &); 9 void updatePlayerRating(const vector &, vector &); 10 void outputPlayersAboveRating(const vector &, const vector &); 11 12 13 int main() { 14 15 /* Type your code here. */ 16 17 return 0; 18 }
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 vector and the ratings in another int vector. Output these
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. Following the initial 5 players' input and roster output, the program outputs the menu. The program should also output the menu again 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 a - Add player d - Remove player u - Update player rating r - Output players above a rating o - Output roster q - Quit Choose an option:
(3) Implement the "Output roster" menu option. Be sure to write a separate function for each menu option.
Ex:
ROSTER Player 1 -- Jersey number: 84, Rating: 7 Player 2 -- Jersey number: 23, Rating: 4 ...
(4) Implement the "Add player" menu option. Prompt the user for a new player's jersey number and rating. Append the values to the two vectors.
Ex:
Enter another player's jersey number: 49 Enter another player's rating: 8
(5) Implement the "Delete player" menu option. Prompt the user for a player's jersey number. Remove the player from the roster (delete the jersey number and rating). Be sure to keep the same relative order of all values in the vectors.
Ex:
Enter a jersey number: 4
(6) 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
(7) 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 ...

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