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 and the ratings in a dictionary. Output the dictionary's elements with the jersey numbers in ascending order (i.e., output the roster from smallest to largest jersey number). Hint: Dictionary keys can be stored in a sorted list. (3 pts) 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
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 and the ratings in a dictionary. Output the dictionary's elements with the jersey numbers in ascending order (i.e., output the roster from smallest to largest jersey number). Hint: Dictionary keys can be stored in a sorted list. (3 pts) 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
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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
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
and the ratings in a dictionary. Output the dictionary's elements with the jersey numbers in ascending order (i.e., output the roster from
smallest to largest jersey number). Hint: Dictionary keys can be stored in a sorted list. (3 pts)
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
Jersey number: 4, Rating: 5
Jersey number: 23, Rating: 4.
Jersey number 30, Rating: 2
(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. (2 pts)
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. (1 pt)
Ex:
ROSTER
Jersey number: 4, Rating: 5
Jersey number: 23, Rating: 4

Transcribed Image Text:Ex:
ROSTER
Jersey number: 4, Rating: 5
Jersey number: 23, Rating: 4
Jersey number 30, Rating: 2
(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. (1 pt)
Ex:
Enter a new player's jersey number:
49
Enter the player's rating:
8
(5) Implement the "Remove player" menu option. Prompt the user for a player's jersey number. Remove the player from the roster (delete
the jersey number and rating). (1 pt)
Ex:
Enter a jersey number:
(5) Implement the "Remove player" menu option. Prompt the user for a player's jersey number. Remove the player from the roster (delete
the jersey number and rating). (1 pt)
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. (1 pt)
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. (2 pts)
Ex:
Enter a rating:
5
ABOVE 5
Jersey number: 66, Rating: 9
Jersey number: 84, Rating: 7
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