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 vectors (i.e., output the roster). (3 pts) Ex: Enter player 1's jersey number: 84 Enter player 1's rating: Enter player 2's jersey number: 23 Enter player 2's rating: Enter player 3's jersey number: 4 Enter player 3's rating: 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: 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. (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 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. (1 pt) Ex: Enter a new player's jersey number: 49 Enter the player's rating:

Programming Logic & Design Comprehensive
9th Edition
ISBN:9781337669405
Author:FARRELL
Publisher:FARRELL
Chapter6: Arrays
Section: Chapter Questions
Problem 5GZ
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in C++ 

starting code:

 

#include <iostream>
// FIXME include vector library
using namespace std;

int main() {

/* Type your code here. */

return 0;
}

 

Please copy and paste working code.

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 vectors (i.e., output the roster). (3 pts)
Ex:
Enter player 1's jersey number:
84
Enter player 1's rating:
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:
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. (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
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. (1 pt)
Ex:
Enter a new player's jersey number:
49
Enter the player's rating:
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 vector and the ratings in another int vector. Output these vectors (i.e., output the roster). (3 pts) Ex: Enter player 1's jersey number: 84 Enter player 1's rating: 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: 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. (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 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. (1 pt) Ex: Enter a new player's jersey number: 49 Enter the player's rating:
(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). (2 pts)
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:
(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
Player 1 --
Jersey number: 84, Rating: 7
Transcribed Image Text:(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). (2 pts) 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: (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 Player 1 -- Jersey number: 84, Rating: 7
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