
Simulates the tennis game
Program Plan:
- Import the header file.
- Define the “main” method.
- Call the “printIntro ()” method
- Call the “getInputs ()” method.
- Call the “simNMatches ()” method.
- Call the “printSummary ()” method.
- Define the “printIntro()” method.
- Print the intro statements.
- Define the “getInputs()” method.
- Get the player A possible for win from the user.
- Calculate the “probA” and “probB” values.
- Get how many games to simulate from the user.
- Define the “simNMatches()” method.
- Set the values
- Iterate “i” until it reaches “n” value
- Call the methods
- Check “matchA” is greater than “matchB”
- Increment the “winsA” value
- Otherwise, increment the “winsB” value.
- Return the values.
- Define the “simOneMatch ()” method
- Set the values
- Check the condition.
- Call the “simOneGame ()” method.
- Check “setA” is greater than “setB”
- Increment the “matchA” value
- Otherwise, increment the “matchB” value
- Return the results
- Define the “matchOver ()” method
- Check “a” or “b” is greater than 3
- Return true
-
- Otherwise, return false.
-
- Return true
- Check “a” or “b” is greater than 3
- Define the “simOneSet ()” method
- Call the method
- Set the values
- Check the condition.
- Check “scoreA” is greater than “scoreB”
- Increment the “setA” value
- Otherwise, increment the “setB” value
-
- Return the results
-
- Check “scoreA” is greater than “scoreB”
- Define the “setOver ()” method
- Check “a” or “b” is equal to 7
- Return true
-
- Check “a” or “b” is greater than or equal to 6
-
- Check “a-b” is greater than or equal to 2
- Return true
- Otherwise, return false
- Check “a-b” is greater than or equal to 2
- Otherwise, return false.
-
- Return true
- Check “a” or “b” is equal to 7
- Define the “simOneGame ()” method
- Set the values
- Check the condition
- Check “random ()” is less than “probA”
- Increment the “scoreA” value
-
- Otherwise, increment the “scoreB” value
- Return the results.
-
- Increment the “scoreA” value
- Check “random ()” is less than “probA”
- Define the “gameOver ()” method
- Check “a” or “b” is greater than or equal to 4
- Check “a-b” is greater than or equal to 2
- Return true
-
- Otherwise, return false
- Otherwise, return false.
-
- Return true
- Check “a-b” is greater than or equal to 2
- Check “a” or “b” is greater than or equal to 4
- Define the “printSummary ()” method
- Display the results.
- Call the main method.

The program is to simulate a game of tennis.
Explanation of Solution
Program:
#import the header file
from random import random
#definition of main method
def main():
#call the method
printIntro()
#call the method and store it in the variables
probA, probB, n = getInputs()
#call the method and store it in the variables
winsA, winsB = simNMatches(n, probA, probB)
#call the method
printSummary(winsA, winsB, n)
#definition of "printIntro" method
def printIntro():
#display the statements
print("This program simulates a series of tennis matches between player")
print('"A" and player "B". The abilities of each player are')
print("represented by percentage chance of winning a volley. The")
print("percentages add up to 100.")
print()
print("Game")
print("As in real tennis, each game is played through 4 points")
print("(Love, 15, 30, 40, game) where the player must win by two.")
print("Players can score on either serve.")
print()
print("Set")
print("A set is won when a player reaches 6 victorious games, and has a")
print("lead of two. If for example, sets reach 6-5, the players will play")
print("another round. If the score reaches 6-6, there will be a")
print("tiebreaking game.")
print()
print("Match")
print("A Match is won when a player reaches his/her 3rd victorious set.")
print("No winning by two, no tie-breaker, for the purposes of this simulation")
print()
#definition of "getInputs" method
def getInputs():
#get the player A wins a serve
probA = eval(input("What is the percent prob. player A wins a volley? "))
#calculate the values
probA = probA / 100
probB = 1 - probA
#get the input from the user
n = eval(input("How many games to simulate? "))
return probA, probB, n
#definition of "simNMatches" method
def simNMatches(n, probA, probB):
#set the values
winsA = winsB = 0
#iterate until "n" value
for i in range(n):
#call the method and store it in the variables
matchA, matchB = simOneMatch(probA, probB)
#check "matchA" is greater than "matchB"
if matchA > matchB:
#increment the value
winsA = winsA + 1
#otherwise
else:
#increment the value
winsB = winsB + 1
#return the results
return winsA, winsB
#definition of "simOneMatch" method
def simOneMatch(probA, probB):
#set the values
matchA = matchB = 0
#check the condition
while not matchOver(matchA, matchB):
#call the method and store it in the variables
setA, setB = simOneSet(probA, probB)
#check "setA" is greater than "setB"
if setA > setB:
#increment the value
matchA = matchA + 1
#otherwise
else:
#increment the value
matchB = matchB + 1
#return the results
return matchA, matchB
#definition of "matchOver" method
def matchOver(a, b):
#check "a" or "b" is greater than 3
if a > 3 or b > 3:
#return the result
return True
else:
#return the result
return False
#definition of "simOneSet" method
def simOneSet(probA, probB):
#call the method and store it in the variables
scoreA, scoreB = simOneGame(probA, probB)
#set the values
setA = setB = 0
#check the condition
while not setOver(setA, setB):
#check "scoreA" is greater than "scoreB"
if scoreA > scoreB:
#increment the value
setA = setA + 1
else:
#increment the value
setB = setB + 1
#return the results
return setA, setB
#definition of "setOver" method
def setOver(a, b):
#check "a" and "b" is equal to 7
if a == 7 or b == 7:
#return the result
return True
#check "a" or "b" is greater than or equal to 6
elif a >= 6 or b >= 6:
#check "a - b" is greater than or equal to 2
if abs(a-b) >=2:
#return the result
return True
else:
#return the result
return False
else:
#return the result
return False
#definition of "simOneGame" method
def simOneGame(probA, probB):
#set the values
scoreA = scoreB = 0
#check the condition
while not gameOver(scoreA, scoreB):
#check "random()" is less than "probA"
if random() < probA:
#increment the value
scoreA = scoreA + 1
else:
#increment the value
scoreB = scoreB + 1
#return the result
return scoreA, scoreB
#definition of "gameOver" method
def gameOver(a, b):
#check "a" or "b" is greater than or equal to 4
if a >= 4 or b >= 4:
#check "a - b" is greater than or equal to 2
if abs(a-b) >=2:
#return the result
return True
else:
#return the result
return False
else:
#return the result
return False
#definition of "printSummary" method
def printSummary(winsA, winsB, n):
#display the results
print("\nGames simulated: ", n)
print("Wins for A: {0} ({1:0.1%})".format(winsA, winsA/n))
print("Wins for B: {0} ({1:0.1%})".format(winsB, winsB/n))
#call the main method
if __name__ == '__main__': main()
Output:
This program simulates a series of tennis matches between player
"A" and player "B". The abilities of each player are
represented by percentage chance of winning a volley. The
percentages add up to 100.
Game
As in real tennis, each game is played through 4 points
(Love, 15, 30, 40, game) where the player must win by two.
Players can score on either serve.
Set
A set is won when a player reaches 6 victorious games, and has a
lead of two. If for example, sets reach 6-5, the players will play
another round. If the score reaches 6-6, there will be a
tiebreaking game.
Match
A Match is won when a player reaches his/her 3rd victorious set.
No winning by two, no tie-breaker, for the purposes of this simulation
What is the percent prob. player A wins a volley? 50
How many games to simulate? 10
Games simulated: 10
Wins for A: 7 (70.0%)
Wins for B: 3 (30.0%)
Want to see more full solutions like this?
Chapter 9 Solutions
Python Programming: An Introduction to Computer Science, 3rd Ed.
- This week we will be building a regression model conceptually for our discussion assignment. Consider your current workplace (or previous/future workplace if not currently working) and answer the following set of questions. Expand where needed to help others understand your thinking: What is the most important factor (variable) that needs to be predicted accurately at work? Why? Justify its selection as your dependent variable.arrow_forwardAccording to best practices, you should always make a copy of a config file and add a date to filename before editing? Explain why this should be done and what could be the pitfalls of not doing it.arrow_forwardIn completing this report, you may be required to rely heavily on principles relevant, for example, the Work System, Managerial and Functional Levels, Information and International Systems, and Security. apply Problem Solving Techniques (Think Outside The Box) when completing. should reflect relevance, clarity, and organisation based on research. Your research must be demonstrated by Details from the scenario to support your analysis, Theories from your readings, Three or more scholarly references are required from books, UWIlinc, etc, in-text or narrated citations of at least four (4) references. “Implementation of an Integrated Inventory Management System at Green Fields Manufacturing” Green Fields Manufacturing is a mid-sized company specialising in eco-friendly home and garden products. In recent years, growing demand has exposed the limitations of their fragmented processes and outdated systems. Different departments manage production schedules, raw material requirements, and…arrow_forward
- 1. Create a Book record that implements the Comparable interface, comparing the Book objects by year - title: String > - author: String - year: int Book + compareTo(other Book: Book): int + toString(): String Submit your source code on Canvas (Copy your code to text box or upload.java file) > Comparable 2. Create a main method in Book record. 1) In the main method, create an array of 2 objects of Book with your choice of title, author, and year. 2) Sort the array by year 3) Print the object. Override the toString in Book to match the example output: @Javadoc Declaration Console X Properties Book [Java Application] /Users/kuan/.p2/pool/plugins/org.eclipse.justj.openjdk.hotspo [Book: year=1901, Book: year=2010]arrow_forwardQ5-The efficiency of a 200 KVA, single phase transformer is 98% when operating at full load 0.8 lagging p.f. the iron losses in the transformer is 2000 watt. Calculate the i) Full load copper losses ii) half load copper losses and efficiency at half load. Ans: 1265.306 watt, 97.186%arrow_forward2. Consider the following pseudocode for partition: function partition (A,L,R) pivotkey = A [R] t = L for i L to R-1 inclusive: if A[i] A[i] t = t + 1 end if end for A [t] A[R] return t end function Suppose we call partition (A,0,5) on A=[10,1,9,2,8,5]. Show the state of the list at the indicated instances. Initial A After i=0 ends After 1 ends After i 2 ends After i = 3 ends After i = 4 ends After final swap 10 19 285 [12 pts]arrow_forward
- .NET Interactive Solving Sudoku using Grover's Algorithm We will now solve a simple problem using Grover's algorithm, for which we do not necessarily know the solution beforehand. Our problem is a 2x2 binary sudoku, which in our case has two simple rules: •No column may contain the same value twice •No row may contain the same value twice If we assign each square in our sudoku to a variable like so: 1 V V₁ V3 V2 we want our circuit to output a solution to this sudoku. Note that, while this approach of using Grover's algorithm to solve this problem is not practical (you can probably find the solution in your head!), the purpose of this example is to demonstrate the conversion of classical decision problems into oracles for Grover's algorithm. Turning the Problem into a Circuit We want to create an oracle that will help us solve this problem, and we will start by creating a circuit that identifies a correct solution, we simply need to create a classical function on a quantum circuit that…arrow_forwardusing r languagearrow_forward8. Cash RegisterThis exercise assumes you have created the RetailItem class for Programming Exercise 5. Create a CashRegister class that can be used with the RetailItem class. The CashRegister class should be able to internally keep a list of RetailItem objects. The class should have the following methods: A method named purchase_item that accepts a RetailItem object as an argument. Each time the purchase_item method is called, the RetailItem object that is passed as an argument should be added to the list. A method named get_total that returns the total price of all the RetailItem objects stored in the CashRegister object’s internal list. A method named show_items that displays data about the RetailItem objects stored in the CashRegister object’s internal list. A method named clear that should clear the CashRegister object’s internal list. Demonstrate the CashRegister class in a program that allows the user to select several items for purchase. When the user is ready to check out, the…arrow_forward
- 5. RetailItem ClassWrite a class named RetailItem that holds data about an item in a retail store. The class should store the following data in attributes: item description, units in inventory, and price. Once you have written the class, write a program that creates three RetailItem objects and stores the following data in them: Description Units in Inventory PriceItem #1 Jacket 12 59.95Item #2 Designer Jeans 40 34.95Item #3 Shirt 20 24.95arrow_forwardFind the Error: class Information: def __init__(self, name, address, age, phone_number): self.__name = name self.__address = address self.__age = age self.__phone_number = phone_number def main(): my_info = Information('John Doe','111 My Street', \ '555-555-1281')arrow_forwardFind the Error: class Pet def __init__(self, name, animal_type, age) self.__name = name; self.__animal_type = animal_type self.__age = age def set_name(self, name) self.__name = name def set_animal_type(self, animal_type) self.__animal_type = animal_typearrow_forward
- Principles of Information Systems (MindTap Course...Computer ScienceISBN:9781285867168Author:Ralph Stair, George ReynoldsPublisher:Cengage LearningC++ for Engineers and ScientistsComputer ScienceISBN:9781133187844Author:Bronson, Gary J.Publisher:Course Technology PtrProgramming Logic & Design ComprehensiveComputer ScienceISBN:9781337669405Author:FARRELLPublisher:Cengage
- EBK JAVA PROGRAMMINGComputer ScienceISBN:9781337671385Author:FARRELLPublisher:CENGAGE LEARNING - CONSIGNMENTEBK JAVA PROGRAMMINGComputer ScienceISBN:9781305480537Author:FARRELLPublisher:CENGAGE LEARNING - CONSIGNMENTSystems ArchitectureComputer ScienceISBN:9781305080195Author:Stephen D. BurdPublisher:Cengage Learning




