"Functions that are created at run time" - python

I learned from here that one of the characteristics of a first class object is that it can be created at run time.
It is not clear for me when a function is actually created at a run time. Can one tell me how I can identify a function that is created at run time and a function that it not created at run time? All the functions in python are created at run time?

that post isn't amazing... everything in Python is "created at runtime" you'd need to compare to a compiled language (e.g. C) to find a difference between compile time and run time. you could also compare to languages like PHP (which you seem to have used) where you have to call magic methods like call_user_func and pass a string instead of just passing a function object around. I don't know PHP very well, but it would seem to struggle with idioms like:
def foo(a):
def bar(b):
return a * b
return bar
baz = foo(3)
print(baz(5))
where baz is a closure that "bound" a to the value 3, i.e. keeping a reference to it around so it can be used later. I think you'd need to create a class and object that bundles this functionality up in PHP
I feel like a link to a talk: https://www.youtube.com/watch?v=_AEJHKGk9ns might help understand better how names and values work in Python. a more advanced tool would be the dis module which can be good for understanding how things like this work

Related

Does python remember the result of an operation if it appears twice in the code?

I've been developing a sudoku solver in Python and the following question came up while trying to improve performance:
Does python remember the result of a calculation if the same calculation has to be performed multiple times throughout the code? Example: compare the following 2 bits of code:
if get_single(foo, bar) is not None:
position = get_single(foo, bar)
single = get_single(foo, bar)
if single is not None:
position = single
Are these 2 pieces of code equal in performance or does the second piece perform faster because the calculation is only performed once?
No, Python does not remember function calls or other calculations automatically. In general, it would be very bad if it did—imagine if every call to, say, random.randrange(6) returned the same value as the first call.
However, it's not hard to explicitly make it remember calls for specific functions where it's useful. This is usually called "memoization".
See the lru_cache decorator in the docs, for a nice example built into the stdlib.* All you have to do to make it remember every call to get_single(foo, bar) is change the definition of get_single like this;
#functools.lru_cache(maxsize=None)
def get_single(foo, bar):
# etc.
Or, if get_single is someone else's code that you're importing and can't touch, you can just wrap it:
get_single = functools.lru_cache(maxsize=None)(othermod.get_single)
… and then call your wrapper instead of the module's version.
* Note that lru_cache was added in Python 3.2. If you're using 2.7 (or, for some reason, 3.0-3.1), you can install the backport from PyPI, or find any of dozens of other memoizing caches on PyPI or ActiveState—or even, noticing that the functools docs link to the source, like many other stdlib modules meant to also serve as example code, copy the source to your own project. Although, IIRC, the 3.2 code needs a small change to work with 2.7 because it relies on nonlocal to hide its internals.
That being said, even if you know get_single is memoized, it's still not very good style to call it twice. If you only need to do this once, just write the three lines of code. If you need to do it repeatedly, write a wrapper function that wraps up those three lines or code, and then calling that function will be shorter than even the two-line version.

Explanation of importing Python classes

So I know this could be considered quite a broad quesiton, for which I am sorry, but I'm having problems understanding the whole importing and __init__ and self. things and all that... I've tried reading through the Python documentation and a few other tutorials, but this is my first language, and I'm a little (a lot) confused.
So far through my first semester at university I have learnt the very basics of Python, functions, numeric types, sequence types, basic logic stuff. But it's moving slower than I would like, so I took it upon myself to try learn a bit more and create a basic text based, strategy, resource management sorta game inspired by Ogame.
First problem I ran into was how to define each building, for example each mine, which produces resources. I did some research and found classes were useful, so I have something like this for each building:
class metal_mine:
level = 1
base_production = 15
cost_metal = 40
cost_crystal = 10
power_use = 10
def calc_production():
metal_mine.production = A formula goes here
def calc_cost_metal():
etc, same for crystal
def calc_power_use():
metal_mine.power_use = blah blah
def upgrade():
various things
solar_plant.calc_available_power()
It's kinda long, I left a lot out. Anyway, so the kinda important bit is that last bit, you see when I upgrade the mine, to determine if it has enough power to run, I calculate the power output of the solar plant which is in its own class (solar_plant.calc_output()), which contains many similar things to the metal mine class. If I throw everything in the same module, this all works fantastically, however with many buildings and research levels and the likes, it gets very long and I get lost in it.
So I tried to split it into different modules, so one for mines, one for storage buildings, one for research levels, etc. This makes everything very tidy, however I still need a way to call the functions in classes which are now part of a different module. My initial solution was to put, for example, from power import *, which for the most part, made the solar_plant class available in the metal_mine class. I say for the most part, because depending on the order in which I try to do things, sometimes it seems this doesn't work. The solar_plant class itself calls on variables from the metal_mine class, now I know this is getting very spagetti-ish..but I don't know of any better conventions to follow yet.
Anyway, sometimes when I call the solar_plant class, and it in turn tries to call the metal_mine class, it says that metal_mine is not defined, which leads me to think somehow the modules or classes need to be initialized? There seems to be a bit of looping between things in the code. And depending on the order in which I try and 'play the game', sometimes I am unintentionally doing this, sometimes I'm not. I haven't yet been taught the conventions and details of importing and reloading and all that..so I have no idea if I am taking the right approach or anything.
Provided everything I just said made sense, could I get some input on how I would properly go about making the contents of these various modules freely available and modifiable to others? Am I perhaps trying to split things into different modules which you wouldn't normally do, and I should just deal with the large module? Or am I importing things wrong? Or...?
And on a side note, in most tutorials and places I look for help on this, I see classes or functions full of self.something and the init function..can I get a explanation of this? Or a link to a simple first-time-programmer's tutorial?
==================UPDATE=================
Ok so too broad, like I thought it might be. Based on the help I got, I think I can narrow it down.
I sorted out what I think need to be the class variables, those which don't change - name, base_cost_metal, and base_cost_crystal, all the rest would depend on the players currently selected building of that type (supposing they could have multiple settlements).
To take a snippet of what I have now:
class metal_mine:
name = 'Metal Mine'
base_cost_metal = 60
base_cost_crystal = 15
def __init__(self):
self.level = 0
self.production = 30
self.cost_metal = 60
self.cost_crystal = 15
self.power_use = 0
self.efficiency = 1
def calc_production(self):
self.production = int(30 + (self.efficiency * int(30 * self.level * 1.1 * self.level)))
def calc_cost_metal(self):
self.cost_metal = int(metal_mine.base_cost_metal * 1.5 ** self.level)
So to my understanding, this is now a more correctly defined class? I define the instance variables with their starting values, which are then changed as the user plays.
In my main function where I begin the game, I would create an instance of each mine, say, player_metal_mine = metal_mine(), and then I call all the functions and variables with the likes of
>>> player_metal_mine.level
0
>>> player_metal_mine.upgrade()
>>> player_metal_mine.level
1
So if this is correctly defined, do I now just import each of my modules with these new templates for each building? and once they are imported, and an instance created, are all the new instances and their variables contained within the scope(right terminology?) of the main module, meaning no need for new importing or reloading?
Provided the answer to that is yes, I do just need to import, what method should I use? I understand there is just import mines for example, but that means I would have to use mines.player_metal_mine.upgrade() to use it, which is a tiny bit more typing thanusing the likes of from mines import *, or more particularly, from mines import metal_mine, though that last options means I need to individually import every building from every module. So like I said, provided, yes, I am just importing it, what method is best?
==================UPDATE 2================= (You can probably skip the wall of text and just read this)
So I went through everything, corrected all my classes, everything seems to be importing correctly using from module import *, but I am having issues with the scope of my variables representing the resource levels.
If everything was in 1 module, right at the top I would declare each variable and give it the beginning value, e.g. metal = 1000. Then, in any method of my classes which alters this, such as upgrading a building, costing resources, or in any function which alters this, like the one which periodically adds all the production to the current resource levels, I put global metal, for example, at the top. Then, within the function, I can call and alter the value of metal no problem.
However now that I am importing these classes and functions from various modules all into 1 module, functions cant find these variables. What I thought would happen was that in the process of importing I would basically be saying, take everything in this module, and pretend its now in this one, and work with it. But apparently that's not what is happening.
In my main module, I import all my modules using from mines import * for example and define the value of say, metal, to be 1000. Now I create an instance of a metal mine, `metal_mine_one = metal_mine(), and I can call its methods and variables, e.g.
>>> metal_mine_one.production
30
But when I try call a method like metal_mine_one.upgrade(), which contains global metal, and then metal -= self.cost_metal, it give me an error saying metal is not defined. Like I said, if this is all in 1 module, this problem doesn't happen, but if I try to import things, it does.
So how can I import these modules in a way which doesn't cause this problem, and makes variables in the global scope of my main module available to all functions and methods within all imported modules?
First a little background on object oriented programming. i.e. classes. You should think of a class like a blueprint, it shows how to make something. When you make a class it describes how to make an object to the program. a simple class in python might look like this.
class foo:
def __init__(self, bars_starting_value):
self.bar = bars_starting_value
def print_bar(self):
print(self.bar)
This tells python how to make a foo object. The init function is called a constructor. It is called when you make a new foo. The self is a way of referencing the foo that is running the function. In this case every foo has its own bar which can be accessed from within a foo by using self.bar. Note that you have to put a self as the first argument of the function definition this makes it so those functions belong to a single foo and not all of them.
One might use this class like this:
my_foo = foo(15)
my_other_foo = foo(100)
foo.print_bar()
foo.bar = 20
print(foo.bar)
my_other_foo.print_bar()
This would output
15
20
100
As far as imports go. They take all things that are defined in one file and move them to be defined in another. This is useful if you put the a class definition in a file you can import it into your main program file and make objects from there.
As far as making variables available to others, you could pass the power that has been generated from all the generators to the mine's function to determine if it has enough power.
Hope this helps.
A lot of things to cover here.. init is a builtin method that is automatically called when an instance of a class is created. In the code you provided you've created a class, now you need to create an instance of that class. A simpler example:
class Test:
def __init__(self):
print "this is called when you create an instance of this class"
def a_method(self):
return True
class_instance = Test()
>>> "this is called when you create an instance of this class"
class_instance.a_method()
>>> True
The first argument in a class method is *always itself. By convention we just call that argument 'self'. Your methods did not accept any arguments, make sure they accept self (or have the decorator #staticmethod above them). Also, make sure you refer to attributes (in you case methods) by self.a_method or class_instance.a_method

Python and function within function recursion

Say I have something like this sample code.
def foo(n):
def bar():
return -1
if n = 0:
return 0
else:
return foo(n+bar())
I assume it creates a new instance of bar every time foo is recursively called. However this seems like something that could be optimized in python (or any other language) but I was unable to find anything stating if it has been optimized for that.
The reasoning I have bar defined in foo is I'm trying to hide bar from the user and python's _bar() or __bar() of "please sir don't use this dear user" is annoying me as I was trained in non scripting languages.
def is an executable statement in Python (and so is class). A new function object for bar is created each time foo() is invoked, but it's pretty trivial cost. It just retrieves the compiled code object, and wraps it in a new function object. People stress over this waaaay too much ;-) In general, it's necessary to do this in order for closures to work right, and to capture appropriate default arguments. You're right that in many cases this could be optimized a bit, but the CPython implementation doesn't bother.

Analogue of devar in Python

When writing Python code, I often find myself wanting to get behavior similar to Lisp's defvar. Basically, if some variable doesn't exist, I want to create it and assign a particular value to it. Otherwise, I don't want to do anything, and in particular, I don't want to override the variable's current value.
I looked around online and found this suggestion:
try:
some_variable
except NameError:
some_variable = some_expensive_computation()
I've been using it and it works fine. However, to me this has the look of code that's not paradigmatically correct. The code is four lines, instead of the 1 that would be required in Lisp, and it requires exception handling to deal with something that's not "exceptional."
The context is that I'm doing interactively development. I'm executing my Python code file frequently, as I improve it, and I don't want to run some_expensive_computation() each time I do so. I could arrange to run some_expensive_computation() by hand every time I start a new Python interpreter, but I'd rather do something automated, particularly so that my code can be run non-interactively. How would a season Python programmer achieve this?
I'm using WinXP with SP3, Python 2.7.5 via Anaconda 1.6.2 (32-bit), and running inside Spyder.
It's generally a bad idea to rely on the existence or not of a variable having meaning. Instead, use a sentinel value to indicate that a variable is not set to an appropriate value. None is a common choice for this kind of sentinel, though it may not be appropriate if that is a possible output of your expensive computation.
So, rather than your current code, do something like this:
# early on in the program
some_variable = None
# later:
if some_variable is None:
some_variable = some_expensive_computation()
# use some_variable here
Or, a version where None could be a significant value:
_sentinel = object()
some_variable = _sentinel # this means it doesn't have a meaningful value
# later
if some_variable is _sentinel:
some_variable = some_expensive_computation()
It is hard to tell which is of greater concern to you, specific language features or a persistent session. Since you say:
The context is that I'm doing interactively development. I'm executing my Python code file frequently, as I improve it, and I don't want to run some_expensive_computation() each time I do so.
You may find that IPython provides a persistent, interactive environment that is pleasing to you.
Instead of writing Lisp in Python, just think about what you're trying to do. You want to avoid calling an expensive function twice and having it run two times. You can write your function do to that:
def f(x):
if x in cache:
return cache[x]
result = ...
cache[x] = result
return result
Or make use of Python's decorators and just decorate the function with another function that takes care of the caching for you. Python 3.3 comes with functools.lru_cache, which does just that:
import functools
#functools.lru_cache()
def f(x):
return ...
There are quite a few memoization libraries in the PyPi for 2.7.
For the use case you give, guarding with a try ... except seems like a good way to go about it: Your code is depending on leftover variables from a previous execution of your script.
But I agree that it's not a nice implementation of the concept "here's a default value, use it unless the variable is already set". Python does not directly support this for variables, but it does have a default-setter for dictionary keys:
myvalues = dict()
myvalues.setdefault("some_variable", 42)
print some_variable # prints 42
The first argument of setdefault must be a string containing the name of the variable to be defined.
If you had a complicated system of settings and defaults (like emacs does), you'd probably keep the system settings in their own dictionary, so this is all you need. In your case, you could also use setdefault directly on global variables (only), with the help of the built-in function globals() which returns a modifiable dictionary:
globals().setdefault("some_variable", 42)
But I would recommend using a dictionary for your persistent variables (you can use the try... except method to create it conditionally). It keeps things clean and it seems more... pythonic somehow.
Let me try to summarize what I've learned here:
Using exception handling for flow control is fine in Python. I could do it once to set up a dict in which I can store what ever I want.
There are libraries and language features that are designed for some form of persistence; these can provide "high road" solutions for some applications. The shelve module is an obvious candidate here, but I would construe "some form of persistence" broadly enough to include #Blender's suggest to use memoization.

Functions with dependencies passed as parameters

I'm working on a project where I'm batch generating XML files which can import to the IDE of an industrial touchscreen.
Each XML file represents a screen, and most screens require the same functions and the process for dealing with them is the same, with the exception of the fact that each screen type has a unique configuration function.
I'm using a ScreenType class to hold attributes specific to a screen type, so I decided to write a unique configuration for each type, and pass it as a parameter to the __init__() of this class. This way, when I pass around my ScreenType as it is needed, it's configuration function will stay bundled and can be used whenever needed.
But I'm not sure what will happen if my configuration function itself has a dependency. For example:
def configure_inputdiag(a, b, c):
numerical_formatting = get_numerics(a)
# ...
return configured_object
Then, when it comes time to create an instance of a ScreenType
myscreentype = ScreenType(foo, man, shoe, configure_inputdiag)
get_numerics is a module scoped function, but myscreentype could (and does) get passed within other modules.
Does this create a problem with dependencies? I'd try to test it myself, but it seems like I don't have a fundamental understanding behind what's going on when I pass a function as a parameter. I don't want to draw incorrect conclusions about what's happening.
What I've tried: Googling, Search SO, and I didn't find anything specifically for Python.
Thanks in advance.
There's no problem.
The function configure_inputdiag will always refer to get_numerics in the context where it was defined. So, even if you call configure_inputdiag from some other module which knows nothing about get_numerics, it will work fine.
Passing a function as a parameter produces a reference to that function. Through that reference, you can call the function as if you had called it by name, without actually knowing the name (or the module from which it came). The reference is valid for the lifetime of the program, and will always refer to the same function. If you store the function reference, it basically becomes a different name for the same function.
What you are trying to do works in a very natural form in Python -
In the exampe above, you don't need to have the "get_numerics" function imported in the namespace (module) where the "configure_inputdiag" is - you just pass it as a normal parameter (say, call it "function") and you are going like in this example:
Module A:
def get_numerics(parm):
...
input diag = module_B.configure_inputdiag(get_numerics, a)
Module B:
def configure_inputdiag(function, parm):
result = function(parm)
Oh - I saw your doubt iwas the other waya round - anyway, there is no problem - in Python, functions are first class objects- jsut like ints and strings, and they can be passed around as parametrs to other functions in other modules as you wish. I think the example above clarifies that.
get_numerics is resolved in the scope of the function body, so it does not also need to be in the scope of the caller.

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