If I have a Numeric Property in two of my screens that count how many times a person clicked the correct icon and I want to print it in a separate class how would I do this? I have tried using the print() function and using print(StringProperty(str())) but I dont get a number value printed. When I print the correct_counter in VerifyAA() and VerifyBB() the correct value is printed.
class A(Screen):
correct_counter1 = NumericProperty(0)
def verifyAA(self, *args):
if self.AA == V.Check1 or self.AA == V.Check2 or self.AA == V.Check3:
print("You got it!!!")
self.correct_counter1 = self.correct_counter1 + 1
print(self.correct_counter1)
self.ids.aa.disabled = True
class B(Screen):
correct_counter2 = NumericProperty(0)
def verifyBB(self, *args):
if self.BB == VV.Check1 or self.BB == VV.Check2 or self.BB == VV.Check3:
print("You got it!!!")
self.correct_counter2 = self.correct_counter2 + 1
print(self.correct_counter2)
self.ids.bb.disabled = True
class Answers(Screen):
print(A.correct_counter1)
print(StringProperty(str(B.correct_counter2)))
This is what gets printed respectively:
<NumericProperty name=correct_counter>
<StringProperty name=>
You need to understand the distinction between the definition of a class and an instance of a class. When you print A.correct_counter1 you print the NumericProperty object itself, defined at class level. That's the only sensible result - it wouldn't make sense for it to print the value of the property, because it doesn't have a value. For instance, if you wrote instance1 = A(correct_counter1=1); instance2 = A(correct_counter1=20) what value would you have expected print(A.correct_counter1) to print? The answer has to be neither, the value of the property is defined in each case for the class instance, not the class itself.
The correct solution is that you must print the value of the property via an instance of your class. For instance, if you write instance = A(); print(instance.correct_counter1) you will print a number like you expect. The best way to do this depends on the structure of your program and the relationship between the classes. Your example isn't a runnable program so it isn't possible to make a specific suggestion. If you have an actual example where you want to do this but can't work out how, post that as a new question.
Related
I'm trying to pass variables between different classes. In order to accompish this task, I have created an info class (here called 'declaration') so that the code reads:
class declaration():
def __init__(self):
self.info1 = 999
self.info2 = 'something_else'
print ('At declaration ')
class controller():
def __init__(self):
instance = declaration()
print ('Initial number ',instance.info1, instance.info2)
modifier(declaration)
print ('MIDDLE ',instance.info1,declaration.info1)
instance = declaration()
print ('Final number ',instance.info1)
class modifier():
def __init__(self,aux):
print ('MODIFIER')
self.info=aux
self.info.info1=55555
controller()
The output is:
At declaration
Initial number 999
something else
MODIFIER
MIDDLE 999 55555
At declaration
Final number 999
However, I'm not really sure about some of the inners of the code. I have one major question and a minor one. My main question is that when the class 'modifier' is modified according to:
class modifier():
def __init__(self,aux):
self.info=aux
print ('MODIFIER',self.info.info1)
self.info.info1=55555
it produces the error AttributeError: type object 'declaration' has no attribute 'info1' [Flipping the last 2 lines fixes the error]. It's confusing (at least to me) whether the class attributes are not passed or they have to be reinitialized.
The second question is how to update instance once its class has been updated. The second call to instance = declaration() seems to accomplish nothing.
Quick side note: Yes I do realise, I just want to say please try to follow the PEP8 python guide as it makes your code look cooler (and easier to read) and all the cool kids use it.
There are a few things wrong with your code, calling modifier(declaration) actually makes the aux parameter an uninitilized class, you want to call modifier(instance) as the init function has already been ran.
Also it would be easier to drop the self.info = aux as you can just call aux.info1 and it looks cleaner and is actually faster (Because you are calling one less Fast Store command in bytecode).
Lastly at print ('MIDDLE ',instance.info1,declaration.info1) you again parse declaration uninitilized therefore you get the error AttributeError: type object 'declaration' has no attribute 'info1', to fix this simply put declaration().info1 as that calls the init function (it is the same as saying declaration.__init__().info1).
So finally you get:
class declaration():
def __init__(self):
self.info1 = 999
self.info2 = 'something_else'
print ('At declaration ')
class controller():
def __init__(self):
instance = declaration()
print ('Initial number ', instance.info1, instance.info2)
modifier(instance)
print ('MIDDLE ', instance.info1, declaration().info1)
instance = declaration()
print ('Final number ',instance.info1)
class modifier():
def __init__(self, aux):
print ('MODIFIER')
aux.info1 = 55555
controller()
Hope this helped.
As the title says, how do you call a function in a class of another program?
Class.py
class Object:
def __init__(self, mood):
self.__mood = mood
def set_mood(self, mood):
self.__mood = mood
def check_mood(self):
if random.randint(1, 3) == 1:
self.__mood = 'happy'
elif random.randint(1, 3) == 2:
self.__mood = 'hungry'
elif random.randint(1, 3) == 3:
self.__mood = 'sleepy'
def get_mood(self):
return self.__mood
Generator.py
from test import Object
import test
mood = 'happy'
ani = Object.test(mood)
print("This is your mood: " + get_mood())
Mood is set as a default value of "happy". I need that to change based on the random integer roll in test so that when mood is displayed, it isn't always displayed as "happy"
You have to explicitly call check_mood to change the object's attribute. See code below.
from random import randint
class Foo(object):
def __init__(self, mood):
self.__mood = mood
self.__selection = {
1:'happy',
2:'hungry',
3:'sleepy',
4:'angry',
5:'bored'
}
def check_mood(self):
m = randint(1,5)
self.__mood = self.__selection[m]
def get_mood(self):
return self.__mood
mood = 'happy'
f = Foo(mood)
print 'This is your previous mood:', f.get_mood()
f.check_mood() # This rerolls the mood.
print 'This is your current mood:', f.get_mood()
# This is your previous mood: happy
# This is your current mood: bored
Otherwise, if you want it to change "behind-the-scenes", I suggest calling check_mood inside get_mood (or just get rid of check_mood entirely and put its code inside get_mood).
However, the way get_mood is defined makes it modify the original self.__mood, rendering the original passed-in argument as lost once you call get_mood.
There are... a lot of problems with this. Lets start with your Object class. You probably don't want to name something Object - it is too similar to object the Python builtin, and doesn't provide any real information about what the class does. Additionally, you probably don't want to call the instance variable __mood - this will invoke name mangling which is probably not something you want. You probably don't even want the single underscore; that represents a "private" data member (and there isn't a clear reason why this should be private). You don't need getter and setter functions in Python because you can access attributes directly, but if you do want finer grained control use a property instead. Lastly, we don't need to keep redefining the random variable in your check_mood function - in fact it will probably introduce bugs. Lets look at this alternate definition instead.
person.py
import random
class Person(object):
_mood = None
def __init__(self, mood):
self.mood = mood
#property
def mood(self):
return self._mood
#mood.setter
def mood(self, new_mood):
self._mood = new_mood
def check_mood(self):
rand_mood = random.randint(1, 3)
if rand_mood == 1:
self.mood = 'happy'
elif rand_mood == 2:
self.mood = 'hungry'
else:
self.mood = 'sleepy'
That's a little better. Lets look at your other file now.
from person import Person
myPerson = Person("happy")
print("This is your mood: ", myPerson.mood)
This should print out the mood of the Person.
In your code you don't ever create an instance of an Object - you just call some test() function on your Object class, not an instance of it. Then when you called get_mood() it doesn't work because that is an instance function - it can only be called on instances of your Object class.
So I have this class:
class hero():
def __init__(self, name="Jimmy", prof="Warrior", weapon="Sword"):
"""Constructor for hero"""
self.name = name
self.prof = prof
self.weapon = weapon
self.herodict = {
"Name": self.name,
"Class": self.prof,
"Weapon": self.weapon
}
self.herotext = {
"Welcome": "Greetings, hero. What is thine name? ",
"AskClass": "A fine name, {Name}. What is your class? ",
"AskWeapon": "A {Class}, hmm? What shalt thy weapon be? ",
}
def setHeroDicts(self, textkey, herokey):
n = raw_input(self.herotext[textkey].format(**self.herodict))
if n == "":
n = self.herodict[herokey]
self.herodict[herokey] = n
#print self.herodict[herokey]
def heroMake(self):
h = hero()
h.setHeroDicts("Welcome", "Name")
h.setHeroDicts("AskClass", "Class")
h.setHeroDicts("AskWeapon", "Weapon")
And in another class I have this executing
def Someclass(self):
h = hero()
print h.herodict["Class"]
h.heroMake()
print h.getClass()
if "Mage" in h.herodict["Class"]:
print "OMG MAGE"
elif "Warrior" in h.herodict["Class"]:
print "Warrior!"
else:
print "NONE"
So if I input nothing each time, it will result in a blank user input, and give the default values. But if I put an input, then it will change the herodict values to what I customize. My problem is, if I try and access those updated values in Someclass it only gives me the default values instead of the new ones. How do I go about accessing the updated values?
The main issue with your class is that you are creating a new object within heromake instead of using the existing one. You can fix this by replacing h with self (so that each time you are calling setHeroDicts on the object):
def heromake(self):
self.setHeroDicts("Welcome", "Name")
self.setHeroDicts("AskClass", "Class")
self.setHeroDicts("AskWeapon", "Weapon")
The first argument to a method is always set to the instance itself, so if you want to interact with the instance or mutate it, you need to use it directly. When you do h = hero() in your original code, you create a whole new hero object, manipulate it and then it disappears when control passes back to your function.
A few other notes: you should name your classes with CamelCase, so it's easier to tell they are classes (e.g., you should really have class Hero) and in python 2, you need to make your classes descend from object (so class Hero(object)). Finally, you are duplicating nearly the entire point of having classes with your herodict, you should consider accessing the attributes of the object directly, instead of having the intermediary herodict (e.g., instead of doing h.herodict["Class"] you could do h.prof directly.
I am trying to simply get the value out of my class using a simple function with a return value, I'm sure its a trivial error, but im pretty new to python
I have a simply class set up like this:
class score():
#initialize the score info
def __init__(self):
self.score = 0
self.num_enemies = 5
self.num_lives = 3
# Score Info
def setScore(num):
self.score = num
# Enemy Info
def getEnemies():
return self.num_enemies
# Lives Info
def getLives():
return self.getLives
etc.....
Than I create an instance of the class as such:
scoreObj = score()
for enemies in range(0, scoreObj.getEnemies):
enemy_sprite.add(enemy())
I get the error saying that an integer is expected, but it got an instancemethod
What is the correct way to get this information?
Thanks!
scoreObj.getEnemies is a reference to the method. If you want to call it you need parentheses: scoreObj.getEnemies().
You should think about why you are using a method for this instead of just reading self.num_enemies directly. There is no need for trivial getter/setter methods like this in Python.
The first parameter for a member function in python is a reference back to the Object.
Traditionally you call it "self", but no matter what you call the first parameter, it refers back to the "self" object:
Anytime I get weird errors about the type of a parameter in python, I check to see if I forgot the self param. Been bit by this bug a few times.
class score():
#initialize the score info
def __init__(self):
self.score = 0
self.num_enemies = 5
self.num_lives = 3
# Score Info
def setScore(self, num):
self.score = num
# Enemy Info
def getEnemies(self):
return self.num_enemies
# Lives Info
def getLives(foo): #foo is still the same object as self!!
return foo.num_lives
#Works but don't do this because it is confusing
This code works:
class score():
def __init__(self):
self.score = 0
self.num_enemies = 5
self.num_lives = 3
def setScore(self, num):
self.score = num
def getEnemies(self):
return self.num_enemies
def getLives(self):
return self.getLives
scoreObj = score()
for enemy_num in range(0, scoreObj.getEnemies()):
print enemy_num
# I don't know what enemy_sprite is, but
# I commented it out and just print the enemy_num result.
# enemy_sprite.add(enemy())
Lesson Learned:
Class functions must always take one parameter, self.
That's because when you call a function within the class, you always call it with the class name as the calling object, such as:
scoreObj = score()
scoreObj.getEnemies()
Where x is the class object, which will be passed to getEnemies() as the root object, meaning the first parameter sent to the class.
Secondly, when calling functions within a class (or at all), always end with () since that's the definition of calling something in Python.
Then, ask yourself, "Why am I not fetching 'scoreObj.num_lives' just like so instead? Am I saving processing power?" Do as you choose, but it would go faster if you get the values directly from the class object, unless you want to calculate stuff at the same time. Then your logic makes perfect sense!
You made a simple mistake:
scoreObj.getEnemies()
getEnemies is a function, so call it like any other function scoreObj.getEnemies()
I setup a class and it accepts and prints out the variables fine in one if statement.
class npc: #class for creating mooks
def __init__(self, name):
self.name = name
def npc_iq (self,iq):
self.iq = []
def npc_pp (self,pp):
self.pp = []
def npc_melee (self, melee):
self.melee = []
def npc_ct (self, ct):
self.ct = []
It works fine in this if statement
if menu_option == 1:
print "Choose melees for npc"
init_bonus = random.randint(0,2)
char_PP = random.randint(7,15)
char_iq = random.randint(7,15)
npc_Melees = int(raw_input(prompt))
combat_time = math.floor((round_attacks - init_bonus - math.floor(char_PP/2) - math.floor(char_iq/2)) / npc_Melees)
#function for calculating sequence number
print "combat time is"
print combat_time
mook = "mook%s" % counter # adds different mook names to program
mook = npc(mook)
mook.iq = (char_iq)
mook.pp = (char_PP)
mook.melee = (npc_Melees)
mook.ct = (combat_time)
counter += 1
But on this statement it will print out the name in the class but not ct.
elif menu_option ==4:
print "Printing out all mooks"
print
printcount = counter -1
while printcount != 0:
mookprint = "mook%s" % printcount
mookprint = npc(mookprint)
print mookprint.name
print mookprint.ct
print
printcount -= 1
Why would a mookprint have any idea what value ct should be? The constructor for npc initialises a new instance of npc, with the name given as a parameter, but ct is left empty.
When you create an NPC in menu option 1, you do not create a global instance of npc. If you want to refer to a previously created instance of npc, you will need to find some way of storing them. Dictionaries may be a good solution for you. A dictionary is an object that holds mappings between keys and values. If you know the key, then you can find the assosicated value. In this case you would make name the key and the value the npc instances.
eg.
npcsDict = dict()
if menu_option == 1:
# code for intialising a new instance of npc
...
# most, if not all of the initialisation code should be moved to the
# __init__ method for npc
# now store the newly created mook
npcsDict[mook.name] = mook
elif menu_option == 4:
print "Printing out all mooks"
print
for mookName in npcsDict:
print npcsDict[mookName].name
print npcsDict[mookName].ct
print
i dont really understand your problem.
your working example:
mook = npc(mook)
mook.iq = (char_iq)
mook.pp = (char_PP)
mook.melee = (npc_Melees)
mook.ct = (combat_time)
mook.ct is value of (combat_time)
your failing example:
mookprint = npc(mookprint)
print mookprint.name
print mookprint.ct
mookprint.ct's value is nothing because it is never set.
The elif will only be executed if the if has not, so if the elif block runs, ct was never set
I don't think you're understanding how four lines work:
mookprint = "mook%s" % printcount
mookprint = npc(mookprint)
print mookprint.name
print mookprint.ct
Every time this block of code is run, the following things are happending:
You're assigning a string of the form "mook" to the variable mookprint
You're creating a new instance of the npc class. You should note that all of the instances you're creating will be separate from eachother. This new instance will have an attribute with the name that was previously held in the variable mookprint and this instance of npc will be assigned to mookprint.
You're printing the name attribute of the instance of the npc class that you created in the previous step. This works because when this instance was created, the __init__ method of your class was called with the argument name being set to "mook1" or whatever was stored in mookprint at the time.
You're printing the ct attribute of the instance of the npc class that you just created. Since you never set the ct attribute to anything, this will not work how you expected.
If you want to count the number of instances of your npc class, you'll need to create a class attribute. This is a variable whose value is common across all instances of a class. To do so, you'll need to modify your class definition to add an item to this attribute every time you make a new instance of the class. It will look something like this:
class npc: #class for creating mooks
ct = []
def __init__(self, name):
self.name = name
self.ct.append(name)
def get_ct(self):
return len(self.ct)
With the above, the variable ct will be a list that is common to all instances of npc and will grow every time a new npc is created. Then the method get_ct will count how long this list is.
Then you'll need to modify the four lines I mentioned to look like:
mookprint = "mook%s" % printcount
mookprint = npc(mookprint)
print mookprint.name
print mookprint.get_ct()
I think the code above shows how to change your code to work more how you expected it to work. However, it should be noted that you rarely want to create classes where each instance depends on information about the other instances. It is usually a better design to do something like Dunes suggested, storing the instances in a dictionary, or some other data structure, and keeping track of them that way.