im writing a code like this
import random
class A:
def __init__(self):
self.att = self.set_att()
def set_att(self):
x = random.randint(0,10)
if x == 1:
return "att1"
elif x == 2:
return "att2"
# ... and so on
my question is: should i do it like this? or there is a better more pythonic way to do it.
i just want to call set_att in the init.
thank you
pycharm says i should use #staticmethod, but i dont understand is de difference
Here are two ideas I can think of:
import random
POSSIBLE_ATT_VALUES = [f'att{x}' for x in range(1, 11)]
class A:
def __init__(self):
# Produce a one-time random value.
self.att = random.choice(POSSIBLE_ATT_VALUES)
class B:
#property
def att(self):
# Every access returns a new random value.
return random.choice(POSSIBLE_ATT_VALUES)
>>> a = A()
>>> a.att
"att3" # Possible value.
>>> a.att
"att3" # The same value.
>>> b = B()
>>> b.att
"att5" # Possible value.
>>> b.att
"att1" # Possibly different value.
Related
I'm working on a text based game. I've tried to make this as organized and professional as possible by trying to follow all conventions.
I have a Map class, shown below:
import logging
#local imports
import Npc
class Map:
def __init__(self, name, npcs = []):
self.name = name
connections = []
if all(isinstance(item, Npc) for item in npcs):
self.npcs = npcs
else:
raise Exception("An NPC was not an instance of NPC")
def addConnection(self, connection):
if(connection == self):
return
self.name = connection.name
self.connections.append(connection)
My Main class creates two instances of these maps named forest, and village.
The point of this code is to add village into the connections array of forest:
village = Map("Village")
forest = Map("Forest")
forest.addConnection(village)
It seems simple enough. But for some reason, when forest.addConnection(village) is run, or even if i do forest.connections.append(village), the Map instance "village" gets added to the connections array of both forest, and village.
According to the debugger, after forest.addConnection(village) is run,
my two objects look as shown:
village (Map)
|------> name="village"
|------> connections = [village]
forest (Map)
|------> name="forest"
|------> connections = [village]
Why is this happening? Nowhere in my code do I add anything to village's connections array. Is there something about object oriented programming in Python I'm not understanding? Should I make village and forest classes that inherit/extend the Map class?
Thanks in advance for all the help.
Try to avoid call a constructor as default argument of a function.
This is the cause of your issue.
Exemple :
>>> class Map():
... def __init__(self, a=list()): # do __init__(self, a=[]) produce same result
... print(a)
... a.append("hello")
...
>>> b = Map()
[]
>>> b = Map()
['hello']
>>> b = Map()
['hello', 'hello']
>>> b = Map()
['hello', 'hello', 'hello']
>>> b = Map()
['hello', 'hello', 'hello', 'hello']
So insead of doing :
def __init__(self, name, npcs = []):
self.name = name
...
do
def __init__(self, name, npcs = None):
if npcs is None:
npcs = []
self.name = name
...
Found the issue. #iElden got me looking in the right place.
In the constructor, I set connections = [], not self.connections = [].
Thanks for the responses!
I am teaching myself Python and hit a roadblock with classes and modules.
The code below is something that you would probably never write, but I would like to just understand my error.
import random
class GetRandom:
def __init__(self):
self.data = ""
def ranNumber():
return random.random()
b = GetRandom()
bnum = b.ranNumber
print bnum
The output I am getting is:
<bound method GetRandom.ranNumber of <__main__.GetRandom instance at 0x7fe87818df38>>
I had expected a random number between 0 and 1. What am I doing wrong?
Thanks
There are two problems here:
You forgot to actually invoke GetRandom.ranNumber. Add () after it to do this:
bnum = b.ranNumber()
You need to make GetRandom.ranNumber accept the self argument that is passed implicitly when you invoke the method:
def ranNumber(self):
return random.random()
Once you address these issues, the code works as expected:
>>> import random
>>> class GetRandom:
... def __init__(self):
... self.data = ""
... def ranNumber(self):
... return random.random()
...
>>> b = GetRandom()
>>> bnum = b.ranNumber()
>>> print bnum
0.819458844177
>>>
I'm trying to make a robotics kit. Its designed to be simple so I'm using properties so when the users change a parameter the property method sends the serial command which controls motors/ servos/whatever.
This is the code at the moment, directly from a previous question I asked on here.
class Servo(object):
def __init__(self, which_servo, angle = 0):
self._angle = angle;
self._servo_no = which_servo
def get_angle(self):
return self._angle
def set_angle(self, value):
self._angle = value
print "replace this print statement with the code to set servo, notice that this method knows the servo number AND the desired value"
def del_angle(self):
del self._angle
angle = property(get_angle, set_angle, del_angle, "I'm the 'angle' property.
this is then initialized as such:
class robot(object):
def __init___(self):
self.servos = [Servo(0), Servo(1), Servo(2), Servo(3)]
Now, this works in the respect that it does change the variable through the getter and setter functions, however the prints in the getter and setter never is printed, thus if I replace it with a serial command I assume it won't do anything either, can anyone shed any light on this?
Thanks
Update: Thanks for the help using the servo file this is whats happened, there are three scenarios the first works and by extension I would have assumed the next two preferable scenarios would work but they don't any ideas?
This works
import servo
class Robot(object):
def __init__(self):
self.servos = [servo.Servo(0, 0), servo.Servo(1,0), servo.Servo(2,0)]
R = Robot()
R.servos[1].angle = 25
This does not:
import servo
class Robot(object):
def __init__(self):
self.servos = [servo.Servo(0, 0), servo.Servo(1,0), servo.Servo(2,0)]
R = Robot()
left_servo = R.servos[1].angle
left_servo = 25
Neither does this
import servo
class Robot(object):
def __init__(self):
self.servos = [servo.Servo(0, 0).angle, servo.Servo(1,0).angle, servo.Servo(2,0).angle]
R = Robot()
R.servo[1] = 25
Using the preferred decorator syntax for properties, this works fine. It'll also help you avoid issues like this in the future
class Servo(object):
def __init__(self, which_servo, angle = 0):
self._angle = angle;
self._servo_no = which_servo
#property
def angle(self):
return self._angle
#angle.setter
def angle(self, value):
self._angle = value
print "replace this print statement with the code to set servo"
#angle.deleter
def angle(self):
del self._angle
Seeing as your indentation is off here, I believe this is likely an issue of indentation in your source. This should work as well if you really want to use the old property function:
class Servo(object):
def __init__(self, which_servo, angle = 0):
self._angle = angle;
self._servo_no = which_servo
def get_angle(self):
return self._angle
def set_angle(self, value):
self._angle = value
print "replace this print statement with the code to set servo"
def del_angle(self):
del self._angle
angle = property(get_angle, set_angle, del_angle,"I'm the 'angle' property.")
Both of these work successfully for me (inside a file called servo.py)
>>> import servo
>>> s = servo.Servo(1, 2)
>>> s.angle
2
>>> s.angle = 3
replace this print statement with the code to set servo
EDIT
To address your new issues. When you assign R.servos[1].angle to left_servo, its not creating a reference to the servos angle, it's just setting left_servo to whatever the angle is. When you reassign 25 to it, you're not assigning to the angle you're assigning to the left_servo.
On the second one, I'm assuming you meant R.servos and not R.servo which should be raising an AttributeError. But the real problem as I see it, is you should be saying R.servos[1].angle = 25 and you're omitting the .angle.
To (attempt to) put it simply: When you use the = operator, you are changing where a name refers to, not what it refers to.
>>> x = 1
>>> x = 2
the second assignment does not overwrite the 1 in memory with a 2, it just changes where x refers to. So if I did something like
>>> x = 1
>>> y = x
>>> y = 2
>>> print x
1
the output is 1 because your are telling y to refer to the same place that x refers. Changing y to 2 changes where y refers to, it does not change the 1 already in memory.
I am maintaining a little library of useful functions for interacting with my company's APIs and I have come across (what I think is) a neat question that I can't find the answer to.
I frequently have to request large amounts of data from an API, so I do something like:
class Client(object):
def __init__(self):
self.data = []
def get_data(self, offset = 0):
done = False
while not done:
data = get_more_starting_at(offset)
self.data.extend(data)
offset += 1
if not data:
done = True
This works fine and allows me to restart the retrieval where I left off if something goes horribly wrong. However, since python functions are just regular objects, we can do stuff like:
def yo():
yo.hi = "yo!"
return None
and then we can interrogate yo about its properties later, like:
yo.hi => "yo!"
my question is: Can I rewrite my class-based example to pin the data to the function itself, without referring to the function by name. I know I can do this by:
def get_data(offset=0):
done = False
get_data.data = []
while not done:
data = get_more_starting_from(offset)
get_data.data.extend(data)
offset += 1
if not data:
done = True
return get_data.data
but I would like to do something like:
def get_data(offset=0):
done = False
self.data = [] # <===== this is the bit I can't figure out
while not done:
data = get_more_starting_from(offset)
self.data.extend(data) # <====== also this!
offset += 1
if not data:
done = True
return self.data # <======== want to refer to the "current" object
Is it possible to refer to the "current" object by anything other than its name?
Something like "this", "self", or "memememe!" is what I'm looking for.
I don't understand why you want to do this, but it's what a fixed point combinator allows you to do:
import functools
def Y(f):
#functools.wraps(f)
def Yf(*args):
return inner(*args)
inner = f(Yf)
return Yf
#Y
def get_data(f):
def inner_get_data(*args):
# This is your real get data function
# define it as normal
# but just refer to it as 'f' inside itself
print 'setting get_data.foo to', args
f.foo = args
return inner_get_data
get_data(1, 2, 3)
print get_data.foo
So you call get_data as normal, and it "magically" knows that f means itself.
You could do this, but (a) the data is not per-function-invocation, but per function (b) it's much easier to achieve this sort of thing with a class.
If you had to do it, you might do something like this:
def ybother(a,b,c,yrselflambda = lambda: ybother):
yrself = yrselflambda()
#other stuff
The lambda is necessary, because you need to delay evaluation of the term ybother until something has been bound to it.
Alternatively, and increasingly pointlessly:
from functools import partial
def ybother(a,b,c,yrself=None):
#whatever
yrself.data = [] # this will blow up if the default argument is used
#more stuff
bothered = partial(ybother, yrself=ybother)
Or:
def unbothered(a,b,c):
def inbothered(yrself):
#whatever
yrself.data = []
return inbothered, inbothered(inbothered)
This last version gives you a different function object each time, which you might like.
There are almost certainly introspective tricks to do this, but they are even less worthwhile.
Not sure what doing it like this gains you, but what about using a decorator.
import functools
def add_self(f):
#functools.wraps(f)
def wrapper(*args,**kwargs):
if not getattr(f, 'content', None):
f.content = []
return f(f, *args, **kwargs)
return wrapper
#add_self
def example(self, arg1):
self.content.append(arg1)
print self.content
example(1)
example(2)
example(3)
OUTPUT
[1]
[1, 2]
[1, 2, 3]
I want a Python object that will monitor whether other objects have changed since the last time they were checked in, probably by storing their hash and comparing. It should behave sort of like this:
>>> library = Library()
>>> library.is_changed(object1)
False
>>> object1.change_somehow()
>>> library.is_changed(object1)
True
>>> library.is_changed(object1)
False
Do you know of anything like that?
Here is an implementation for you. Note that the objects you monitor must be hashable and picklable. Note also the use of a WeakKeyDictionary which means that the Monitor won't stop the monitored objects from being deleted.
from weakref import WeakKeyDictionary
from cPickle import dumps
class Monitor():
def __init__(self):
self.objects = WeakKeyDictionary()
def is_changed(self, obj):
current_pickle = dumps(obj, -1)
changed = False
if obj in self.objects:
changed = current_pickle != self.objects[obj]
self.objects[obj] = current_pickle
return changed
class MyObject():
def __init__(self):
self.i = 1
def change_somehow(self):
self.i += 1
If you test it like this
object1 = MyObject()
monitor = Monitor()
print monitor.is_changed(object1)
object1.change_somehow()
print monitor.is_changed(object1)
print monitor.is_changed(object1)
It prints
False
True
False
It sounds like you're describing the observer pattern. Check here:
http://rudd-o.com/projects/python-observable/
Twisted observable
http://radio.weblogs.com/0124960/2004/06/15.html#a30 - includes explanation
I stole the idea from Nick Craig-Wood, and changed it to a Mix-Class. For me, this is easier to use:
from cPickle import dumps
#base class for monitoring changes
class ChangesMonitor:
_cm_last_dump = None
def is_changed(self):
prev_dump = self._cm_last_dump
self._cm_last_dump = None
cur_dump = dumps(self, -1)
self._cm_last_dump = cur_dump
return (prev_dump is not None) and (prev_dump != cur_dump)
if __name__ == '__main__':
print 'Test Example'
#mix monitoring class with your regular class
class MyGreatObject(ChangesMonitor, object):
one_val = 5
second_val = 7
def some_changes(self):
self.second_val += 5
#and testing
my_obj = MyGreatObject()
print my_obj.is_changed() #False
print my_obj.is_changed() #False
my_obj.some_changes()
print my_obj.is_changed() #True
print my_obj.is_changed() #False
I haven't heard of anything like this... but you could write it pretty easily. Use a dictionary to store a name:hash pair for each object, then use the pickle module to save the dictionary.
This is based on Oduvan's answer, but implemented as a decorator instead of a mix-in class:
from cPickle import dumps
#decorator for monitoring changes
def ChangesMonitor(cls):
def is_changed(self):
prev_dump = self._cm_last_dump
self._cm_last_dump = None
cur_dump = dumps(self, -1)
self._cm_last_dump = cur_dump
return (prev_dump is not None) and (prev_dump != cur_dump)
cls.is_changed = is_changed
cls._cm_last_dump = None
return cls
print 'Test Example'
#decorate your common class
#ChangesMonitor
class MyGreatObject(object):
one_val = 5
second_val = 7
def some_changes(self):
self.second_val += 5
#and testing
my_obj = MyGreatObject()
print my_obj.is_changed() #False
print my_obj.is_changed() #False
my_obj.some_changes()
print my_obj.is_changed() #True
print my_obj.is_changed() #False
Note that #property could be added in front of the def is_changed(self): line such that print my_obj.is_changed() would become print my_obj.is_changed. This might be considered more pythonic...