Hello Stack Overflow!
I am executing a simple command in a program that compiles a report of all the books contained in a library. The library contains a list of shelves, each shelves contains a dictionary of books. However, despite my best efforts, I am always duplicating all my books and placing them on every shelf, instead of the shelf I've instructed the program to place the book on.
I expect I have missed out on some kind of fundamental rule with object creation and organization.
I believe the culprits are the enshelf and unshelf methods in the book class.
Thank you so much for your time,
Jake
Code below:
class book():
shelf_number = None
def __init__(self, title, author):
super(book, self).__init__()
self.title = title
self.author = author
def enshelf(self, shelf_number):
self.shelf_number = shelf_number
SPL.shelves[self.shelf_number].books[hash(self)] = self
def unshelf(self):
del SPL.shelves[self.shelf_number].books[hash(self)]
return self
def get_title(self):
return self.title
def get_author(self):
return self.author
class shelf():
books = {}
def __init__(self):
super(shelf, self).__init__()
def get_books(self):
temp_list = []
for k in self.books.keys():
temp_list.append(self.books[k].get_title())
return temp_list
class library():
shelves = []
def __init__(self, name):
super(library, self).__init__()
self.name = name
def make_shelf(self):
temp = shelf()
self.shelves.append(temp)
def remove_shelf(shelf_number):
del shelves[shelf_number]
def report_all_books(self):
temp_list = []
for x in range(0,len(self.shelves)):
temp_list.append(self.shelves[x].get_books())
print(temp_list)
#---------------------------------------------------------------------------------------
#----------------------SEATTLE PUBLIC LIBARARY -----------------------------------------
#---------------------------------------------------------------------------------------
SPL = library("Seattle Public Library")
for x in range(0,3):
SPL.make_shelf()
b1 = book("matterhorn","karl marlantes")
b2 = book("my life","bill clinton")
b3 = book("decision points","george bush")
b1.enshelf(0)
b2.enshelf(1)
b3.enshelf(2)
print(SPL.report_all_books())
b1.unshelf()
b2.unshelf()
b3.unshelf()
OUTPUT:
[['decision points', 'my life', 'matterhorn'], ['decision points', 'my life', 'matterhorn'], ['decision points', 'my life', 'matterhorn']]
None
[Finished in 0.1s]
..instead of [["decision points"],["my life"],["matterhorn"]]
Use dict.pop() instead of del.
Add self.books = {} to shelf's __init__. Don't declare books outside of the __init__, because if you do so, all of the instances of that class are going to refer to the same thing. Instead, this makes each instance have its own dictionary, which is of course what you want since a book can't be in two shelves at once.
Do the same for library and its shelves and book and its shelf_number.
Pass a library instance as an argument to enshelf and unshelf. When you refer to SPL from within your objects' methods, Python finds that there is no local SPL defined, so it searches for one outside of the local scope; but if you were to try to assign something to SPL or do some other sort of mutative business, you would get an UnboundLocalError.
Bonuses:
class book(object), class shelf(object), and class library(object). (Won't fix your problem, but you should do that anyway.)
You don't need to hash the keys before using them, they will be hashed (if they are hashable, but if you're hashing them, then they are).
There is no need to call super() unless you are inheriting from something, in which case you can delegate a method call to a parent or sibling using it - but you aren't doing that.
get_books() can be implemented as nothing more than return [self.books[k].get_title() for k in self.books.iterkeys()]
Likewise for report_all_books(): return [shlf.get_books() for shlf in self.shelves]. Note that I am not iterating over the indices, but rather over the elements themselves. Try for c in "foobar": print(c) in the interactive shell if you want to see for yourself.
Related
New to OOP and python, I am struggling enormously to grasp what good classes actually are for. I tried to ask help from a lecturer who said "oh, then you should read about general methods to classes". Been putting in a days work but get no where.
I get it that a class allow you to collect an instance structure and methods to it, like this:
class Items:
def __init__(self, item_id, item_name):
self.item_id = item_id
self.item_name = item_name
def show_list(self):
print(self.item_id, self.item_name)
idA = Items("idA", "A")
idA.show_list()
But what is even the point of a class if there were not MANY instances you would classify? If I have a method within the class, I must hard code the actual instance to call the class for. What if you want a user to search and select an instance, to then do operations to (e.g. print, compute or whatever)??
I thought of doing it like this:
class Items:
def __init__(self, item_id, item_name):
self.item_id = item_id
self.item_name = item_name
def show_list(self):
print(self.item_id, self.item_name)
idA = Items("idA", "A")
idB = Items("idB", "B")
select_item = input("enter item id")
select_item.show_list()
Replacing hard coded variable with input variable doesn't work, probably logically. I then played with the idea of doing it like this:
class Items:
def __init__(self, item_id, item_name):
self.item_id = item_id
self.item_name = item_name
iL = [Items('idA', 'A'), Items('idB', 'B')]
selected_item = input("enter item id")
for selected_item in iL:
print(f'{selected_item.item_id} {selected_item.item_name}')
Now all are called thanks to making it a list instead of separate instances, but how do I actually apply code to filter and only use one instance in the list (dynamically, based on input)?
I would love the one who brought me sense to classes. You guys who work interactively with large data sets must do something what I today believe exist in another dimension.
See examples above^^
It seems you want to find all the instances of a certain element within a class.
This is as simple as:
print([x for x in iL if x.item_id == selected_item])
Now, you may ask why you can't just store the elements of iL as tuples instead of classes. The answer is, you can, but
("idA", "A")
is much less descriptive than:
item_id = "idA"
item_name = "A"
Any code you write with classes, you should in theory be able to write without classes. Classes are for the benefit of the coder, not the end-user of the program. They serve to make the program more readable, which I'm sure you'll find is a desirable property.
Your point here is to lookup for Items instances based on their item_id attribute.
That's a thing to create instances of a class.
It's a completely different thing to search for items objects stored in memory - that is not directly linked to the concept of OOP, classes and instances.
You could use dictionary to store references of your objects and then lookup in your dictionary.
class Items:
def __init__(self, item_id, item_name):
self.item_id = item_id
self.item_name = item_name
def show_list(self):
print(self.item_id, self.item_name)
idA = Items("idA", "A")
idB = Items("idB", "B")
lookup_dict = {"idA": idA, "idB": idB}
select_item = input("enter item id")
found_item = lookup_dict.get(select_item)
if found_item:
found_item.show_list()
else:
print(f"item {select_item} not found")
So I'm looking for a way to list out all the instances of a subclass either through a regular method or a classmethod.
For example:
class Player:
def __init__(self,role, abilities, visiting, unique,Type)
self.role = role
self.abilities = abilities
self.unique = unique
self.visiting = visiting
self.Type= Type
class Town(Player):
def __init__(self,role,abilities,visiting,unique,Type):
super().__init__(role,abilities,visiting,unique,Type)
Bodyguard= Town('Bodyguard', 'Choose someone to protect','Yes','No', 'Town Protective')
Crusader = Town('Crusader','Protect someone each night','Yes','No','Town Protective')
.
.
.
I want to be able to group up all the Type='Town Protective' and print out a list of them. for example
print(Town_Protectives)
Displays:
['Bodyguard','Crusader'....]
This is just a little project used to help me learn Python so it's nothing serious. Thanks for all of your help!
Bodyguard= Town('Bodyguard', 'Choose someone to protect','Yes','No', 'Town Protective')
Crusader = Town('Crusader','Protect someone each night','Yes','No','Town Protective')
Town_Protectives = [Bodyguard,Crusader]
print([p.role for p in Town_Protectives if p.Type == 'Town Protective'])
One clean way to do that is to have a class-attribute that will keep an explicit reference to each object created on that class, and then either accessing that straight, or having a classmethod to filter the isntances you want.
class Player:
_register = []
def __init__(self,role, abilities, visiting, unique,Type)
self.role = role
self.abilities = abilities
self.unique = unique
self.visiting = visiting
self.Type= Type
self.__class__._register.append(self) # the ".__class__." is not strictly needed;
#classmethod
def list(cls, Type=None):
results = []
for instance in self._results:
if isinstance(instance, cls) and (Type is None or Type == instance.Type):
results.append(instance)
return results
Hi folks I am experimenting with Python (I found pygame.org and wanted to play around) and I am trying to read some settings from a configuration file. I want to be able to change stats on the fly. (So if I wanted to change how hard a fighter hits or how fast a wizard runs then I'd be able to do that.) I was hoping to be able to read from a list and create an attribute for each instance in the list basically this:
for stat in Character.stats:
self.stat = parser.get(self.char_class, stat)
What ends up happening is there is an object with an attribute names 'stat' that contains the last value assigned. What I would LIKE to happen is to have an attribute created for each item in the list, and then get assigned the related value from the config file.
here is more code for context:
class Character(object):
stats = ["level_mod",
"power",
"speed",
"hit",
"evade",
"magic",
"stamina",
"magic_defense",
"intelligence"]
def __init__(self, name, rpg_id):
self.name = name
self.rpg_id = rpg_id
self.__setStats()
def __setStats(self):
parser = SafeConfigParser()
parser.read('char_config.cfg')
for stat in Character.stats:
self.stat = parser.get(self.char_class, stat)
Thanks for your time!
You can use, setattr:
for stat in Character.stats:
setattr(self, stat, parser.get(self.char_class, stat))
Or manually access dict
for stat in Character.stats:
self.__dict__[stat] = parser.get(self.char_class, stat))
You want setattr(obj, attrname, value)
You better re-design that part of the game by adding a Stats class.
class Stats:
STATS = ["level_mod",
"power",
"speed",
"hit",
"evade",
"magic",
"stamina",
"magic_defense",
"intelligence"]
def __init__(self, conf_file=None):
self.__stats = {}
if conf_file is not None:
self.loads_stats_from_file(conf_file)
def load_stats_from_file(self, conf_file):
"""
Here add the pairs <stat_name>:<value>
to the self.__stats dict. For that just parse the config
file like before.
"""
pass
def get_stat(self, stat_name):
return self.__stats[stat_name]
def set_stat(self, stat_name, value):
self.__stats[stat_name] = value
Then you can add a Stats instance to your Character.
class Character(object):
def __init__(self, name, rpg_id):
self.stats = Stats("char_config.cfg")
self.name = name
self.rpg_id = rpg_id
This way you improve usability and decouple the Stats and Character logics. And besides, your problem is reduced from "Adding attributes to an object" to "Adding items to a dictionary".
As an example, just a couple of dummy objects that will be used together. FWIW this is using Python 2.7.2.
class Student(object):
def __init__(self, tool):
self.tool = tool
def draw(self):
if self.tool.broken != True:
print "I used my tool. Sweet."
else:
print "My tool is broken. Wah."
class Tool(object):
def __init__(self, name):
self.name = name
self.broken = False
def break(self):
print "The %s busted." % self.name
self.broken = True
Hammer = Tool(hammer)
Billy = Student(Hammer)
Tommy = Student(Hammer)
That's probably enough code, you see where I'm going with this. If I call Hammer.break(), I'm calling it on the same instance of the object; if Billy's hammer is broken, so is Tommy's (it's really the same Hammer after all).
Now obviously if the program were limited to just Billy and Tommy as instances of Students, the fix would be obvious - instantiate more Hammers. But clearly I'm asking because it isn't that simple, heh. I would like to know if it's possible to create objects which show up as unique instances of themselves for every time they're called into being.
EDIT: The kind of answers I'm getting lead me to believe that I have a gaping hole in my understanding of instantiation. If I have something like this:
class Foo(object):
pass
class Moo(Foo):
pass
class Guy(object):
def __init__(self, thing):
self.thing = thing
Bill = Guy(Moo())
Steve = Guy(Moo())
Each time I use Moo(), is that a separate instance, or do they both reference the same object? If they're separate, then my whole question can be withdrawn, because it'll ahve to make way for my mind getting blown.
You have to create new instances of the Tool for each Student.
class Student(object):
def __init__(self, tool):
self.tool = tool
def draw(self):
if self.tool.broken != True:
print "I used my tool. Sweet."
else:
print "My tool is broken. Wah."
class Tool(object):
def __init__(self, name):
self.name = name
self.broken = False
def break(self):
print "The %s busted." % self.name
self.broken = True
# Instead of instance, make it a callable that returns a new one
def Hammer():
return Tool('hammer')
# Pass a new object, instead of the type
Billy = Student(Hammer())
Tommy = Student(Hammer())
I'll try to be brief. Well.. I always try to be brief, but my level of success is pretty much random.randint(0, never). So yeah.
Lol. You even failed to be brief about announcing that you will try to be brief.
First, we need to be clear about what "called into being" means. Presumably you want a new hammer every time self.tool = object happens. You don't want a new instance every time, for example, you access the tool attribute, or you'd always a get a new, presumably unbroken, hammer every time you check self.tool.broken.
A couple approaches.
One, give Tool a copy method that produces a new object that should equal the original object, but be a different instance. For example:
class Tool:
def __init__(self, kind):
self.kind = kind
self.broken = False
def copy(self):
result = Tool(self.kind)
result.broken = self.broken
return result
Then in Student's init you say
self.tool = tool.copy()
Option two, use a factory function.
def makehammer():
return Tool(hammer)
class Student:
def __init__(self, factory):
self.tool = factory()
Billy = Student(makehammer)
I can't think any way in Python that you can write the line self.tool = object and have object automagically make a copy, and I don't think you want to. One thing I like about Python is WYSIWYG. If you want magic use C++. I think it makes code hard to understand when you not only can't tell what a line of code is doing, you can't even tell it's doing anything special.
Note you can get even fancier with a factory object. For example:
class RealisticFactory:
def __init__(self, kind, failurerate):
self.kind = kind
self.failurerate = failurerate
def make(self):
result = Tool(self.kind)
if random.random() < self.failurerate:
result.broken = True
if (self.failurerate < 0.01):
self.failurerate += 0.0001
return result
factory = RealisticFactory(hammer, 0.0007)
Billy = Student(factory.make)
Tommy = Student(factory.make) # Tommy's tool is slightly more likely to be broken
You could change your lines like this:
Billy = Student(Tool('hammer'))
Tommy = Student(Tool('hammer'))
That'll produce a distinct instance of your Tool class for each instance of the Student class. the trouble with your posted example code is that you haven't "called the Tool into being" (to use your words) more than once.
Just call Tool('hammer') every time you want to create a new tool.
h1 = Tool('hammer')
h2 = Tool('hammer')
Billy = Student(h1)
Tommy = Student(h2)
Oh wait, I forgot, Python does have magic.
class Student:
def __setattr__(self, attr, value):
if attr == 'tool':
self.__dict__[attr] = value.copy()
else:
self.__dict__[attr] = value
But I still say you should use magic sparingly.
After seeing the tenor of the answers here and remembering the Zen of Python, I'm going to answer my own dang question by saying, "I probably should have just thought harder about it."
I will restate my own question as the answer. Suppose I have this tiny program:
class Item(object):
def __init__(self):
self.broken = False
def smash(self):
print "This object broke."
self.broken = True
class Person(object):
def __init__(self, holding):
self.holding = holding
def using(self):
if self.holding.broken != True:
print "Pass."
else:
print "Fail."
Foo = Person(Item())
Bar = Person(Item())
Foo.holding.smash()
Foo.using()
Bar.using()
The program will return "Fail" for Foo.using() and "Pass" for Bar.using(). Upon actually thinking about what I'm doing, "Foo.holding = Item()" and "Bar.holding = Item()" are clearly different instances. I even ran this dumpy program to prove it worked as I surmised it did, and no surprises to you pros, it does. So I withdraw my question on the basis that I wasn't actually using my brain when I asked it. The funny thing is, with the program I've been working on, I was already doing it this way but assuming it was the wrong way to do it. So thanks for humoring me.
Every once in a while I like to take a break from my other projects to try to make a classic adventure text-based-game (in Python, this time) as a fun project, but I always have design issues implementing the item system.
I'd like for the items in the game to descend from one base Item class, containing some attributes that every item has, such as damage and weight. My problems begin when I try to add some functionality to these items. When an item's damage gets past a threshold, it should be destroyed. And there lies my problem: I don't really know how to accomplish that.
Since del self won't work for a million different reasons, (Edit: I am intentionally providing the use of 'del' as something that I know is wrong. I know what garbage collection is, and how it is not what I want.) how should I do this (And other similar tasks)? Should each item contain some kind of reference to it's container (The player, I guess) and 'ask' for itself to be deleted?
The first thing that comes to mind is a big dictionary containing every item in the game, and each object would have a reference to this list, and both have and know it's own unique ID. I don't like this solution at all and I don't think that it's the right way to go at all. Does anybody have any suggestions?
EDIT: I'm seeing a lot of people thinking that I'm worried about garbage collection. What I'm talking about is not garbage collection, but actually removing the object from gameplay. I'm not sure about what objects should initiate the removal, etc.
I would have your object keep a reference to all of its parents. Then, when it should be destroyed, it would notify its parents. If you're already using an event system, this should integrate nicely with the rest of the game.
A nice way to avoid forcing your parent to explicitly notify the object whenever the reference is dropped or added is to use some sort of proxy. Python supports properties that will allow for code like self.weapon = Weapon() to actually hand off the duty of setting the weapon attribute to the new weapon to a user defined function.
Here's some example code using properties:
class Weapon(object):
def __init__(self, name):
self.name = name
self.parent = None
def destroy(self):
if self.parent:
self.parent.weaponDestroyed()
def WeaponRef():
def getWeapon(self):
return self._weapon
def setWeapon(self, newWeapon):
if newWeapon == None: #ensure that this is a valid weapon
delWeapon(self)
return
if hasattr(self, "weapon"): #remove old weapon's reference to us
self._weapon.parent = None
self._weapon = newWeapon
newWeapon.parent = self
def delWeapon(self):
if hasattr(self, "weapon"):
self._weapon.parent = None
del self._weapon
return property(getWeapon, setWeapon, delWeapon)
class Parent(object):
weapon = WeaponRef()
def __init__(self, name, weapon=None):
self.name = name
self.weapon = weapon
def weaponDestroyed(self):
print "%s deleting reference to %s" %(self.name, self.weapon.name)
del self.weapon
w1 = Weapon("weapon 1")
w2 = Weapon("weapon 2")
w3 = Weapon("weapon 3")
p1 = Parent("parent 1", w1)
p2 = Parent("parent 2")
w1.destroy()
p2.weapon = w2
w2.destroy()
p2.weapon = w3
w3.destroy()
Now if you're doing some sort of inventory system, where a player can have more than 1 weapon and any one of them can be destroyed at any time, then you're going to have to write your own collection class.
For something like that, just keep in mind that x[2] calls x.__getitem__(2), x[2] = 5 calls x.__setitem__(2, 5) and del x[2] calls x.__delitem__(2)
You're conflating two meanings of the "destroying" idea. The Item should get destroyed in a "gameplay" sense. Let the garbage collector worry about when to destroy it as an object.
Who has a reference to the Item? Perhaps the player has it in his inventory, or it is in a room in the game. In either case your Inventory or Room objects know about the Item. Tell them the Item has been destroyed (in a gameplay sense) and let them handle that. Perhaps they'll now keep a reference to a "broken" Item. Perhaps they'll keep track of it, but not display it to the user. Perhaps they'll delete all references to it, in which case the object in memory will soon be deleted.
The beauty of object-oriented programming is that you can abstract these processes away from the Item itself: pass the messages to whoever needs to know, and let them implement in their own way what it means for the Item to be destroyed.
One option would be to use a signal system
Firstly, we have a reusable class that lets you define a signal
class Signal(object):
def __init__(self):
self._handlers = []
def connect(self, handler):
self._handlers.append(handler)
def fire(self, *args):
for handler in self._handlers:
handler(*args)
Your item class uses this signal to create a destroyed signal that other classes can listen for.
class Item(object):
def __init__(self):
self.destroyed = Signal()
def destroy(self):
self.destroyed.fire(self)
And inventory listens to the signals from the items and updates its internal state accordingly
class Inventory(object):
def __init__(self):
self._items = []
def add(self, item):
item.destroyed.connect(self.on_destroyed)
self._items.add(item)
def on_destroyed(self, item):
self._items.remove(item)
Assuming you call a method when the item is used, you could always return a boolean value indicating whether it's broken.
How about:
from collections import defaultdict
_items = defaultdict(set)
_owner = {}
class CanHaveItems(object):
#property
def items(self):
return iter(_items[self])
def take(self, item):
item.change_owner(self)
def lose(self, item):
""" local cleanup """
class _nobody(CanHaveItems):
def __repr__(self):
return '_nobody'
_nobody = _nobody()
class Destroyed(object):
def __repr__(self):
return 'This is an ex-item!'
class Item(object):
def __new__(cls, *a, **k):
self = object.__new__(cls)
_owner[self] = _nobody
_items[_nobody].add(self)
self._damage = .0
return self
def destroy(self):
self.change_owner(_nobody)
self.__class__ = Destroyed
#property
def damage(self):
return self._damage
#damage.setter
def damage(self, value):
self._damage = value
if self._damage >= 1.:
self.destroy()
def change_owner(self, new_owner):
old_owner = _owner[self]
old_owner.lose(self)
_items[old_owner].discard(self)
_owner[self] = new_owner
_items[new_owner].add(self)
class Ball(Item):
def __init__(self, color):
self.color = color
def __repr__(self):
return 'Ball(%s)' % self.color
class Player(CanHaveItems):
def __init__(self, name):
self.name = name
def __repr__(self):
return 'Player(%s)' % self.name
ball = Ball('red')
ball = Ball('blue')
joe = Player('joe')
jim = Player('jim')
print list(joe.items), ':', list(jim.items)
joe.take(ball)
print list(joe.items), ':', list(jim.items)
jim.take(ball)
print list(joe.items), ':', list(jim.items)
print ball, ':', _owner[ball], ':', list(jim.items)
ball.damage += 2
print ball, ':', _owner[ball], ':', list(jim.items)
print _items, ':', _owner
at first: i don't have any python experience, so think about this in a more general way
your item should neither know or care ... your Item should have an interface that says it is something destroyable. containers and other objects that care about things that can be destroyed, can make use of that interface
that destroyable interface could have some option for consuming objects to register a callback or event, triggered when the item gets destroyed