Starter Files

Download lab08.zip. Inside the archive, you will find starter files for the questions in this lab, along with a copy of the OK autograder.

Submission

By the end of this lab, you should have submitted the lab with python3 ok --submit. You may submit more than once before the deadline; only the final submission will be graded. Check that you have successfully submitted your code on okpy.org. See this article for more instructions on okpy and submitting assignments.

  • Submit the lab08.py file to ok.

OOP terminology

Object-oriented programming (OOP) is a style of programming that allows you to think of code in terms of "objects." Here's an example of a Car class:

class Car(object):

  num_wheels = 4
  gas = 30
  headlights = 2
  size = 'Tiny'

  def __init__(self, make, model):
      self.make = make
      self.model = model
      self.color = 'No color yet. You need to paint me.'
      self.wheels = Car.num_wheels
      self.gas = Car.gas

  def paint(self, color):
      self.color = color
      return self.make + ' ' + self.model + ' is now ' + color

  def drive(self):
      if self.wheels < Car.num_wheels or self.gas <= 0:
          return 'Cannot drive!'
      self.gas -= 10
      return self.make + ' ' + self.model + ' goes vroom!'

  def pop_tire(self):
      if self.wheels > 0:
          self.wheels -= 1

  def fill_gas(self):
      self.gas += 20
      return 'Gas level: ' + str(self.gas)

Here's some terminology:

  • class: a blueprint for how to build a certain type of object. The Car class (shown above) describes the behavior and data that all Car objects have.
  • instance: a particular occurrence of a class. In Python, we create instances of a class like this:

    >>> my_car = Car('Tesla', 'Model S')

    my_car is an instance of the Car class.

  • attribute or field: a variable that belongs to the class. Think of an attribute as a quality of the object: cars have wheels and size, so we have given our Car class self.wheels and self.size attributes. We can access attributes using dot notation:

    >>> my_car.size
    'Tiny'
    >>> my_car.wheels
    4
  • method: Methods are just like normal functions, except that they are tied to an instance or a class. Think of a method as a "verb" of the class: cars can drive and also pop their tires, so we have given our Car class the methods drive and pop_tire. We call methods using dot notation:

    >>> my_car = Car('Tesla', 'Model S')
    >>> my_car.drive()
    'Tesla Model S goes vroom!'
  • constructor: As with data abstraction, constructors describe how to build an instance of the class. Most classes have a constructor. In Python, the constructor of the class defined as __init__. For example, here is the Car class's constructor:

    def __init__(self, make, model):
            self.make = make
            self.model = model
            self.color = 'No color yet. You need to paint me.'
            self.wheels = Car.num_wheels
            self.gas = Car.gas

    The constructor takes in two arguments, make and model. As you can see, the constructor also creates the self.color, self.wheels and self.gas attributes.

  • self: in Python, self is the first parameter for many methods (in this class, we will only use methods whose first parameter is self). When a method is called, self is bound to an instance of the class. For example:

    >>> my_car = Car('Tesla', 'Model S')
    >>> my_car.drive()

    Notice that the drive method takes in self as an argument, but it looks like we didn't pass one in! This is because the dot notation implicitly passes in car as self for us.

Car WWPD

Question 1: Car

Use OK to test your knowledge with the following What would Python print questions:

python3 ok -q car -u

If you get stuck try typing these in the interpreter yourself

python3 -i

Keyboard

Question 2: Keyboard

We'd like to create a Keyboard class that takes in an arbitrary number of Buttons and stores these Buttons in a dictionary. The keys in the dictionary will be strings that represent the position on the Keyboard, and the values will be the respective Button. Fill out the methods in the Keyboard class according to each description, using the doctests as a reference for the behavior of a Keyboard.

class Keyboard:
    """A Keyboard takes in a list of buttons, and has a
    dictionary of positions as keys, and Buttons as values.

    >>> b1 = Button("button1", "H")
    >>> b2 = Button("button2", "I")
    >>> k = Keyboard([b1, b2])
    >>> "button1" in k.buttons.keys() # Make sure to add the button to dictionary
    True
    >>> k.buttons["button1"].letter
    'H'
    >>> k.buttons["button1"].name
    'button1'
    >>> k.press("button1")
    'H'
    >>> k.press("button100")
    ''
    >>> b1.pressed
    1
    >>> b2.pressed
    0
    >>> k.typing(["button1", "button2"])
    'HI'
    >>> k.typing(["button2", "button1"])
    'IH'
    >>> b1.pressed # make sure typing calls press!
    3
    >>> b2.pressed
    2
    """

    def __init__(self, buttons):
        self.buttons = {}
"*** YOUR CODE HERE ***"
for button in buttons: self.buttons[button.name] = button
def press(self, name): """Takes in a position of the button pressed, and returns that button's output. Return an empty string if the button does not exist. You can access the keys of a dictionary d with d.keys(). """
"*** YOUR CODE HERE ***"
if name in self.buttons.keys(): b = self.buttons[name] b.pressed += 1 return b.letter return ''
def typing(self, typing_input): """Takes in a list of buttons to be pressed, and returns the total output. Make sure to call self.press"""
"*** YOUR CODE HERE ***"
accumulate = '' for name in typing_input: accumulate+=self.press(name) return accumulate
class Button: def __init__(self, name, letter): self.name = name self.letter = letter self.pressed = 0

Use OK to test your code:

python3 ok -q Keyboard

Quidditch [Optional]

Note, this problem is optional this week as it covers inheritance!

Question 3: Quidditch

It's time for the opening quidditch match of the season! We represent the various positions for players with the QuidditchPlayer class and its subclasses. Every player begins with a base_energy level, but every position requires a different proportion of energy. Fill in the energy method for the Beater, Chaser, Seeker, and Keeper classes, according to their docstrings. In addition, fill in the __init__ method for the Chaser class.

class Player:
    def __init__(self, name, base_energy):
        """
        Players have a name, and begin with base_energy.
        """
        self.name = name
        self.base_energy = base_energy

    def energy(self):
        return self.base_energy
class Beater(QuidditchPlayer):
    role = "bludgers"

    def energy(self, time):
        """
        Returns the amount of energy left after playing for time minutes. 
        After playing for time minutes, Beaters lose their base energy level 
        divided by the number of minutes. If time is 0, catch the ZeroDivisionError 
        and print "You can't divide by zero!" instead.
        >>> fred = Beater("Fred Weasley", 640)
        >>> fred.energy(40)
        624.0
        >>> fred.energy(0)
        You can't divide by zero!
        """
"*** YOUR CODE HERE ***"
try: return self.base_energy - (self.base_energy / time) except ZeroDivisionError as e: print("You can't divide by zero!")

Use OK to test your code:

python3 ok -q Beater.energy
class Chaser(QuidditchPlayer):
    role = "score"
    energy_expended = 20

    def __init__(self, name, base_energy, goals):
        """
        Chasers have a name, score goals, and begin with base_energy.
        """
"*** YOUR CODE HERE ***"
self.name = name self.base_energy = base_energy self.goals = goals
def energy(self, time): """ Returns the amount of energy left after playing for time minutes. For every goal they score, they use energy_expended units of energy. In addition, they also use 10% of energy_expended if the number of minutes they have played is a multiple of 9. >>> katie = Chaser("Katie Bell", 230, 2) >>> katie.energy(20) 190 >>> ginny = Chaser("Ginny Weasley", 400, 3) >>> ginny.energy(45) 338.0 """
"*** YOUR CODE HERE ***"
energy = self.base_energy if time % 9 == 0: energy = energy - (0.1 * Chaser.energy_expended) energy = energy - (self.goals * Chaser.energy_expended) else: energy = energy - (self.goals * Chaser.energy_expended) return energy

Use OK to test your code:

python3 ok -q Chaser.energy
class Seeker(QuidditchPlayer):
    role = "snitch"
    energy_expended = 5

    def energy(self, time):
        """
        Returns the amount of energy after time minutes. Seekers expend energy_expended 
        units of their energy for every minute they have been playing.
        >>> harry = Seeker("Harry Potter", 700)
        >>> harry.energy(30)
        550
        """
"*** YOUR CODE HERE ***"
return self.base_energy - (time * Seeker.energy_expended)

Use OK to test your code:

python3 ok -q Seeker.energy
class Keeper(QuidditchPlayer):
    role = "guard"
    energy_expended = 50

    def energy(self, time):
        """
        Returns the amount of energy after time minutes. If less than 30 minutes have 
        passed, then Keepers do not lose any energy. If 30 minutes or more have passed, 
        then Keepers expend 80% of their energy_expended units for every full 15 
        minutes that pass.
        >>> oliver = Keeper("Oliver Wood", 380)
        >>> oliver.energy(45)
        260.0
        """
"*** YOUR CODE HERE ***"
energy = self.base_energy if time < 30: return self.base_energy else: for i in range(time // 15): energy = energy - (0.8 * Keeper.energy_expended) return energy

Use OK to test your code:

python3 ok -q Keeper.energy

After you finish implementing the QuidditchPlayers, run the following command in your terminal to play the game:

python3 -i quidditch_game.py

Submit

Make sure to submit this assignment by running:

python3 ok --submit