Discussion 7: Object-Oriented Programming, Inheritance
Object-Oriented Programming
A productive approach to defining new classes is to determine what instance attributes each object should have and what class attributes each class should have. First, describe the type of each attribute and how it will be used, then try to implement the class's methods in terms of those attributes.
Q1: Keyboard
Overview: A keyboard has a button for every letter of the alphabet. When a
button is pressed, it outputs its letter by calling an output function (such
as print). Whether that letter is uppercase or lowercase depends on how many
times the caps lock key has been pressed.
First, implement the Button class, which takes a lowercase letter (a
string) and a one-argument output function, such as Button('c', print).
The press method of a Button calls its output attribute (a function) on
its letter attribute: either uppercase if caps_lock has been pressed an odd
number of times or lowercase otherwise. The press method also increments
pressed and returns the key that was pressed. Hint: 'hi'.upper() evaluates
to 'HI'.
Second, implement the Keyboard class. A Keyboard has a dictionary called
keys containing a Button (with its letter as its key) for each letter in
LOWERCASE_LETTERS. It also has a list of the letters typed, which may be
a mix of uppercase and lowercase letters.
The type method takes a string word containing only lowercase letters. It
invokes the press method of the Button in keys for each letter in word,
which adds a letter (either lowercase or uppercase depending on caps_lock) to
the Keyboard's typed list. Important: Do not use upper or letter in
your implementation of type; just call press instead.
Read the doctests and talk about:
- Why it's possible to press a button repeatedly with
.press().press().press(). - Why pressing a button repeatedly sometimes prints on only one line and sometimes prints multiple lines.
- Why
bored.typedhas 10 elements at the end.
Discussion Time: Before anyone types anything, have a conversation
describing the type of each attribute and how it will be used. Start with
Button: how will letter and output be used? Then discuss Keyboard: how
will typed and keys be used? How will new letters be added to the list
called typed each time a Button in keys is pressed? Call the staff if
you're not sure! Once everyone understands the answers to these questions, you
can try writing the code together.
LOWERCASE_LETTERS = 'abcdefghijklmnopqrstuvwxyz'
class CapsLock:
def __init__(self):
self.pressed = 0
def press(self):
self.pressed += 1
class Button:
"""A button on a keyboard.
>>> f = lambda c: print(c, end='') # The end='' argument avoids going to a new line
>>> k, e, y = Button('k', f), Button('e', f), Button('y', f)
>>> s = e.press().press().press()
eee
>>> caps = Button.caps_lock
>>> t = [x.press() for x in [k, e, y, caps, e, e, k, caps, e, y, e, caps, y, e, e]]
keyEEKeyeYEE
>>> u = Button('a', print).press().press().press()
A
A
A
"""
caps_lock = CapsLock()
def __init__(self, letter, output):
assert letter in LOWERCASE_LETTERS
self.letter = letter
self.output = output
self.pressed = 0
def press(self):
"""Call output on letter (maybe uppercased), then return the button that was pressed."""
self.pressed += 1
if self.caps_lock.pressed % 2 == 1:
self.output(self.letter.upper())
else:
self.output(self.letter)
return self
self.letter is always lowercase, use self.letter.upper() to produce the uppercase version.
caps_lock has been pressed is either
self.caps_lock.pressed or Button.caps_lock.pressed.
output attribute is a function that can be called:
self.output(self.letter) or self.output(self.letter.upper()). You do not
need to return the result.
class Keyboard:
"""A keyboard.
>>> Button.caps_lock.pressed = 0 # Reset the caps_lock key
>>> bored = Keyboard()
>>> bored.type('hello')
>>> bored.typed
['h', 'e', 'l', 'l', 'o']
>>> bored.keys['l'].pressed
2
>>> Button.caps_lock.press()
>>> bored.type('hello')
>>> bored.typed
['h', 'e', 'l', 'l', 'o', 'H', 'E', 'L', 'L', 'O']
>>> bored.keys['l'].pressed
4
"""
def __init__(self):
self.typed = []
self.keys = {c: Button(c, self.typed.append) for c in LOWERCASE_LETTERS}
def type(self, word):
"""Press the button for each letter in word."""
assert all([w in LOWERCASE_LETTERS for w in word]), 'word must be all lowercase'
for w in word:
self.keys[w].press()
self.keys = {c: Button(c, ...) for c in LETTERS}.
The call to Button should take c and an output function that appends to self.typed, so that every time
one of these buttons is pressed, it appends a letter to self.typed.
press method of self.key[w] for each w in word. It should be
the case that when you call press, the Button is already set up (in the
Keyboard.__init__ method) to output to the typed list of this Keyboard.
Description Time: Describe how new letters are added to
typed each time a Button in keys is pressed. Instead of just reading
your code, say what it does (e.g., "When the button of a keyboard is pressed ...").
One short sentence is enough to describe how new letters are added to typed.
Inheritance
To avoid redefining attributes and methods for similar classes, we can write a
single base class from which more specialized classes inherit. For
example, we can write a class called Pet and define Dog as a subclass of
Pet:
class Pet:
def __init__(self, name, owner):
self.is_alive = True # It's alive!!!
self.name = name
self.owner = owner
def eat(self, thing):
print(self.name + " ate a " + str(thing) + "!")
def talk(self):
print(self.name)
class Dog(Pet):
def talk(self):
super().talk()
print('This Dog says woof!')
Inheritance represents a hierarchical relationship between two or more
classes where one class is a more specific version of the other:
a dog is a pet.
(We use "is a" to describe this sort of relationship in OOP languages, not to refer to the Python is operator.)
Since Dog inherits from Pet, the Dog class will also inherit the
Pet class's methods, so we don't have to redefine __init__ or eat.
We do want each Dog to talk in a Dog-specific way,
so we can override the talk method.
We can use super() to refer to the superclass of self,
and access any superclass methods as if we were an instance of the superclass.
For example, super().talk() in the Dog class will call the talk
method from the Pet class, but passes in the Dog instance as the self.
Q2: Cat
Below is the implementation of a Pet class. Each pet has two instance attributes
(name and owner), as well as one instance method (talk).
class Pet:
def __init__(self, name, owner):
self.name = name
self.owner = owner
def talk(self):
print(self.name)
Implement the Cat class, which inherits from
the Pet class seen above. To complete the implementation, override or implement the following methods:
___init___
Set the Cat's name and owner attributes, and also add 2 new attributes:
is_hungry- should be set toFalsefullness- should be set to whatever thefullnessparameter is
Hint: You can call the
__init__method ofPet(the superclass ofCat) to set a cat'snameandownerusingsuper().
talk
Print out a cat's greeting, which is "<name of cat> says meow!".
get_hungry
Decrements a cat's fullness level by 1. When fullness reaches zero,
is_hungry becomes True. If this is called after fullness has already
reached zero, print the message "<name of cat> is hungry."
eat
This method is called when the cat eats some food.
If the cat is hungry, after calling this method both of the following should be true:
- The cat's
fullnessvalue should be set to whateverCat.default_fullnessis. - The cat's
is_hungryvalue should beFalse.
Also print out the food the cat ate. For example, if a cat named Thomas
ate fish, print out 'Thomas ate a fish!'
Otherwise, if the cat wasn't hungry, print '<name of cat> is not hungry.'
class Cat(Pet):
default_fullness = 5
def __init__(self, name, owner, fullness=default_fullness):
"""
>>> cat = Cat('Thomas', 'Tammy')
>>> cat.name
'Thomas'
>>> cat.owner
'Tammy'
>>> cat.fullness # use default fullness value
5
>>> cat.is_hungry
False
>>> cat2 = Cat('Meow Meow', 'Yoobin', 3)
>>> cat2.fullness # use fullness value that was passed in
3
"""
super().__init__(name, owner)
self.fullness = fullness
self.is_hungry = False
def talk(self):
"""
>>> Cat('Thomas', 'Tammy').talk()
Thomas says meow!
>>> Cat('Meow Meow', 'ThuyAnh').talk()
Meow Meow says meow!
"""
print(self.name + ' says meow!')
def get_hungry(self):
"""
>>> cat = Cat('Thomas', 'Tammy', 2)
>>> cat.is_hungry
False
>>> cat.fullness
2
>>> cat.get_hungry()
>>> cat.is_hungry
False
>>> cat.fullness
1
>>> cat.get_hungry()
>>> cat.is_hungry
True
>>> cat.fullness
0
>>> cat.get_hungry()
Thomas is hungry.
>>> cat.is_hungry
True
>>> cat.fullness
0
"""
if self.fullness > 0:
self.fullness -= 1
if self.fullness == 0:
self.is_hungry = True
else:
print(f"{self.name} is hungry.")
def eat(self, food):
"""
>>> cat = Cat('Crookshanks', 'Hermione', 1)
>>> cat.eat('tuna')
Crookshanks is not hungry.
>>> cat.is_hungry
False
>>> cat.fullness
1
>>> cat.get_hungry()
>>> cat.eat('tuna')
Crookshanks ate a tuna!
>>> cat.is_hungry
False
>>> cat.fullness
5
>>> Cat.default_fullness = 3
>>> for i in range(5):
... cat.get_hungry()
>>> cat.eat('tuna')
Crookshanks ate a tuna!
>>> cat.is_hungry
False
>>> cat.fullness
3
"""
if self.is_hungry:
self.fullness = Cat.default_fullness
self.is_hungry = False
print(f"{self.name} ate a {food}!")
else:
print(f'{self.name} is not hungry.')