Archive:Think Python/Inheritance: Difference between revisions
wikademia>Whiteknight m Think Python: Automatically uploading HTML source of this book from http://www.greenteapress.com/thinkpython/html/. Will convert to wikitext in a separate step |
wikademia>Whiteknight m Partial (mostly) conversion from HTML to Wikitext |
||
| Line 1: | Line 1: | ||
{{Think Python/Page}} | |||
== Chapter 18  Inheritance == | |||
In this chapter we will develop classes to represent playing cards, | |||
decks of cards, and poker hands. If you don’t play poker, you can | decks of cards, and poker hands. If you don’t play poker, you can | ||
read about it at | read about it at <TT>wikipedia.org/wiki/Poker</TT>, but you don’t have | ||
to; I’ll tell you what you need to know for the exercises. | to; I’ll tell you what you need to know for the exercises. | ||
you can read about them at | |||
If you are not familiar with Anglo-American playing cards, | |||
you can read about them at <TT>wikipedia.org/wiki/Playing_cards</TT>. | |||
=== 18.1  Card objects === | |||
There are fifty-two cards in a deck, each of which belongs to one of | |||
four suits and one of thirteen ranks. The suits are Spades, Hearts, | four suits and one of thirteen ranks. The suits are Spades, Hearts, | ||
Diamonds, and Clubs (in descending order in bridge). The ranks are | Diamonds, and Clubs (in descending order in bridge). The ranks are | ||
Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, and King. Depending on | Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, and King. Depending on | ||
the game that you are playing, an Ace may be higher than King | the game that you are playing, an Ace may be higher than King | ||
or lower than 2. | or lower than 2. | ||
obvious what the attributes should be: | |||
If we want to define a new object to represent a playing card, it is | |||
obvious what the attributes should be: <TT>rank</TT> and | |||
<TT>suit</TT>. It is not as obvious what type the attributes | |||
should be. One possibility is to use strings containing words like | should be. One possibility is to use strings containing words like | ||
<CODE>'Spade'</CODE> for suits and <CODE>'Queen'</CODE> for ranks. One problem with | |||
this implementation is that it would not be easy to compare cards to | this implementation is that it would not be easy to compare cards to | ||
see which had a higher rank or suit. | see which had a higher rank or suit. | ||
An alternative is to use integers to '''encode''' the ranks and suits. | |||
In this context, “encode” means that we are going to define a mapping | In this context, “encode” means that we are going to define a mapping | ||
between numbers and suits, or between numbers and ranks. This | between numbers and suits, or between numbers and ranks. This | ||
kind of encoding is not meant to be a secret (that | kind of encoding is not meant to be a secret (that | ||
would be “encryption”). | would be “encryption”). | ||
codes: | |||
<TR><TD ALIGN=left NOWRAP | For example, this table shows the suits and the corresponding integer | ||
<TR><TD ALIGN=left NOWRAP | codes: | ||
<TR><TD ALIGN=left NOWRAP | <TABLE CELLSPACING=6 CELLPADDING=0><TR><TD ALIGN=left NOWRAP>Spades</TD><TD ALIGN=center NOWRAP>↦</TD><TD ALIGN=left NOWRAP>3</TD></TR> | ||
</TABLE> | <TR><TD ALIGN=left NOWRAP>Hearts</TD><TD ALIGN=center NOWRAP>↦</TD><TD ALIGN=left NOWRAP>2</TD></TR> | ||
higher numbers, we can compare suits by comparing their codes. | <TR><TD ALIGN=left NOWRAP>Diamonds</TD><TD ALIGN=center NOWRAP>↦</TD><TD ALIGN=left NOWRAP>1</TD></TR> | ||
maps to the corresponding integer, and for face cards: | <TR><TD ALIGN=left NOWRAP>Clubs</TD><TD ALIGN=center NOWRAP>↦</TD><TD ALIGN=left NOWRAP>0</TD></TR> | ||
<TR><TD ALIGN=left NOWRAP | </TABLE> | ||
<TR><TD ALIGN=left NOWRAP | This code makes it easy to compare cards; because higher suits map to | ||
</TABLE> | higher numbers, we can compare suits by comparing their codes. | ||
The mapping for ranks is fairly obvious; each of the numerical ranks | |||
maps to the corresponding integer, and for face cards: | |||
<TABLE CELLSPACING=6 CELLPADDING=0><TR><TD ALIGN=left NOWRAP>Jack</TD><TD ALIGN=center NOWRAP>↦</TD><TD ALIGN=left NOWRAP>11</TD></TR> | |||
<TR><TD ALIGN=left NOWRAP>Queen</TD><TD ALIGN=center NOWRAP>↦</TD><TD ALIGN=left NOWRAP>12</TD></TR> | |||
<TR><TD ALIGN=left NOWRAP>King</TD><TD ALIGN=center NOWRAP>↦</TD><TD ALIGN=left NOWRAP>13</TD></TR> | |||
</TABLE> | |||
I am using the ↦ symbol to make is clear that these mappings | |||
are not part of the Python program. They are part of the program | are not part of the Python program. They are part of the program | ||
design, but they don’t appear explicitly in the code. | design, but they don’t appear explicitly in the code. | ||
The class definition for <TT>Card</TT> looks like this: | |||
<PRE CLASS="verbatim">class Card: | |||
"""represents a standard playing card.""" | """represents a standard playing card.""" | ||
| Line 58: | Line 75: | ||
self.suit = suit | self.suit = suit | ||
self.rank = rank | self.rank = rank | ||
</PRE> | |||
As usual, the init method takes an optional | |||
parameter for each attribute. The default card is | parameter for each attribute. The default card is | ||
the 2 of Clubs. | the 2 of Clubs. | ||
suit and rank of the card you want. | |||
To create a Card, you call <TT>Card</TT> with the | |||
suit and rank of the card you want. | |||
<PRE CLASS="verbatim">queen_of_diamonds = Card(1, 12) | |||
</PRE>=== 18.2  Class attributes === | |||
In order to print Card objects in a way that people can easily | |||
read, we need a mapping from the integer codes to the corresponding | read, we need a mapping from the integer codes to the corresponding | ||
ranks and suits. A natural way to | ranks and suits. A natural way to | ||
do that is with lists of strings. We assign these lists to | do that is with lists of strings. We assign these lists to '''class | ||
attributes | attributes''': | ||
<PRE CLASS="verbatim"># inside class Card: | |||
suit_names = ['Clubs', 'Diamonds', 'Hearts', 'Spades'] | suit_names = ['Clubs', 'Diamonds', 'Hearts', 'Spades'] | ||
| Line 77: | Line 105: | ||
return '%s of %s' % (Card.rank_names[self.rank], | return '%s of %s' % (Card.rank_names[self.rank], | ||
Card.suit_names[self.suit]) | Card.suit_names[self.suit]) | ||
</PRE> | |||
Variables like <CODE>suit_names</CODE> and <CODE>rank_names</CODE>, which are | |||
defined inside a class but outside of any method, are called | defined inside a class but outside of any method, are called | ||
class attributes because they are associated with the class object | class attributes because they are associated with the class object | ||
<TT>Card</TT>. | |||
associated with a particular instance. | |||
example, in | |||
and | |||
is a class object, and | This term distinguished them from variables like <TT>suit</TT> and <TT>rank</TT>, which are called '''instance attributes''' because they are | ||
list of strings associated with the class. | associated with a particular instance. | ||
is only one copy of | |||
Both kinds of attribute are accessed using dot notation. For | |||
from the object | example, in <CODE>__str__</CODE>, <TT>self</TT> is a Card object, | ||
from the class | and <TT>self.rank</TT> is its rank. Similarly, <TT>Card</TT> | ||
is no card with rank zero. By including | is a class object, and <CODE>Card.rank_names</CODE> is a | ||
list of strings associated with the class. | |||
Every card has its own <TT>suit</TT> and <TT>rank</TT>, but there | |||
is only one copy of <CODE>suit_names</CODE> and <CODE>rank_names</CODE>. | |||
Putting it all together, the expression | |||
<CODE>Card.rank_names[self.rank]</CODE> means “use the attribute <TT>rank</TT> | |||
from the object <TT>self</TT> as an index into the list <CODE>rank_names</CODE> | |||
from the class <TT>Card</TT>, and select the appropriate string.” | |||
The first element of <CODE>rank_names</CODE> is <TT>None</TT> because there | |||
is no card with rank zero. By including <TT>None</TT> as a place-keeper, | |||
we get a mapping with the nice property that the index 2 maps to the | we get a mapping with the nice property that the index 2 maps to the | ||
string | string <CODE>'2'</CODE>, and so on. To avoid this tweak, we could have | ||
used a dictionary instead of a list. | used a dictionary instead of a list. | ||
With the methods we have so far, we can create and print cards: | |||
<PRE CLASS="verbatim">>>> card1 = Card(2, 11) | |||
>>> print card1 | >>> print card1 | ||
Jack of Hearts | Jack of Hearts | ||
</PRE> | |||
and one Card instance: | Here is a diagram that shows the <TT>Card</TT> class object | ||
and one Card instance: | |||
contents of | |||
( | <DIV CLASS="center"><IMG SRC="book026.png"></DIV> | ||
<TT>Card</TT> is a class object, so it has type <TT>type</TT>. <TT>card1</TT> has type <TT>Card</TT>. (To save space, I didn’t draw the | |||
contents of <CODE>suit_names</CODE> and <CODE>rank_names</CODE>). | |||
=== 18.3  Comparing cards === | |||
For built-in types, there are conditional operators | |||
(<TT><</TT>, <TT>></TT>, <TT>==</TT>, etc.) | |||
that compare | that compare | ||
values and determine when one is greater than, less than, or equal to | values and determine when one is greater than, less than, or equal to | ||
another. For user-defined types, we can override the behavior of | another. For user-defined types, we can override the behavior of | ||
the built-in operators by providing a method named | the built-in operators by providing a method named | ||
<CODE>__cmp__</CODE>. | |||
<CODE>__cmp__</CODE> takes two parameters, <TT>self</TT> and <TT>other</TT>, | |||
and returns a positive number if the first object is greater, a | and returns a positive number if the first object is greater, a | ||
negative number if the second object is greater, and 0 if they are | negative number if the second object is greater, and 0 if they are | ||
equal to each other. | equal to each other. | ||
The correct ordering for cards is not obvious. | |||
For example, which | For example, which | ||
is better, the 3 of Clubs or the 2 of Diamonds? One has a higher | is better, the 3 of Clubs or the 2 of Diamonds? One has a higher | ||
rank, but the other has a higher suit. In order to compare | rank, but the other has a higher suit. In order to compare | ||
cards, you have to decide whether rank or suit is more important. | cards, you have to decide whether rank or suit is more important. | ||
The answer might depend on what game you are playing, but to keep | |||
things simple, we’ll make the arbitrary choice that suit is more | things simple, we’ll make the arbitrary choice that suit is more | ||
important, so all of the Spades outrank all of the Diamonds, | important, so all of the Spades outrank all of the Diamonds, | ||
and so on. | and so on. | ||
With that decided, we can write <CODE>__cmp__</CODE>: | |||
<PRE CLASS="verbatim"># inside class Card: | |||
def __cmp__(self, other): | def __cmp__(self, other): | ||
| Line 135: | Line 204: | ||
# ranks are the same... it's a tie | # ranks are the same... it's a tie | ||
return 0 | return 0 | ||
</PRE> | |||
You can write this more concisely using tuple comparison: | |||
<PRE CLASS="verbatim"># inside class Card: | |||
def __cmp__(self, other): | def __cmp__(self, other): | ||
| Line 142: | Line 215: | ||
t2 = other.suit, other.rank | t2 = other.suit, other.rank | ||
return cmp(t1, t2) | return cmp(t1, t2) | ||
</PRE> | |||
the method | The built-in function <TT>cmp</TT> has the same interface as | ||
the method <CODE>__cmp__</CODE>: it takes two values and returns | |||
a positive number if the first is larger, a negative number | a positive number if the first is larger, a negative number | ||
of the second is larger, and 0 if they are equal. | of the second is larger, and 0 if they are equal. | ||
Write a | |||
<DIV CLASS="theorem">'''Exercise 1'''  '' | |||
Write a ''<CODE>''__cmp__''</CODE>'' method for Time objects. Hint: you | |||
can use tuple comparison, but you also might consider using | can use tuple comparison, but you also might consider using | ||
integer subtraction. | integer subtraction.''</DIV>=== 18.4  Decks === | ||
Now that we have Cards, the next step is to define Decks. Since a | |||
deck is made up of cards, it is natural for each Deck to contain a | deck is made up of cards, it is natural for each Deck to contain a | ||
list of cards as an attribute. | list of cards as an attribute. | ||
init method creates the attribute | |||
the standard set of fifty-two cards: | |||
The following is a class definition for <TT>Deck</TT>. The | |||
init method creates the attribute <TT>cards</TT> and generates | |||
the standard set of fifty-two cards: | |||
<PRE CLASS="verbatim">class Deck: | |||
def __init__(self): | def __init__(self): | ||
| Line 166: | Line 256: | ||
card = Card(suit, rank) | card = Card(suit, rank) | ||
self.cards.append(card) | self.cards.append(card) | ||
</PRE> | |||
The easiest way to populate the deck is with a nested loop. The outer | |||
loop enumerates the suits from 0 to 3. The inner loop enumerates the | loop enumerates the suits from 0 to 3. The inner loop enumerates the | ||
ranks from 1 to 13. Each iteration | ranks from 1 to 13. Each iteration | ||
creates a new Card with the current suit and rank, | creates a new Card with the current suit and rank, | ||
and appends it to | and appends it to <TT>self.cards</TT>. | ||
=== 18.5  Printing the deck === | |||
Here is a <CODE>__str__</CODE> method for <TT>Deck</TT>: | |||
<PRE CLASS="verbatim">#inside class Deck: | |||
def __str__(self): | def __str__(self): | ||
| Line 180: | Line 281: | ||
res.append(str(card)) | res.append(str(card)) | ||
return '\n'.join(res) | return '\n'.join(res) | ||
</PRE> | |||
string: building a list of strings and then using | This method demonstrates an efficient way to accumulate a large | ||
The built-in function | string: building a list of strings and then using <TT>join</TT>. | ||
method on each card and returns the string representation. | The built-in function <TT>str</TT> invokes the <CODE>__str__</CODE> | ||
method on each card and returns the string representation. | |||
are separated by newlines. Here’s what the result looks like: | |||
Since we invoke <TT>join</TT> on a newline character, the cards | |||
are separated by newlines. Here’s what the result looks like: | |||
<PRE CLASS="verbatim">>>> deck = Deck() | |||
>>> print deck | >>> print deck | ||
Ace of Clubs | Ace of Clubs | ||
| Line 198: | Line 305: | ||
Queen of Spades | Queen of Spades | ||
King of Spades | King of Spades | ||
</PRE> | |||
one long string that contains newlines. | Even though the result appears on 52 lines, it is | ||
one long string that contains newlines. | |||
=== 18.6  Add, remove, shuffle and sort === | |||
To deal cards, we would like a method that | |||
removes a card from the deck and returns it. | removes a card from the deck and returns it. | ||
The list method | The list method <TT>pop</TT> provides a convenient way to do that: | ||
<PRE CLASS="verbatim">#inside class Deck: | |||
def pop_card(self): | def pop_card(self): | ||
return self.cards.pop() | return self.cards.pop() | ||
</PRE> | |||
Since <TT>pop</TT> removes the ''last'' card in the list, we are | |||
dealing from the bottom of the deck. In real life bottom dealing is | dealing from the bottom of the deck. In real life bottom dealing is | ||
frowned upon | frowned upon<SUP>1</SUP>, | ||
but in this context it’s ok. | but in this context it’s ok. | ||
To add a card, we can use the list method <TT>append</TT>: | |||
<PRE CLASS="verbatim">#inside class Deck: | |||
def add_card(self, card): | def add_card(self, card): | ||
self.cards.append(card) | self.cards.append(card) | ||
</PRE> | |||
much real work is sometimes called a | A method like this that uses another function without doing | ||
much real work is sometimes called a '''veneer'''. The metaphor | |||
comes from woodworking, where it is common to glue a thin | comes from woodworking, where it is common to glue a thin | ||
layer of good quality wood to the surface of a cheaper piece of | layer of good quality wood to the surface of a cheaper piece of | ||
wood. | wood. | ||
a list operation in terms that are appropriate for decks. | |||
using the function | In this case we are defining a “thin” method that expresses | ||
a list operation in terms that are appropriate for decks. | |||
As another example, we can write a Deck method named <TT>shuffle</TT> | |||
using the function <TT>shuffle</TT> from the <TT>random</TT> module: | |||
<PRE CLASS="verbatim"># inside class Deck: | |||
def shuffle(self): | def shuffle(self): | ||
random.shuffle(self.cards) | random.shuffle(self.cards) | ||
</PRE> | |||
Don’t forget to import <TT>random</TT>. | |||
<DIV CLASS="theorem">'''Exercise 2'''  '' | |||
'''' | |||
the | '' | ||
''Write a Deck method named ''''<TT>sort</TT>'''' that uses the list method | |||
''''<TT>sort</TT>'''' to sort the cards in a ''''<TT>Deck</TT>''''. ''''<TT>sort</TT>'''' uses | |||
programming is | the ''<CODE>''__cmp__''</CODE>'' method we defined to determine sort order. | ||
'' | |||
</DIV>=== 18.7  Inheritance === | |||
The language feature most often associated with object-oriented | |||
programming is '''inheritance'''. Inheritance is the ability to | |||
define a new class that is a modified version of an existing | define a new class that is a modified version of an existing | ||
class. | class. | ||
It is called “inheritance” because the new class inherits the | |||
methods of the existing class. Extending this metaphor, the existing | methods of the existing class. Extending this metaphor, the existing | ||
class is called the | class is called the '''parent''' and the new class is | ||
called the | called the '''child'''. | ||
As an example, let’s say we want a class to represent a “hand,” | |||
that is, the set of cards held by one player. A hand is similar to a | that is, the set of cards held by one player. A hand is similar to a | ||
deck: both are made up of a set of cards, and both require operations | deck: both are made up of a set of cards, and both require operations | ||
like adding and removing cards. | like adding and removing cards. | ||
A hand is also different from a deck; there are operations we want for | |||
hands that don’t make sense for a deck. For example, in poker we | hands that don’t make sense for a deck. For example, in poker we | ||
might compare two hands to see which one wins. In bridge, we might | might compare two hands to see which one wins. In bridge, we might | ||
compute a score for a hand in order to make a bid. | compute a score for a hand in order to make a bid. | ||
itself to inheritance. | |||
but the name of the parent class appears in parentheses: | This relationship between classes—similar, but different—lends | ||
itself to inheritance. | |||
The definition of a child class is like other class definitions, | |||
but the name of the parent class appears in parentheses: | |||
<PRE CLASS="verbatim">class Hand(Deck): | |||
"""represents a hand of playing cards""" | """represents a hand of playing cards""" | ||
</PRE> | |||
that means we can use methods like | This definition indicates that <TT>Hand</TT> inherits from <TT>Deck</TT>; | ||
for Hands as well as Decks. | that means we can use methods like <CODE>pop_card</CODE> and <CODE>add_card</CODE> | ||
for Hands as well as Decks. | |||
<TT>Hand</TT> also inherits <CODE>__init__</CODE> from <TT>Deck</TT>, but | |||
it doesn’t really do what we want: instead of populating the hand | it doesn’t really do what we want: instead of populating the hand | ||
with 52 new cards, the init method for Hands should initialize | with 52 new cards, the init method for Hands should initialize | ||
<TT>cards</TT> with an empty list. | |||
one in the | |||
If we provide an init method in the <TT>Hand</TT> class, it overrides the | |||
one in the <TT>Deck</TT> class: | |||
<PRE CLASS="verbatim"># inside class Hand: | |||
def __init__(self, label=''): | def __init__(self, label=''): | ||
self.cards = [] | self.cards = [] | ||
self.label = label | self.label = label | ||
</PRE> | |||
So when you create a Hand, Python invokes this init method: | |||
<PRE CLASS="verbatim">>>> hand = Hand('new hand') | |||
>>> print hand.cards | >>> print hand.cards | ||
[] | [] | ||
>>> print hand.label | >>> print hand.label | ||
new hand | new hand | ||
</PRE> | |||
But the other methods are inherited from <TT>Deck</TT>, so we can use | |||
<CODE>pop_card</CODE> and <CODE>add_card</CODE> to deal a card: | |||
<PRE CLASS="verbatim">>>> deck = Deck() | |||
>>> card = deck.pop_card() | >>> card = deck.pop_card() | ||
>>> hand.add_card(card) | >>> hand.add_card(card) | ||
>>> print hand | >>> print hand | ||
King of Spades | King of Spades | ||
</PRE> | |||
called | A natural next step is to encapsulate this code in a method | ||
called <CODE>move_cards</CODE>: | |||
<PRE CLASS="verbatim">#inside class Deck: | |||
def move_cards(self, hand, num): | def move_cards(self, hand, num): | ||
for i in range(num): | for i in range(num): | ||
hand.add_card(self.pop_card()) | hand.add_card(self.pop_card()) | ||
</PRE> | |||
cards to deal. It modifies both | <CODE>move_cards</CODE> takes two arguments, a Hand object and the number of | ||
returns | cards to deal. It modifies both <TT>self</TT> and <TT>hand</TT>, and | ||
or from a hand back to the deck. You can use | returns <TT>None</TT>. | ||
for any of these operations: | |||
or a Hand, and | In some games, cards are moved from one hand to another, | ||
Write a Deck method called | or from a hand back to the deck. You can use <CODE>move_cards</CODE> | ||
for any of these operations: <TT>self</TT> can be either a Deck | |||
or a Hand, and <TT>hand</TT>, despite the name, can also be a <TT>Deck</TT>. | |||
<DIV CLASS="theorem">'''Exercise 3'''  '' | |||
Write a Deck method called ''<CODE>''deal_hands''</CODE>'' that takes two | |||
parameters, the number of hands and the number of cards per | parameters, the number of hands and the number of cards per | ||
hand, and that creates new Hand objects, deals the appropriate | hand, and that creates new Hand objects, deals the appropriate | ||
number of cards per hand, and returns a list of Hand objects. | number of cards per hand, and returns a list of Hand objects. | ||
''</DIV> | |||
Inheritance is a useful feature. Some programs that would be | |||
repetitive without inheritance can be written more elegantly | repetitive without inheritance can be written more elegantly | ||
with it. Inheritance can facilitate code reuse, since you can | with it. Inheritance can facilitate code reuse, since you can | ||
| Line 302: | Line 473: | ||
them. In some cases, the inheritance structure reflects the natural | them. In some cases, the inheritance structure reflects the natural | ||
structure of the problem, which makes the program easier to | structure of the problem, which makes the program easier to | ||
understand. | understand. | ||
On the other hand, inheritance can make programs difficult to read. | |||
When a method is invoked, it is sometimes not clear where to find its | When a method is invoked, it is sometimes not clear where to find its | ||
definition. The relevant code may be scattered among several modules. | definition. The relevant code may be scattered among several modules. | ||
Also, many of the things that can be done using inheritance can be | Also, many of the things that can be done using inheritance can be | ||
done as well or better without it. | done as well or better without it. | ||
=== 18.8  Class diagrams === | |||
So far we have seen stack diagrams, which show the state of | |||
a program, and object diagrams, which show the attributes | a program, and object diagrams, which show the attributes | ||
of an object and their values. These diagrams represent a snapshot | of an object and their values. These diagrams represent a snapshot | ||
in the execution of a program, so they change as the program | in the execution of a program, so they change as the program | ||
runs. | runs. | ||
They are also highly detailed; for some purposes, too | |||
detailed. A class diagrams is a more abstract representation | detailed. A class diagrams is a more abstract representation | ||
of the structure of a program. Instead of showing individual | of the structure of a program. Instead of showing individual | ||
objects, it shows classes and the relationships between them. | objects, it shows classes and the relationships between them. | ||
There are several kinds of relationship between classes: | |||
*Objects in one class might contain references to objects | |||
in another class. For example, each Rectangle contains a reference | in another class. For example, each Rectangle contains a reference | ||
to a Point, and each Deck contains references to many Cards. | to a Point, and each Deck contains references to many Cards. | ||
This kind of relationship is called | This kind of relationship is called '''HAS-A''', as in, “a Rectangle | ||
has a Point.” | has a Point.” | ||
is called | |||
in one class would require changes in the other. | *One class might inherit from another. This relationship | ||
is called '''IS-A''', as in, “a Hand is a kind of a Deck.” | |||
*One class might depend on another in the sense that changes | |||
in one class would require changes in the other. | |||
relationships | |||
relationships between | |||
A '''class diagram''' is a graphical representation of these | |||
relationships<SUP>2</SUP>. For example, this diagram shows the | |||
relationships between <TT>Card</TT>, <TT>Deck</TT> and <TT>Hand</TT>. | |||
<DIV CLASS="center"><IMG SRC="book027.png"></DIV> | |||
The arrow with a hollow triangle head represents an IS-A | |||
relationship; in this case it indicates that Hand inherits | relationship; in this case it indicates that Hand inherits | ||
from Deck. | from Deck. | ||
The standard arrow head represents a HAS-A | |||
relationship; in this case a Deck has references to Card | relationship; in this case a Deck has references to Card | ||
objects. | objects. | ||
A multiplicity can be a simple number, like | The star (<TT>*</TT>) near the arrow head is a | ||
like | '''multiplicity'''; it indicates how many Cards a Deck has. | ||
have any number of Cards. | A multiplicity can be a simple number, like <TT>52</TT>, a range, | ||
contains a | like <TT>5..7</TT> or a star, which indicates that a Deck can | ||
like list and dict are usually not included in class diagrams. | have any number of Cards. | ||
Read | |||
A more detailed diagram might show that a Deck actually | |||
contains a ''list'' of Cards, but built-in types | |||
like list and dict are usually not included in class diagrams. | |||
<DIV CLASS="theorem">'''Exercise 4'''  '' | |||
Read ''''<TT>TurtleWorld.py</TT>'''', ''''<TT>World.py</TT>'''' and ''''<TT>Gui.py</TT>'''' | |||
and draw a class diagram that shows the relationships among | and draw a class diagram that shows the relationships among | ||
the classes defined there. | the classes defined there. | ||
''</DIV>=== 18.9  Debugging === | |||
Inheritance can make debugging a challenge because when you | |||
invoke a method on an object, you might not know which method | invoke a method on an object, you might not know which method | ||
will be invoked. | will be invoked. | ||
Suppose you are writing a function that works with Hand objects. | |||
You would like it to work with all kinds of Hands, like | You would like it to work with all kinds of Hands, like | ||
PokerHands, BridgeHands, etc. If you invoke a method like | PokerHands, BridgeHands, etc. If you invoke a method like | ||
<TT>shuffle</TT>, you might get the one defined in <TT>Deck</TT>, | |||
but if any of the subclasses override this method, you’ll | but if any of the subclasses override this method, you’ll | ||
get that version instead. | get that version instead. | ||
Any time you are unsure about the flow of execution through your | |||
program, the simplest solution is to add print statements at the | program, the simplest solution is to add print statements at the | ||
beginning of the relevant methods. If | beginning of the relevant methods. If <TT>Deck.shuffle</TT> prints a | ||
message that says something like | message that says something like <TT>Running Deck.shuffle</TT>, then as | ||
the program runs it traces the flow of execution. | the program runs it traces the flow of execution. | ||
As an alternative, you could use this function, which takes an | |||
object and a method name (as a string) and returns the class that | object and a method name (as a string) and returns the class that | ||
provides the definition of the method: | provides the definition of the method: | ||
<PRE CLASS="verbatim">def find_defining_class(obj, meth_name): | |||
for ty in type(obj).mro(): | for ty in type(obj).mro(): | ||
if meth_name in ty.__dict__: | if meth_name in ty.__dict__: | ||
return ty | return ty | ||
</PRE> | |||
Here’s an example: | |||
<PRE CLASS="verbatim">>>> hand = Hand() | |||
>>> print find_defining_class(hand, 'shuffle') | >>> print find_defining_class(hand, 'shuffle') | ||
<class 'Card.Deck'> | <class 'Card.Deck'> | ||
</PRE> | |||
So the <TT>shuffle</TT> method for this Hand is the one in <TT>Deck</TT>. | |||
<CODE>find_defining_class</CODE> uses the <TT>mro</TT> method to get the list | |||
of class objects (types) that will be searched for methods. “MRO” | of class objects (types) that will be searched for methods. “MRO” | ||
stands for “method resolution order.” | stands for “method resolution order.” | ||
Here’s a program design suggestion: whenever you override a method, | |||
the interface of the new method should be the same as the old. It | the interface of the new method should be the same as the old. It | ||
should take the same parameters, return the same type, and obey the | should take the same parameters, return the same type, and obey the | ||
| Line 373: | Line 594: | ||
will find that any function designed to work with an instance of a | will find that any function designed to work with an instance of a | ||
superclass, like a Deck, will also work with instances of subclasses | superclass, like a Deck, will also work with instances of subclasses | ||
like a Hand or PokerHand. | like a Hand or PokerHand. | ||
a house of cards. | |||
If you violate this rule, your code will collapse like (sorry) | |||
a house of cards. | |||
=== 18.10  Glossary === | |||
<DL CLASS="description"><DT CLASS="dt-description">'''encode:'''</DT><DD CLASS="dd-description"> To represent one set of values using another | |||
set of values by constructing a mapping between them. | set of values by constructing a mapping between them. | ||
</DD><DT CLASS="dt-description">'''class attribute:'''</DT><DD CLASS="dd-description"> An attribute associated with a class | |||
object. Class attributes are defined inside | object. Class attributes are defined inside | ||
a class definition but outside any method. | a class definition but outside any method. | ||
</DD><DT CLASS="dt-description">'''instance attribute:'''</DT><DD CLASS="dd-description"> An attribute associated with an | |||
instance of a class. | instance of a class. | ||
</DD><DT CLASS="dt-description">'''veneer:'''</DT><DD CLASS="dd-description"> A method or function that provides a different | |||
interface to another function without doing much computation. | interface to another function without doing much computation. | ||
</DD><DT CLASS="dt-description">'''inheritance:'''</DT><DD CLASS="dd-description"> The ability to define a new class that is a | |||
modified version of a previously defined class. | modified version of a previously defined class. | ||
</DD><DT CLASS="dt-description">'''parent class:'''</DT><DD CLASS="dd-description"> The class from which a child class inherits. | |||
</DD><DT CLASS="dt-description">'''child class:'''</DT><DD CLASS="dd-description"> A new class created by inheriting from an | |||
existing class; also called a “subclass.” | existing class; also called a “subclass.” | ||
</DD><DT CLASS="dt-description">'''IS-A relationship:'''</DT><DD CLASS="dd-description"> The relationship between a child class | |||
and its parent class. | and its parent class. | ||
</DD><DT CLASS="dt-description">'''HAS-A relationship:'''</DT><DD CLASS="dd-description"> The relationship between two classes | |||
where instances of one class contain references to instances of | where instances of one class contain references to instances of | ||
the other. | the other. | ||
</DD><DT CLASS="dt-description">'''class diagram:'''</DT><DD CLASS="dd-description"> A diagram that shows the classes in a program | |||
and the relationships between them. | and the relationships between them. | ||
</DD><DT CLASS="dt-description">'''multiplicity:'''</DT><DD CLASS="dd-description"> A notation in a class diagram that shows, for | |||
a HAS-A relationship, how many references there are to instances | a HAS-A relationship, how many references there are to instances | ||
of another class. | of another class. | ||
</DD></DL>=== 18.11  Exercises === | |||
of value (and decreasing order of probability): | <DIV CLASS="theorem">'''Exercise 5'''  '' | ||
'' | |||
''The following are the possible hands in poker, in increasing order | |||
of value (and decreasing order of probability):'' | |||
be high or low, so | <DL CLASS="description"><DT CLASS="dt-description">'''''pair:'''''</DT><DD CLASS="dd-description">'' two cards with the same rank | ||
''</DD><DT CLASS="dt-description">'''''''two pair:'''''''</DT><DD CLASS="dd-description">'' two pairs of cards with the same rank | |||
''</DD><DT CLASS="dt-description">'''''''three of a kind:'''''''</DT><DD CLASS="dd-description">'' three cards with the same rank | |||
''</DD><DT CLASS="dt-description">'''''''straight:'''''''</DT><DD CLASS="dd-description">'' five cards with ranks in sequence (aces can | |||
be high or low, so ''''<TT>Ace-2-3-4-5</TT>'''' is a straight and so is ''''<TT>10-Jack-Queen-King-Ace</TT>'''', but ''''<TT>Queen-King-Ace-2-3</TT>'''' is not.) | |||
''</DD><DT CLASS="dt-description">'''''''flush:'''''''</DT><DD CLASS="dd-description">'' five cards with the same suit | |||
''</DD><DT CLASS="dt-description">'''''''full house:'''''''</DT><DD CLASS="dd-description">'' three cards with one rank, two cards with another | |||
''</DD><DT CLASS="dt-description">'''''''four of a kind:'''''''</DT><DD CLASS="dd-description">'' four cards with the same rank | |||
''</DD><DT CLASS="dt-description">'''''''straight flush:'''''''</DT><DD CLASS="dd-description">'' five cards in sequence (as defined above) and | |||
with the same suit | with the same suit | ||
''</DD></DL> | |||
'' | |||
The goal of these exercises is to estimate | The goal of these exercises is to estimate | ||
the probability of drawing these various hands. | the probability of drawing these various hands.'' | ||
that represents a poker hand, and some code that tests it. | *''Download the following files from ''''<TT>thinkpython.com/code</TT>'''':''<DL CLASS="description"><DT CLASS="dt-description">'''''<TT>Card.py</TT>'''''</DT><DD CLASS="dd-description">'': A complete version of the ''''<TT>Card</TT>'''', | ||
''''<TT>Deck</TT>'''' and ''''<TT>Hand</TT>'''' classes in this chapter.''</DD><DT CLASS="dt-description">'''''''<TT>PokerHand.py</TT>'''''''</DT><DD CLASS="dd-description">'': An incomplete implementation of a class | |||
that represents a poker hand, and some code that tests it.''</DD></DL> | |||
*''''If you run ''''''''<TT>PokerHand.py</TT>'''''''', it deals six 7-card poker hands | |||
and checks to see if any of them contains a flush. Read this | and checks to see if any of them contains a flush. Read this | ||
code carefully before you go on. | code carefully before you go on.'''' | ||
*''''Add methods to ''''''''<TT>PokerHand.py</TT>'''''''' named ''''<CODE>''''has_pair''''</CODE>'''', | |||
''''<CODE>''''has_twopair''''</CODE>'''', etc. that return True or False according to | |||
whether or not the hand meets the relevant criteria. Your code should | whether or not the hand meets the relevant criteria. Your code should | ||
work correctly for “hands” that contain any number of cards | work correctly for “hands” that contain any number of cards | ||
(although 5 and 7 are the most common sizes). | (although 5 and 7 are the most common sizes).'''' | ||
*''''Write a method named ''''''''<TT>classify</TT>'''''''' that figures out | |||
the highest-value classification for a hand and sets the | the highest-value classification for a hand and sets the | ||
''''''''<TT>label</TT>'''''''' attribute accordingly. For example, a 7-card hand | |||
might contain a flush and a pair; it should be labeled “flush”. | might contain a flush and a pair; it should be labeled “flush”.'''' | ||
*''''When you are convinced that your classification methods are | |||
working, the next step is to estimate the probabilities of the various | working, the next step is to estimate the probabilities of the various | ||
hands. Write a function in | hands. Write a function in ''''''''<TT>PokerHand.py</TT>'''''''' that shuffles a deck of | ||
cards, divides it into hands, classifies the hands, and counts the | cards, divides it into hands, classifies the hands, and counts the | ||
number of times various classifications appear. | number of times various classifications appear.'''' | ||
*''''Print a table of the classifications and their probabilities. | |||
Run your program with larger and larger numbers of hands until the | Run your program with larger and larger numbers of hands until the | ||
output values converge to a reasonable degree of accuracy. Compare | output values converge to a reasonable degree of accuracy. Compare | ||
your results to the values at | your results to the values at ''''''''<TT>wikipedia.org/wiki/Hand_rankings</TT>''''''''.'''' | ||
</DIV><DIV CLASS="theorem">'''Exercise 6'''   | |||
'' | |||
'' | |||
''This exercise uses TurtleWorld from Chapter ''''4''''. | |||
You will write code that makes Turtles play tag. If you | You will write code that makes Turtles play tag. If you | ||
are not familiar with the rules of tag, see | are not familiar with the rules of tag, see | ||
''''<TT>wikipedia.org/wiki/Tag_(game)</TT>''''.'' | |||
*''Download ''''<TT>thinkpython.com/code/Wobbler.py</TT>'''' and run it. You | |||
should see a TurtleWorld with three Turtles. If you press the | should see a TurtleWorld with three Turtles. If you press the | ||
''''Run'''' button, the Turtles wander at random.'' | |||
The | |||
that the | *''Read the code and make sure you understand how it works. | ||
and | The ''''<TT>Wobbler</TT>'''' class inherits from ''''<TT>Turtle</TT>'''', which means | ||
that the ''''<TT>Turtle</TT>'''' methods ''''<TT>lt</TT>'''', ''''<TT>rt</TT>'''', ''''<TT>fd</TT>'''' | |||
and ''''<TT>bk</TT>'''' work on Wobblers.'' | |||
clumsiness, and | ''The ''''<TT>step</TT>'''' method gets invoked by TurtleWorld. It invokes | ||
depending on the Turtle’s speed. | ''''<TT>steer</TT>'''', which turns the Turtle in the desired direction, | ||
''''<TT>wobble</TT>'''', which makes a random turn in proportion to the Turtle’s | |||
from | clumsiness, and ''''<TT>move</TT>'''', which moves forward a few pixels, | ||
depending on the Turtle’s speed.'' | |||
*''Create a file named ''''<TT>Tagger.py</TT>''''. Import everything from | |||
''''<TT>Wobbler</TT>'''', then define a class named ''''<TT>Tagger</TT>'''' that inherits | |||
from ''''<TT>Wobbler</TT>''''. Call ''<CODE>''make_world''</CODE>'' passing the ''''<TT>Tagger</TT>'''' class object as an argument.'' | |||
*''Add a ''''<TT>steer</TT>'''' method to ''''<TT>Tagger</TT>'''' to override the one in | |||
''''<TT>Wobbler</TT>''''. As a starting place, write a version that always | |||
points the Turtle toward the origin. Hint: use the math function | points the Turtle toward the origin. Hint: use the math function | ||
''''<TT>atan2</TT>'''' and the Turtle attributes ''''<TT>x</TT>'''', ''''<TT>y</TT>'''' and | |||
''''<TT>heading</TT>''''.'' | |||
For debugging, you might want to use the | |||
which invokes | *''Modify ''''<TT>steer</TT>'''' so that the Turtles stay in bounds. | ||
neighbor. Hint: Turtles have an attribute, | For debugging, you might want to use the ''''Step'''' button, | ||
which invokes ''''<TT>step</TT>'''' once on each Turtle.'' | |||
*''Modify ''''<TT>steer</TT>'''' so that each Turtle points toward its nearest | |||
neighbor. Hint: Turtles have an attribute, ''''<TT>world</TT>'''', that is a | |||
reference to the TurtleWorld they live in, and the TurtleWorld has | reference to the TurtleWorld they live in, and the TurtleWorld has | ||
an attribute, | an attribute, ''''<TT>animals</TT>'''', that is a list of all Turtles in the | ||
world. | world.'' | ||
to | |||
*''Modify ''''<TT>steer</TT>'''' so the Turtles play tag. You can add methods | |||
heading of the Turtle but not the position. | to ''''<TT>Tagger</TT>'''' and you can override ''''<TT>steer</TT>'''' and | ||
''<CODE>''__init__''</CODE>'', but you may not modify or override ''''<TT>step</TT>'''', ''''<TT>wobble</TT>'''' or ''''<TT>move</TT>''''. Also, ''''<TT>steer</TT>'''' is allowed to change the | |||
heading of the Turtle but not the position.'' | |||
''Adjust the rules and your ''''<TT>steer</TT>'''' method for good quality play; | |||
for example, it should be possible for the slow Turtle to tag the | for example, it should be possible for the slow Turtle to tag the | ||
faster Turtles eventually. | faster Turtles eventually.'' | ||
''You can get my solution from ''''<TT>thinkpython.com/code/Tagger.py</TT>''''. | |||
'' | |||
</DIV><HR CLASS="footnoterule"><DL CLASS="thefootnotes"><DT CLASS="dt-thefootnotes"> | |||
1</DT><DD CLASS="dd-thefootnotes">See <TT>wikipedia.org/wiki/Bottom_dealing</TT>. | |||
</DD><DT CLASS="dt-thefootnotes">2</DT><DD CLASS="dd-thefootnotes">The diagrams I am using here are similar to UML | |||
(see <TT>wikipedia.org/wiki/Unified_Modeling_Language</TT>), with a few | (see <TT>wikipedia.org/wiki/Unified_Modeling_Language</TT>), with a few | ||
simplifications. | simplifications. | ||
</DD></DL> | |||
<HR> | <HR> | ||
<IMG SRC="previous_motif.gif" ALT="Previous"> | |||
<IMG SRC="contents_motif.gif" ALT="Up"> | |||
<IMG SRC="next_motif.gif" ALT="Next"> | |||
Revision as of 23:10, 15 September 2008
Chapter 18 Inheritance
In this chapter we will develop classes to represent playing cards, decks of cards, and poker hands. If you don’t play poker, you can read about it at wikipedia.org/wiki/Poker, but you don’t have to; I’ll tell you what you need to know for the exercises.
If you are not familiar with Anglo-American playing cards, you can read about them at wikipedia.org/wiki/Playing_cards.
18.1 Card objects
There are fifty-two cards in a deck, each of which belongs to one of four suits and one of thirteen ranks. The suits are Spades, Hearts, Diamonds, and Clubs (in descending order in bridge). The ranks are Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, and King. Depending on the game that you are playing, an Ace may be higher than King or lower than 2.
If we want to define a new object to represent a playing card, it is
obvious what the attributes should be: rank and
suit. It is not as obvious what type the attributes
should be. One possibility is to use strings containing words like
'Spade' for suits and 'Queen' for ranks. One problem with
this implementation is that it would not be easy to compare cards to
see which had a higher rank or suit.
An alternative is to use integers to encode the ranks and suits.
In this context, “encode” means that we are going to define a mapping
between numbers and suits, or between numbers and ranks. This
kind of encoding is not meant to be a secret (that
would be “encryption”).
For example, this table shows the suits and the corresponding integer codes:
| Spades | ↦ | 3 |
| Hearts | ↦ | 2 |
| Diamonds | ↦ | 1 |
| Clubs | ↦ | 0 |
This code makes it easy to compare cards; because higher suits map to higher numbers, we can compare suits by comparing their codes.
The mapping for ranks is fairly obvious; each of the numerical ranks maps to the corresponding integer, and for face cards:
| Jack | ↦ | 11 |
| Queen | ↦ | 12 |
| King | ↦ | 13 |
I am using the ↦ symbol to make is clear that these mappings are not part of the Python program. They are part of the program design, but they don’t appear explicitly in the code.
The class definition for Card looks like this:
class Card:
"""represents a standard playing card."""
def __init__(self, suit=0, rank=2):
self.suit = suit
self.rank = rank
As usual, the init method takes an optional parameter for each attribute. The default card is the 2 of Clubs.
To create a Card, you call Card with the
suit and rank of the card you want.
queen_of_diamonds = Card(1, 12)
=== 18.2 Class attributes ===
In order to print Card objects in a way that people can easily
read, we need a mapping from the integer codes to the corresponding
ranks and suits. A natural way to
do that is with lists of strings. We assign these lists to class
attributes:
# inside class Card:
suit_names = ['Clubs', 'Diamonds', 'Hearts', 'Spades']
rank_names = [None, 'Ace', '2', '3', '4', '5', '6', '7',
'8', '9', '10', 'Jack', 'Queen', 'King']
def __str__(self):
return '%s of %s' % (Card.rank_names[self.rank],
Card.suit_names[self.suit])
Variables like suit_names and rank_names, which are
defined inside a class but outside of any method, are called
class attributes because they are associated with the class object
Card.
This term distinguished them from variables like suit and rank, which are called instance attributes because they are
associated with a particular instance.
Both kinds of attribute are accessed using dot notation. For
example, in __str__, self is a Card object,
and self.rank is its rank. Similarly, Card
is a class object, and Card.rank_names is a
list of strings associated with the class.
Every card has its own suit and rank, but there
is only one copy of suit_names and rank_names.
Putting it all together, the expression
Card.rank_names[self.rank] means “use the attribute rank
from the object self as an index into the list rank_names
from the class Card, and select the appropriate string.”
The first element of rank_names is None because there
is no card with rank zero. By including None as a place-keeper,
we get a mapping with the nice property that the index 2 maps to the
string '2', and so on. To avoid this tweak, we could have
used a dictionary instead of a list.
With the methods we have so far, we can create and print cards:
>>> card1 = Card(2, 11) >>> print card1 Jack of Hearts
Here is a diagram that shows the Card class object and one Card instance:
Card is a class object, so it has type type. card1 has type Card. (To save space, I didn’t draw the
contents of suit_names and rank_names).
18.3 Comparing cards
For built-in types, there are conditional operators
(<, >, ==, etc.)
that compare
values and determine when one is greater than, less than, or equal to
another. For user-defined types, we can override the behavior of
the built-in operators by providing a method named
__cmp__.
__cmp__ takes two parameters, self and other,
and returns a positive number if the first object is greater, a
negative number if the second object is greater, and 0 if they are
equal to each other.
The correct ordering for cards is not obvious.
For example, which
is better, the 3 of Clubs or the 2 of Diamonds? One has a higher
rank, but the other has a higher suit. In order to compare
cards, you have to decide whether rank or suit is more important.
The answer might depend on what game you are playing, but to keep things simple, we’ll make the arbitrary choice that suit is more important, so all of the Spades outrank all of the Diamonds, and so on.
With that decided, we can write __cmp__:
# inside class Card:
def __cmp__(self, other):
# check the suits
if self.suit > other.suit: return 1
if self.suit < other.suit: return -1
# suits are the same... check ranks
if self.rank > other.rank: return 1
if self.rank < other.rank: return -1
# ranks are the same... it's a tie
return 0
You can write this more concisely using tuple comparison:
# inside class Card:
def __cmp__(self, other):
t1 = self.suit, self.rank
t2 = other.suit, other.rank
return cmp(t1, t2)
The built-in function cmp has the same interface as
the method __cmp__: it takes two values and returns
a positive number if the first is larger, a negative number
of the second is larger, and 0 if they are equal.
Write a __cmp__ method for Time objects. Hint: you
can use tuple comparison, but you also might consider using
=== 18.4 Decks ===
Now that we have Cards, the next step is to define Decks. Since a deck is made up of cards, it is natural for each Deck to contain a list of cards as an attribute.
The following is a class definition for Deck. The
init method creates the attribute cards and generates
the standard set of fifty-two cards:
class Deck:
def __init__(self):
self.cards = []
for suit in range(4):
for rank in range(1, 14):
card = Card(suit, rank)
self.cards.append(card)
The easiest way to populate the deck is with a nested loop. The outer loop enumerates the suits from 0 to 3. The inner loop enumerates the ranks from 1 to 13. Each iteration creates a new Card with the current suit and rank, and appends it to self.cards.
18.5 Printing the deck
Here is a __str__ method for Deck:
#inside class Deck:
def __str__(self):
res = []
for card in self.cards:
res.append(str(card))
return '\n'.join(res)
This method demonstrates an efficient way to accumulate a large
string: building a list of strings and then using join.
The built-in function str invokes the __str__
method on each card and returns the string representation.
Since we invoke join on a newline character, the cards are separated by newlines. Here’s what the result looks like:
>>> deck = Deck() >>> print deck Ace of Clubs 2 of Clubs 3 of Clubs ... 10 of Spades Jack of Spades Queen of Spades King of Spades
Even though the result appears on 52 lines, it is one long string that contains newlines.
18.6 Add, remove, shuffle and sort
To deal cards, we would like a method that removes a card from the deck and returns it. The list method pop provides a convenient way to do that:
#inside class Deck:
def pop_card(self):
return self.cards.pop()
Since pop removes the last card in the list, we are dealing from the bottom of the deck. In real life bottom dealing is frowned upon1, but in this context it’s ok.
To add a card, we can use the list method append:
#inside class Deck:
def add_card(self, card):
self.cards.append(card)
A method like this that uses another function without doing much real work is sometimes called a veneer. The metaphor comes from woodworking, where it is common to glue a thin layer of good quality wood to the surface of a cheaper piece of wood.
In this case we are defining a “thin” method that expresses a list operation in terms that are appropriate for decks.
As another example, we can write a Deck method named shuffle using the function shuffle from the random module:
# inside class Deck:
def shuffle(self):
random.shuffle(self.cards)
Don’t forget to import random.
'
Write a Deck method named 'sort' that uses the list method
'sort' to sort the cards in a 'Deck'. 'sort' uses
the __cmp__ method we defined to determine sort order.
=== 18.7 Inheritance ===
The language feature most often associated with object-oriented
programming is inheritance. Inheritance is the ability to
define a new class that is a modified version of an existing
class.
It is called “inheritance” because the new class inherits the
methods of the existing class. Extending this metaphor, the existing
class is called the parent and the new class is
called the child.
As an example, let’s say we want a class to represent a “hand,” that is, the set of cards held by one player. A hand is similar to a deck: both are made up of a set of cards, and both require operations like adding and removing cards.
A hand is also different from a deck; there are operations we want for hands that don’t make sense for a deck. For example, in poker we might compare two hands to see which one wins. In bridge, we might compute a score for a hand in order to make a bid.
This relationship between classes—similar, but different—lends itself to inheritance.
The definition of a child class is like other class definitions, but the name of the parent class appears in parentheses:
class Hand(Deck):
"""represents a hand of playing cards"""
This definition indicates that Hand inherits from Deck;
that means we can use methods like pop_card and add_card
for Hands as well as Decks.
Hand also inherits __init__ from Deck, but
it doesn’t really do what we want: instead of populating the hand
with 52 new cards, the init method for Hands should initialize
cards with an empty list.
If we provide an init method in the Hand class, it overrides the one in the Deck class:
# inside class Hand:
def __init__(self, label=''):
self.cards = []
self.label = label
So when you create a Hand, Python invokes this init method:
>>> hand = Hand('new hand')
>>> print hand.cards
[]
>>> print hand.label
new hand
But the other methods are inherited from Deck, so we can use
pop_card and add_card to deal a card:
>>> deck = Deck() >>> card = deck.pop_card() >>> hand.add_card(card) >>> print hand King of Spades
A natural next step is to encapsulate this code in a method
called move_cards:
#inside class Deck:
def move_cards(self, hand, num):
for i in range(num):
hand.add_card(self.pop_card())
move_cards takes two arguments, a Hand object and the number of
cards to deal. It modifies both self and hand, and
returns None.
In some games, cards are moved from one hand to another,
or from a hand back to the deck. You can use move_cards
for any of these operations: self can be either a Deck
or a Hand, and hand, despite the name, can also be a Deck.
Write a Deck method called deal_hands that takes two
parameters, the number of hands and the number of cards per
hand, and that creates new Hand objects, deals the appropriate
number of cards per hand, and returns a list of Hand objects.
Inheritance is a useful feature. Some programs that would be repetitive without inheritance can be written more elegantly with it. Inheritance can facilitate code reuse, since you can customize the behavior of parent classes without having to modify them. In some cases, the inheritance structure reflects the natural structure of the problem, which makes the program easier to understand.
On the other hand, inheritance can make programs difficult to read. When a method is invoked, it is sometimes not clear where to find its definition. The relevant code may be scattered among several modules. Also, many of the things that can be done using inheritance can be done as well or better without it.
18.8 Class diagrams
So far we have seen stack diagrams, which show the state of a program, and object diagrams, which show the attributes of an object and their values. These diagrams represent a snapshot in the execution of a program, so they change as the program runs.
They are also highly detailed; for some purposes, too detailed. A class diagrams is a more abstract representation of the structure of a program. Instead of showing individual objects, it shows classes and the relationships between them.
There are several kinds of relationship between classes:
- Objects in one class might contain references to objects
in another class. For example, each Rectangle contains a reference to a Point, and each Deck contains references to many Cards. This kind of relationship is called HAS-A, as in, “a Rectangle has a Point.”
- One class might inherit from another. This relationship
is called IS-A, as in, “a Hand is a kind of a Deck.”
- One class might depend on another in the sense that changes
in one class would require changes in the other.
A class diagram is a graphical representation of these relationships2. For example, this diagram shows the relationships between Card, Deck and Hand.
The arrow with a hollow triangle head represents an IS-A relationship; in this case it indicates that Hand inherits from Deck.
The standard arrow head represents a HAS-A relationship; in this case a Deck has references to Card objects.
The star (*) near the arrow head is a multiplicity; it indicates how many Cards a Deck has. A multiplicity can be a simple number, like 52, a range, like 5..7 or a star, which indicates that a Deck can have any number of Cards.
A more detailed diagram might show that a Deck actually contains a list of Cards, but built-in types like list and dict are usually not included in class diagrams.
Read 'TurtleWorld.py', 'World.py' and 'Gui.py' and draw a class diagram that shows the relationships among the classes defined there.
=== 18.9 Debugging ===
Inheritance can make debugging a challenge because when you
invoke a method on an object, you might not know which method
will be invoked.
Suppose you are writing a function that works with Hand objects. You would like it to work with all kinds of Hands, like PokerHands, BridgeHands, etc. If you invoke a method like shuffle, you might get the one defined in Deck, but if any of the subclasses override this method, you’ll get that version instead.
Any time you are unsure about the flow of execution through your program, the simplest solution is to add print statements at the beginning of the relevant methods. If Deck.shuffle prints a message that says something like Running Deck.shuffle, then as the program runs it traces the flow of execution.
As an alternative, you could use this function, which takes an object and a method name (as a string) and returns the class that provides the definition of the method:
def find_defining_class(obj, meth_name):
for ty in type(obj).mro():
if meth_name in ty.__dict__:
return ty
Here’s an example:
>>> hand = Hand() >>> print find_defining_class(hand, 'shuffle') <class 'Card.Deck'>
So the shuffle method for this Hand is the one in Deck.
find_defining_class uses the mro method to get the list
of class objects (types) that will be searched for methods. “MRO”
stands for “method resolution order.”
Here’s a program design suggestion: whenever you override a method,
the interface of the new method should be the same as the old. It
should take the same parameters, return the same type, and obey the
same preconditions and postconditions. If you obey this rule, you
will find that any function designed to work with an instance of a
superclass, like a Deck, will also work with instances of subclasses
like a Hand or PokerHand.
If you violate this rule, your code will collapse like (sorry) a house of cards.
18.10 Glossary
- encode:
- To represent one set of values using another set of values by constructing a mapping between them.
- class attribute:
- An attribute associated with a class object. Class attributes are defined inside a class definition but outside any method.
- instance attribute:
- An attribute associated with an instance of a class.
- veneer:
- A method or function that provides a different interface to another function without doing much computation.
- inheritance:
- The ability to define a new class that is a modified version of a previously defined class.
- parent class:
- The class from which a child class inherits.
- child class:
- A new class created by inheriting from an existing class; also called a “subclass.”
- IS-A relationship:
- The relationship between a child class and its parent class.
- HAS-A relationship:
- The relationship between two classes where instances of one class contain references to instances of the other.
- class diagram:
- A diagram that shows the classes in a program and the relationships between them.
- multiplicity:
- A notation in a class diagram that shows, for a HAS-A relationship, how many references there are to instances of another class.
=== 18.11 Exercises ===
The following are the possible hands in poker, in increasing order of value (and decreasing order of probability):
- pair:
- two cards with the same rank
- ''two pair:''
- two pairs of cards with the same rank
- ''three of a kind:''
- three cards with the same rank
- ''straight:''
- five cards with ranks in sequence (aces can be high or low, so 'Ace-2-3-4-5' is a straight and so is '10-Jack-Queen-King-Ace', but 'Queen-King-Ace-2-3' is not.)
- ''flush:''
- five cards with the same suit
- ''full house:''
- three cards with one rank, two cards with another
- ''four of a kind:''
- four cards with the same rank
- ''straight flush:''
- five cards in sequence (as defined above) and with the same suit
The goal of these exercises is to estimate the probability of drawing these various hands.
- Download the following files from 'thinkpython.com/code':
- Card.py
- : A complete version of the 'Card',
- 'If you run '''PokerHand.py''', it deals six 7-card poker hands
and checks to see if any of them contains a flush. Read this code carefully before you go on.'
- 'Add methods to '''PokerHand.py''' named '
'has_pair'',
''has_twopair'', etc. that return True or False according to
whether or not the hand meets the relevant criteria. Your code should
work correctly for “hands” that contain any number of cards
(although 5 and 7 are the most common sizes).'
- 'Write a method named '''classify''' that figures out
the highest-value classification for a hand and sets the '''label''' attribute accordingly. For example, a 7-card hand might contain a flush and a pair; it should be labeled “flush”.'
- 'When you are convinced that your classification methods are
working, the next step is to estimate the probabilities of the various hands. Write a function in '''PokerHand.py''' that shuffles a deck of cards, divides it into hands, classifies the hands, and counts the number of times various classifications appear.'
- 'Print a table of the classifications and their probabilities.
Run your program with larger and larger numbers of hands until the output values converge to a reasonable degree of accuracy. Compare your results to the values at '''wikipedia.org/wiki/Hand_rankings'''.'
This exercise uses TurtleWorld from Chapter '4'. You will write code that makes Turtles play tag. If you are not familiar with the rules of tag, see 'wikipedia.org/wiki/Tag_(game)'.
- Download 'thinkpython.com/code/Wobbler.py' and run it. You
should see a TurtleWorld with three Turtles. If you press the 'Run' button, the Turtles wander at random.
- Read the code and make sure you understand how it works.
The 'Wobbler' class inherits from 'Turtle', which means that the 'Turtle' methods 'lt', 'rt', 'fd' and 'bk' work on Wobblers. The 'step' method gets invoked by TurtleWorld. It invokes 'steer', which turns the Turtle in the desired direction, 'wobble', which makes a random turn in proportion to the Turtle’s clumsiness, and 'move', which moves forward a few pixels, depending on the Turtle’s speed.
- Create a file named 'Tagger.py'. Import everything from
'Wobbler', then define a class named 'Tagger' that inherits
from 'Wobbler'. Call make_world passing the 'Tagger' class object as an argument.
- Add a 'steer' method to 'Tagger' to override the one in
'Wobbler'. As a starting place, write a version that always points the Turtle toward the origin. Hint: use the math function 'atan2' and the Turtle attributes 'x', 'y' and 'heading'.
- Modify 'steer' so that the Turtles stay in bounds.
For debugging, you might want to use the 'Step' button, which invokes 'step' once on each Turtle.
- Modify 'steer' so that each Turtle points toward its nearest
neighbor. Hint: Turtles have an attribute, 'world', that is a reference to the TurtleWorld they live in, and the TurtleWorld has an attribute, 'animals', that is a list of all Turtles in the world.
- Modify 'steer' so the Turtles play tag. You can add methods
to 'Tagger' and you can override 'steer' and
__init__, but you may not modify or override 'step', 'wobble' or 'move'. Also, 'steer' is allowed to change the
heading of the Turtle but not the position.
Adjust the rules and your 'steer' method for good quality play;
for example, it should be possible for the slow Turtle to tag the
faster Turtles eventually.
You can get my solution from 'thinkpython.com/code/Tagger.py'.
- 1
- See wikipedia.org/wiki/Bottom_dealing.
- 2
- The diagrams I am using here are similar to UML (see wikipedia.org/wiki/Unified_Modeling_Language), with a few simplifications.
<IMG SRC="previous_motif.gif" ALT="Previous"> <IMG SRC="contents_motif.gif" ALT="Up"> <IMG SRC="next_motif.gif" ALT="Next">