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@ -41,8 +41,7 @@ The quote above is taken shamelessly from [wikipedia](https://en.wikipedia.org/w
### Writing code
Scripts are text files, plain and simple.
So in order to **write** a Python3 script all we need is a text editor.
Scripts are text files, plain and simple. So in order to **write** a Python3 script all we need is a text editor.
Nano, vim, notepad++ all do a good job of editing plain text files but some make it *easier* than others.
You've noticed that vim colors the code of a shell script no?
One of the many features of an [IDE](https://en.wikipedia.org/wiki/Integrated_development_environment) is *syntax highlighting*.
@ -1825,6 +1824,7 @@ We already saw a dictionaries which are good mapping structures but how can we s
A hacky way would be to write a python file containing the `dict` and `import` it when we need it.
But there are better ways.
**TODO CSV**
# Now for some useful scripting
@ -1836,13 +1836,216 @@ Don't hesitate to ask for help!
# Creating our own objects
We've been using built-in objects like `str`, `int` and `float` but we can create our own objects as well!
You might wonder *why* you would do this and that's a valid reflection.
For beginners it's often a bit unclear when to create your own objects and when not.
We'll go over some abstract examples to showcase the syntax and usage, then do a couple of practical exercises.
## First some *abstract* examples
TODO simple animal or vehicle exercise
A basic abstraction can be seen below.
The main thing to take away from this code block is the new [keyword](https://docs.python.org/3/reference/compound_stmts.html#class-definitions) `class`.
Once the new `class` is defined, we can create an **instance** of this class.
We can create as many instances as we want, just as with `str`!
```python
class Animal(object):
pass
dog = Animal()
dog.name = "bobby"
dog.legs = 4
print("the {} named {} has {} legs".format(
dog.__class__.__name__,
dog.name,
dog.legs,
)
)
```
We can create as many attributes as we want and in the example above we do this for a `name` and a number of `legs`.
An `Animal` will *always* have a `name` and a number of `legs` so why don't we foresee their existence?
We can do this as follows.
```python
class Animal(object):
def __init__(self, name, legs):
self.name = name
self.legs = legs
dog_1 = Animal("bobby", 4)
dog_2 = Animal("dianne", 4)
dog_3 = Animal("rex", 3)
all_my_dogs = [dog_1, dog_2, dog_3]
for dog in all_my_dogs:
print("the {} named {} has {} legs".format(
dog.__class__.__name__,
dog.name,
dog.legs,
)
)
```
Now, objects don't just possess *attributes*, they can also *do* things!
Executing a piece of code should get you thinking about **functions**.
A function belonging to a `class` is called a **method** and we can easily create them!
```python
class Animal(object):
def __init__(self, name, legs):
self.name = name
self.legs = legs
def speaks(self):
print("barks ~~{}~~!".format(self.name.upper()))
dog_1 = Animal("bobby", 4)
dog_2 = Animal("dianne", 4)
dog_3 = Animal("rex", 3)
all_my_dogs = [dog_1, dog_2, dog_3]
for dog in all_my_dogs:
print("the {} named {} has {} legs".format(
dog.__class__.__name__,
dog.name,
dog.legs,
)
)
dog.speaks()
```
And just as with functions defined outside of a `class` we can add arguments to our own methods.
```python
class Animal(object):
def __init__(self, name, legs, owner):
self.name = name
self.legs = legs
self.owner = owner
def speaks(self):
print("barks ~~{}~~!".format(self.name.upper()))
def jumps_on(self, person):
if person == self.owner:
print("{} licks {}'s face...".format(self.name, person))
else:
print("{} growls in {}'s face".format(self.name, person))
dog_1 = Animal("bobby", 4, "dave")
dog_2 = Animal("dianne", 4, "alice")
dog_3 = Animal("rex", 3, "dave")
all_my_dogs = [dog_1, dog_2, dog_3]
for dog in all_my_dogs:
print("the {} named {} has {} legs".format(
dog.__class__.__name__,
dog.name,
dog.legs,
)
)
dog.speaks()
dog.jumps_on("alice")
print("\t---\n")
```
🏃 Try it
---
Think of some other world objects you can create a class for and do so.
The first one that comes to mind is vehicles but you can do anything that makes sense to you.
## Class inheritance
TODO shapes and surfaces
Inheritance is one of the four main pillars of Object Orientated Programming.
The idea is pretty simple, classes can inherit behaviour from a *parent* class.
For example, `Dog` and `Cat` are both `Animal` so they share common attributes and methods.
```python
class Animal(object):
def __init__(self, name, legs, owner):
self.name = name
self.legs = legs
self.owner = owner
def jumps_on(self, person):
if person == self.owner:
print("{} licks {}'s face...".format(self.name, person))
else:
print("{} growls in {}'s face".format(self.name, person))
class Dog(Animal):
CALL = "barks"
def __init__(self, name, legs=4, owner=None):
Animal.__init__(self, name, legs, owner)
def speaks(self):
print("{} ~~{}~~!".format(self.__class__.CALL, self.name.upper()))
class Cat(Animal):
CALL = "miauws"
def __init__(self, name, legs=4, owner=None):
Animal.__init__(self, name, legs, owner)
def speaks(self):
print("{} ~~{}~~!".format(self.__class__.CALL, self.name.lower()))
class Parrot(Animal):
CALL = "creaks"
def __init__(self, name, legs=2, owner=None):
Animal.__init__(self, name, legs, owner)
def speaks(self):
print("{} ~~{}~~!".format(self.__class__.CALL, self.name.lower()))
def jumps_on(self, person):
print("you're silly, I'm a {}, I don't jump...".format(
self.__class__.__name__)
)
animal_1 = Dog(name="bobby", owner="dave")
animal_2 = Dog(name="dianne", owner="alice")
animal_3 = Cat("garfield", 3, "dave")
animal_4 = Parrot("coco", "alice")
animal_5 = Cat("gertrude", 3, "dave")
all_animals = [animal_1, animal_2, animal_3, animal_4, animal_5]
for animal in all_animals:
print("the {} named {} has {} legs".format(
animal.__class__.__name__,
animal.name,
animal.legs,
)
)
animal.speaks()
animal.jumps_on("alice")
print("\t---\n")
```
🏃 Try it
---
Take the additional class yyou made, such as vehicle and do some inheritance.
For vehicles you could create a base class with a brand and number of wheels and seats.
Then inherit for a bus, bike, car, cycle, etc.
**TODO shapes and surfaces**
## Now some *practical* improvements
@ -1905,6 +2108,3 @@ TODO add a countdown timer to the multiple choice game
# Coding challenge - Login generator with GUI
# Coding challenge - Trivial pursuit with GUI
# Introduction to the `logging` library