Chapter 18 InheritanceThe 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. In this chapter I demonstrate inheritance using classes that represent playing cards, decks of cards, and poker hands. If you don’t play poker, you can read about it at http://en.wikipedia.org/wiki/Poker, but you don’t have to; I’ll tell you what you need to know for the exercises. Code examples from this chapter are available from https://thinkpython.com/code/Card.py. 18.1 Card objectsThere 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
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:
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:
I am using the ↦ symbol to make it 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 attributesIn 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 This term distinguishes 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 Every card has its own suit and rank, but there
is only one copy of Putting it all together, the expression
The first element of With the methods we have so far, we can create and print cards: >>> card1 = Card(2, 11) >>> print(card1) Jack of Hearts Figure 18.1 is a diagram of the Card class object and
one Card instance. Card is a class object; its type is type. card1 is an instance of Card, so its type is
Card. To save space, I didn’t draw the contents of
18.3 Comparing cardsFor built-in types, there are relational operators
(<, >, ==, etc.)
that compare
values and determine when one is greater than, less than, or equal to
another. For programmer-defined types, we can override the behavior of
the built-in operators by providing a method named
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 # inside class Card: def __lt__(self, other): # check the suits if self.suit < other.suit: return True if self.suit > other.suit: return False # suits are the same... check ranks return self.rank < other.rank You can write this more concisely using tuple comparison: # inside class Card: def __lt__(self, other): t1 = self.suit, self.rank t2 = other.suit, other.rank return t1 < t2
As an exercise, write an 18.4 DecksNow 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 deckHere is a # 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 the string method
join. The built-in function str invokes the
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 sortTo 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. 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 method without doing much work is sometimes called a veneer. The metaphor comes from woodworking, where a veneer is a thin layer of good quality wood glued to the surface of a cheaper piece of wood to improve the appearance. In this case 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. As an exercise, write a Deck method named sort that uses the
list method sort to sort the cards in a Deck. sort
uses the 18.7 InheritanceInheritance is the ability to define a new class that is a modified version of an existing class. As an example, let’s say we want a class to represent a “hand”, that is, the cards held by one player. A hand is similar to a deck: both are made up of a collection 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. To define a new class that inherits from an existing class, you put the name of the existing class 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 When a new class inherits from an existing one, the existing one is called the parent and the new class is called the child. In this example, Hand inherits 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 When you create a Hand, Python invokes this init method, not the one in Deck. >>> hand = Hand('new hand') >>> hand.cards [] >>> hand.label 'new hand'
The other methods are inherited from Deck, so we can use
>>> 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 # inside class Deck: def move_cards(self, hand, num): for i in range(num): hand.add_card(self.pop_card())
In some games, cards are moved from one hand to another,
or from a hand back to the deck. You can use 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 design 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 spread across 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 diagramsSo 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 diagram 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:
A class diagram is a graphical representation of these relationships. For example, Figure 18.2 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. There are no dependencies in this diagram. They would normally be shown with a dashed arrow. Or if there are a lot of dependencies, they are sometimes omitted. 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. 18.9 DebuggingInheritance can make debugging difficult because when you invoke a method on an object, it might be hard to figure out 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. This behavior is usually a good thing, but it can be confusing. 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() >>> find_defining_class(hand, 'shuffle') <class '__main__.Deck'> So the shuffle method for this Hand is the one in Deck.
Here’s a design suggestion: when 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 follow this rule, you will find that any function designed to work with an instance of a parent class, like a Deck, will also work with instances of child classes like a Hand and PokerHand. If you violate this rule, which is called the “Liskov substitution principle”, your code will collapse like (sorry) a house of cards. 18.10 Data encapsulationThe previous chapters demonstrate a development plan we might call “object-oriented design”. We identified objects we needed—like Point, Rectangle and Time—and defined classes to represent them. In each case there is an obvious correspondence between the object and some entity in the real world (or at least a mathematical world). But sometimes it is less obvious what objects you need and how they should interact. In that case you need a different development plan. In the same way that we discovered function interfaces by encapsulation and generalization, we can discover class interfaces by data encapsulation. Markov analysis, from Section 13.8, provides a good example.
If you download my code from https://thinkpython.com/code/markov.py,
you’ll see that it uses two global variables— suffix_map = {} prefix = () Because these variables are global, we can only run one analysis at a time. If we read two texts, their prefixes and suffixes would be added to the same data structures (which makes for some interesting generated text). To run multiple analyses, and keep them separate, we can encapsulate the state of each analysis in an object. Here’s what that looks like: class Markov: def __init__(self): self.suffix_map = {} self.prefix = () Next, we transform the functions into methods. For example,
here’s def process_word(self, word, order=2): if len(self.prefix) < order: self.prefix += (word,) return try: self.suffix_map[self.prefix].append(word) except KeyError: # if there is no entry for this prefix, make one self.suffix_map[self.prefix] = [word] self.prefix = shift(self.prefix, word) Transforming a program like this—changing the design without changing the behavior—is another example of refactoring (see Section 4.7). This example suggests a development plan for designing objects and methods:
As an exercise, download my Markov code from https://thinkpython.com/code/markov.py, and follow the steps described above to encapsulate the global variables as attributes of a new class called Markov. Solution: https://thinkpython.com/code/markov2.py. 18.11 Glossary
18.12 ExercisesExercise 1
For the following program, draw a UML class diagram that shows
these classes and the relationships among them. class PingPongParent: pass class Ping(PingPongParent): def __init__(self, pong): self.pong = pong class Pong(PingPongParent): def __init__(self, pings=None): if pings is None: self.pings = [] else: self.pings = pings def add_ping(self, ping): self.pings.append(ping) pong = Pong() ping = Ping(pong) pong.add_ping(ping) Exercise 2
Write a Deck method called deal_hands that
takes two parameters, the number of hands and the number of cards per
hand. It should create the appropriate number of Hand objects, deal
the appropriate number of cards per hand, and return a list of Hands.
Exercise 3
The following are the possible hands in poker, in increasing order of value and decreasing order of probability:
The goal of these exercises is to estimate the probability of drawing these various hands.
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