Using the same variables in different functions in Python - python

I'm trying to use the return function, I'm new to python but it is one of the things I don't seem to understand.
In my assignment I have to put each task in a function to make it easier to read and understand but for example I create a randomly generated number in a function, I then need the same generated number in a different function and I believe the only way this can be done is by returning data.
For example here I have a function generating a random number:
def generate():
import random
key = random.randint(22, 35)
print(key)
But if I need to use the variable 'key' again which holds the same random number in a different function, it won't work as it is not defined in the new function.
def generate():
import random
key = random.randint(22, 35)
print(key)
def number():
sum = key + 33
So how would I return data (if that is what you need to use) for it to work?

The usage of return indicates to your method to 'return' something back to whatever called it. So, what you want to do for example in your method is simply add a return(key):
# Keep your imports at the top of your script. Don't put them inside methods.
import random
def generate():
key = random.randint(22, 35)
print(key)
# return here
return key
When you call generate, do this:
result_of_generate = generate()
If you are looking to use it in your number method, you can actually simply do this:
def number():
key = generate()
sum = key + 33
And if you have to return the sum then, again, make use of that return in the method in similar nature to the generate method.

Related

Python function default argument random value

In the following code, a random value is generated as expected:
import random
for i in range(10):
print(random.randint(0,10))
However, this does not work if I use a function:
import random
def f(val: int = random.randint(0,10)):
print(val)
for i in range(10):
f()
Why is the result of the second code snippet always the same number? The most similar question I could find is this one, but it refers to a different language (I don't master) .
The default argument expression isn't evaluated when you call the function, it's evaluated when you create the function. So you'll always get the same value no matter what you do.
The typical way around this is to use a flag value and replace it inside the body of the function:
def f(val=None):
if val is None:
val = random.randint(0,10)
print(val)
You'll want to have the default value be a specific value. To make it be dynamic like that, you'll want to default it to something else, check for that, and then change the value.
For example:
import random
def f(val=None):
if val is None:
val = random.randint(0,10)
print(val)
for i in range(10):
f()
The default param can't be changed on calling.
I can't understand why it needed.
you can do simply like this.
import random
def f():
print(random.randint(0,10))
for i in range(10):
f()

How to use dictonary to create an object?

I'm new in stackoverflow and I'd like to make my first question for a problem in this code I've tried to write to learn objects in python.
I'm trying to call the creation of an object through a dictionary.
My purpose is to create an object thanks to a number, for example I have the dictionary newch = {1 : Character.new_dragon(), 2 : Character.new_goblin()} and when I call Player1 = newch[1] it should create a new dragon (#classmethod new_dragon) and assign it to Player1
The problem is that when i run the program, Character.new_dragon() and Character.new_goblin() are called automatically (i put a control print), but when I write "DRAGO" after the request "which player?" the functions aren't called because there isn't the control print
import random
class Character:
def __init__(self,idd,height,weight,att,defe):
self.idd=idd
self.height=height
self.weight=weight
self.att=att
self.defe=defe
#classmethod
def new_goblin(cls):
print('newgoblin')
return cls(1,getr(1,1.5,0.1),getr(40,60,0.5),getr(5,15,1),getr(6,10,1))
#classmethod
def new_dragon(cls):
print('newdrago')
return cls(2,getr(20,30,1),getr(500,2000,5),getr(50,150,3),getr(20,100,3))
def getr(start,stop,step): #returns float
x=random.randint(1, 1000)
random.seed(x)
return random.randint(0, int((stop - start) / step)) * step + start
play={1:'p1', 2:'p2', 3:'p3', 4:'p4'} #dict for players
newch={1:Character.new_dragon(),2:Character.new_goblin()} ############This doesn't work
i=1
while True:
char=input("which player? Drago or Goblin?").upper()
if(char=="DRAGO"):
play[i]=newch[1] #here i try to call Character.new_dragon()
i+=1
break
elif(char=="GOBLIN"):
play[i]=newch[2]
i+=1
break
print("write \'Drago\' or \'Goblin\'")
print(play[1].height, play[1].weight, play[1].att, play[1].defe)
Here's my code, if you could help me, I would be very glad, thanks
The new object is created immediately when you call Character.new_dragon(), and the object is then stored in the dict.
Instead you could not store the object in the dict, but the function that creates it. That function would be Character.new_dragon (without the ()). Then you can call that function when the player selects a character:
play[i]=newch[1]()
Complete code:
import random
class Character:
def __init__(self,idd,height,weight,att,defe):
self.idd=idd
self.height=height
self.weight=weight
self.att=att
self.defe=defe
#classmethod
def new_goblin(cls):
print('newgoblin')
return cls(1,getr(1,1.5,0.1),getr(40,60,0.5),getr(5,15,1),getr(6,10,1))
#classmethod
def new_dragon(cls):
print('newdrago')
return cls(2,getr(20,30,1),getr(500,2000,5),getr(50,150,3),getr(20,100,3))
def getr(start,stop,step): #returns float
x=random.randint(1, 1000)
random.seed(x)
return random.randint(0, int((stop - start) / step)) * step + start
play={1:'p1', 2:'p2', 3:'p3', 4:'p4'} #dict for players
newch={1:Character.new_dragon,2:Character.new_goblin} ############This doesn't work
i=1
while True:
char=input("which player? Drago or Goblin?").upper()
if(char=="DRAGO"):
play[i]=newch[1]() #here i try to call Character.new_dragon()
i+=1
break
elif(char=="GOBLIN"):
play[i]=newch[2]()
i+=1
break
print("write \'Drago\' or \'Goblin\'")
print(play[1].height, play[1].weight, play[1].att, play[1].defe)
This works, however I would not say it is the best coding style. Its hard to judge from only this piece of code, but it might be a better idea to make Drago and Goblin subclasses of the Character class and store the type of those classes in that dictionary.
newch={1:Character.new_dragon(),2:Character.new_goblin()}
As this is written, the new_dragon and new_goblin functions are called when the dictionary is created. This is why you are seeing them both run "automatically" every time you run your program.
If you instead declared the dict like:
newch={1:Character.new_dragon ,2:Character.new_goblin}
And later have something like:
if(char=="DRAGO"):
play[i]=newch[1]()
(note the parenthesis after the newch[1]) you should get what you want.
Incidentally, those break statements aren't necessary. The If/elif/else chain doesn't fall through like a switch statement in other languages.
When you are initialising the dictionary this way:
newch={1:Character.new_dragon(),2:Character.new_goblin()}
You are binding keys (1 and 2) to the return values of the new_dragon and new_goblin functions. You need to bind the functions(without calling them) like so:
newch={1:Character.new_dragon,2:Character.new_goblin}
Notice there are no brackets!
And then, when you create players, you execute those functions like so:
play[i]=newch[1]() Notice here we have brackets!
Additionally, if I may suggest an improvement of the code here:
if(char=="DRAGO"):
play[i]=newch[1]()
i+=1
To avoid the if statement, you can create you mapping with a string:
newch={"DRAGO":Character.new_dragon,"GOBLIN":Character.new_goblin}
And create instances just by calling
play[i]=newch[char]()
To handle errors, you can add just a single if statement checking whether the char string is in the list with dict keys.

How to complete this function then print it out, using Python?

I'm having a hard time to understand how to work with functions - I can make then but after that I don't know how to use them. My question is how can I print this code with a function?
string = "Hello"
reverse = string[::-1]
print(reverse)
I tried putting it in a function but I cannot make it print Hello.
def reverse_a_string(string):
string = "Hello"
reverse = string[::-1]
print(reverse)
also tried this
def reverse_a_string(string):
string = "Hello"
reverse = string[::-1]
print(reverse)
Nothing seems to work. I'm having same problem with this as well.
total = 0
def length(words):
for i in words:
total += 1
return total
Functions without a return value
Functions that just take action or do something without returning a value (for example, print).
Functions that don't return a value can be defined like that:
def sayHello():
print "Hello!"
And can be used (called) like that:
sayHello()
And the output will be:
Hello!
Function parameters
A function can also receive parameters (type of variables) from the caller. It's better to demonstrate it with an example.
A function that receives a name and greets this name:
def sayHelloTo(name):
print "Hello", name
It can be called like that:
sayHelloTo("Yotam")
And the output will be:
Hello Yotam
The parameters are the function's input.
Functions with a return value
Other functions, unlike sayHello() or sayHelloTo(name) (that just do something) can return a value. For example, let's make a function that rolls a dice (returns a random number between 1 and 6).
from random import randint
def rollDice():
result = randint(1, 6)
return result
The return keyword just sets the output value of the function and exits the function. An example use of the rollDice function will be:
dice = rollDice()
print "The dice says", dice
When the function hits a return keyword, it finishes and the return value (in our case, the variable result) will be placed instead of the function call. Let's assume randint(1, 6) has produced the number 3.
Result becomes 3.
Result is returned.
Now, instead of the line:
dice = rollDice()
We can treat the line as:
dice = 3
(rollDice() was replaced with 3)
Functions with parameters and a return value
Some functions (for example, math functions) can take inputs AND produce outputs. For example, let's make a function that receives 2 numbers and outputs the greater one.
def max(a,b):
if a > b:
return a
else:
return b
What it does is pretty clear, isn't it? If a is greater, it returns the value of it. Otherwise, returns the value of b.
It can be used like that:
print max(4, 6)
And the output will be:
6
Now, your case
What you want to do is a function that reverses a string. It should take 1 parameter (input) - the string you want to reverse, and output 1 value - the reversed string. This can be accomplished like that:
def reverse_a_string(my_text):
return my_text[::-1]
now you can do something like that:
s = raw_input("Please enter a string to be reversed\n") #input in Python3
r = reverse_a_string(s)
print r
r will contain the reversed value of s, and will be printed.
About your second function - well, I assume that based on this answer you can make it yourself, but comment me if you need assistance with the second one.
Local variables
About your 3rd example:
def reverse_a_string(string):
string = "Hello"
reverse = string[::-1]
print(reverse)
This is something that is really worth delaying and understanding.
the variable reverse is first used inside the function. This makes it a local variable.
This means that the variable is stored in the memory when the function is called, and when it finishes, it is removed. You can say it's lifetime is from when the function is called to when the function is done.
This means that even if you called reverse_a_string(string), you wouln't be able to use the reverse variable outside of the function, because it would be local.
If you do want to pass a value like that, you have to "declare" your variable outside of the function and to use the global keyword, like that:
reverse = "" #This makes reverse a global variable
def reverse_a_string(string):
global reverse #Stating that we are going to use the global variable reverse
reverse = string[::-1]
# Then you can call it like that:
reverse_a_string("Hello")
print reverse
The output will be
olleH
Although it's strongly not recommended to do it in Python, or in any other language.
Once you create a function you must call it. You have created the function reverse_a_string but then you never actually call it. Think about a function as a button that does something everytime it is pushed (or in our case called). If you never push the button then although it has the potential to do something, it never will. In order for the set of instructions to happen we need to push the button (or in our case call the function). So in order for your code to work you first need to define the function then actually call it:
def reverse_a_string():
string="Hello"
reverse = string[::-1]
print reverse
reverse_a_string()
Result: 'olleH'
If you want to pass your own string in to the function so it doesn't just return 'olleH' all the time your code needs to look like such:
def reverse_a_string(stringThatWillBeReversed):
reverse = stringThatWillBeReversed[::-1]
print reverse
reverse_a_string('whateverStringYouWant')
Result: The reverse of the string you entered.
Hope that helps!
I don't know whether you are asking how to define functions in python or something else
If you want to learn python functions, go to http://www.tutorialspoint.com/python/python_functions.htm or just write python tutorial in google, you will get billions of good sites
def reverse_a_string(string):
#function definition
reverse = string[::-1]
print(reverse)
#function call
reverse_a_string("your string")
But you to define function for this, you could simply do
print( string[::-1] )
# defines the 'Reverse a String' function and its arguments
def reverse_a_string():
print(string)
reverse = string[::-1]
print(reverse)
print("Type a string") # asks the user for a string input
string = input() # assigns whatever the user input to the string variable
reverse_a_string() # simply calls the function
for functions, you have to define the function, then simply call it with the function name i.e. funtion()
In my example, I ask for a string, assign that to the variable, and use it within the function. If you just want to print hello (I'm a little unclear from your question) then simply including the print("hello") or w/ variable print(string) will work inside the function as well.

How to structure Python module to make it both extensible and testible?

I'm writing a couple Python modules to be used in my own application handling crypto-currencies. Many of the functions return something based upon a given string:
def doStuff(coin, value):
if coin == 'BTC':
return doSomethingWithBTC(value, 'some_string')
elif coin == 'LTC':
return someModule.doLTC(value, 1)
elif coin == 'DOGE':
return otherMod.DOGE(value, 52, True)
else:
return 'Some terrible error occurred.'
As you can see, the key is one of a predefined set of strings (crypto-currencies). At the moment there are three in the set, but I want to extend this number in the future. I've got a dozen more functions in this module, which at the moment all take the same three strings, but when I add one, all the functions need to be extended.
I've got unit tests for this module in which I now want to test whether all the functions are able to take all the (currently 3) items from the set as a key. I could do this by calling them, but some of them do stuff which I can't really test in unit tests. One of them makes (Bitcoin) payments for example.
I now thought of using the inspect module to get the source code of the functions and see if it contains a line containing key == 'X', where X is each item from the pre-defined set. Although I guess this will work, it doesn't sound very Pythonic to me.
Does anybody know how I can make these functions such that I can test whether they are able to handle all currencies in the pre-defined set without actually calling the functions? All tips are welcome!
Using if-cascades is not very pythonic either. If you have many methods for each key, just use classes and access them via a dictionary:
class BTC(object):
def do_stuff(self, value):
return doSomethingWithBTC(value, 'some_string')
class LTC(object):
...
CURRENCIE_INSTANCES = {
'BTC': BTC(),
'LTC': LTC(),
}
def do_stuff(key, value):
return CURRENCIE_INSTANCES[key].do_stuff(value)
That way, you don't have to change your stuff-methods, but only one dictionary.
How about this approach:
from functools import partial
def doStuff(key, value):
method_btc = partial(doSomethingWithBTC, kw2='some_string')
method_ltc = partial(someModule.doLTC, kw2=1)
method_doge = pattial(otherMod.DOGE, kw2=52, kw3=True)
dct = dict(BTC=method_btc, LTC=method_ltc, DOGE=method_doge)
if key in dct:
return dct.get(key)(value)
else:
return 'Some terrible error occurred.'
You can always expand dictionary dct with new key and method.

Python: Cannot Assign Function Call

I am having a problem such as:
def function (number):
for number in list:
number = number + 1
For example function(1):
for number in range(1,5):
number = number + 1
Error come back as "can't assign function call"
I would like to use that variable as a value for further calculations.
Help!
I think you have two problems. First, you are not naming your function or declaring it properly; you should do this:
def f(number):
...
Second, you are naming the function parameter number but on the next line you seem to be treating list as though it were the parameter. I think you mean to do this instead:
def f(list):
for number in my_list:
...
Functions in python are defined using the def keyword:
def function_name(number):
for number in my_list:
number = number + something
you have to use def to define a function

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