I have been messing around with some code, trying to create a function for work planning. However I am stuck and wondered if someone could help? Thanks
class Work_plan(object):
def __init__(self,hours_work,work_len, work_des):
self.hours_work = hours_work
self.work_len = work_len
self.work_des = work_des
work_load = []
hours_worked = []
if hours_worked > hours_work:
print "Too much work!"
else:
work_load.append(work_des)
hours_worked.append(work_len)
print "The work has been added to your work planning!"
work_request = Work_plan(8, 2, "task1")
Work_plan
print work_load
it comes up with the error:
NameError: name 'work_load' is not defined
You defined the variable work_load inside the __init__ of the class, so you can't access it outside this scope.
If you want to have access to work_load, make it an attribute for objects of Work_plan class, and the access it by doing object.work_plan
For example:
class Work_plan(object):
def __init__(self,hours_work,work_len, work_des):
self.hours_work = hours_work
self.work_len = work_len
self.work_des = work_des
self.work_load = []
self.hours_worked = []
if hours_worked > hours_work:
print "Too much work!"
else:
self.work_load.append(work_des)
self.hours_worked.append(work_len)
print "The work has been added to your work planning!"
work_request = Work_plan(8, 2, "task1")
Work_plan
print work_request.work_load
Related
Apologies for this newbie question. I'm not sure if I even phrased it correctly.
I have a class inside a function that lists a bunch of variables, and I want to be able to choose which variables are printed and returned at the final function call. However, I clearly don't understand enough about objects to accomplish this, because it raises errors when I try to attempt something.
def gpscall(call):
#Write GPSinput
out = ''
ser.write(com.GPSstatus.encode())
time.sleep(1)
#Read output
while ser.inWaiting() > 0:
decoded = (ser.read(1).decode)
out += decoded()
strlen = len(str(out))
substr = out[0:strlen-9]
#GPS? information list
variables = substr.splitlines()
#Storing each output in a variable
class GPS:
PULSE_SAWTOOTH = [int(s) for s in variables[1] if s.isdigit()]
TRACKED_SATELLITES = [int(s) for s in variables[2] if s.isdigit()]
VISIBLE_SATELLITES = [int(s) for s in variables[3] if s.isdigit()]
LONGITUDE = variables[5]
longlen = len(LONGITUDE)
LONGDEG = LONGITUDE[0:longlen-7]
LONGMIN = LONGITUDE[longlen-7:]
LATITUDE = variables[6]
latlen = len(LATITUDE)
LATDEG = LATITUDE[0:latlen-7]
LATMIN = LATITUDE[latlen-7:]
HEIGHT = variables[7]
KNOTS = variables[8]
DEGREES = [9]
GPS_STATUS = variables[10]
TIMING_MODE = variables[17]
FIRMWARE_VERSION = variables[20]
print (call)
return (call)
if __name__ == "__main__":
#Call the functions
gpscall(gpscall.GPS.LATITUDE)
This raises the error,
Function 'gpscall' has no 'GPS' member.
I don't understand why it cannot see the class, I think I'm using the function parameters incorrectly.
Any help with my poorly written code would be greatly appreciated.
Perhaps something like so is your intention? __init__ will initialize the object, and the self. will "save variables to the object."
class GPS:
def __init__(self):
#Write GPSinput
ser.write(com.GPSstatus.encode())
#Read output
out = ''
while ser.inWaiting() > 0:
decoded = (ser.read(1).decode)
out += decoded()
#GPS information list
substr = out[0:len(str(out))-9]
variables = substr.splitlines()
self.PULSE_SAWTOOTH = [int(s) for s in variables[1] if s.isdigit()]
self.TRACKED_SATELLITES = [int(s) for s in variables[2] if s.isdigit()]
self.VISIBLE_SATELLITES = [int(s) for s in variables[3] if s.isdigit()]
self.LONGITUDE = variables[5]
self.LONGDEG = LONGITUDE[0:len(LONGITUDE)-7]
self.LONGMIN = LONGITUDE[len(LONGITUDE)-7:]
self.LATITUDE = variables[6]
self.LATDEG = LATITUDE[0:len(LATITUDE)-7]
self.LATMIN = LATITUDE[len(LATITUDE)-7:]
self.HEIGHT = variables[7]
self.KNOTS = variables[8]
self.DEGREES = variables[9]
self.GPS_STATUS = variables[10]
self.TIMING_MODE = variables[17]
self.FIRMWARE_VERSION = variables[20]
gps = GPS()
print(gps.GPS_STATUS)
Yor cls inside the function is perfect and there is nothing wrong there. You are just trying to call the function and the cls objects in a wrong way.
if __name__ == "__main__":
#Call the functions
gpscall(gpscall.GPS.LATITUDE) <---- ERROR HERE
gpscall is a function, so when you are trying to access GPS.LATITUDE, it won't find any objects. You would have to do either this
gpscall(gpscall("").GPS.LATITUDE)
But I think the best way to do this is to write the func inside the cls. You will still be able to access all the variables of the cls, and it won't create much hassle.
PS: That's a good question, not a noob one. Good luck (y)
I seem to be making a stupid mistake that I cant find. Im simply trying to call my functions from my record class and having an invalid syntax error despite looking at sample code and trying to emulate the syntax.
Ive tried following tutorials and calling the function in every which way so the problem may not be in the calling of the function but something else I feel.
class definitions
class record:
def __init__(self,telephone,lastname,firstname):
self.telephone = telephone
self.lastname = lastname
self.firstname = firstname
def addrecord(self,x,y,z):
x = input('Enter telephone number')
y = input('Enter lastname')
z = input('Enter firstname')
phonebook.append(record(x,y,z))
return
def deleterecord(self,x):
phonebook[x-1].pop
return
Main
phonebook = record[]
addrecord(515,'fin','matt')
print(phonebook[0].firstname)
deleterecord(1)
print(phonebook[0].firstname)
If all this works I expect the output to be
"matt"
"null"
There are a number of problems with your code:
you are defining phonebook otuside of the class
in deleterecord you should call phonebook.pop(x).
there should be two classes that handle the phonebook and records, and the record could be modeled using a namedtuple.
there are syntax errors like calling record[] which is not valid Python.
Alternative implementation:
from collections import namedtuple
PhoneRecord = namedtuple("PhoneRecord", ['firstname', 'lastname', 'telephone'])
class PhoneBook:
def __init__(self):
self._phonebook = []
def addrecord(self, record):
self._phonebook.append(record)
return self._phonebook.index(record)
def deleterecord(self, i):
self._phonebook.pop(i)
phonebook = PhoneBook()
record_index = phonebook.addrecord(PhoneRecord(firstname="matt", lastname="snow", telephone="25512521"))
print(phonebook._phonebook)
phonebook.deleterecord(record_index)
print(phonebook._phonebook)
which will yield in the console:
[PhoneRecord(firstname='matt', lastname='snow', telephone='25512521')]
[]
The simplified version of your question is, given code
records = []
records.append("matt")
print(records[0])
del records[0]
print(records[0])
why don't I get the following output
"matt"
None
Instead, you get an IndexError exception.
The reason is that you are accessing an element beyond the size of the list, and Python handles this by raising an exception rather than returning None.
So, I'm working on a command line RPG for the sake of filling time, and re-stretching my Python muscles as I've been out of practice for a couple of years. I used to code in a really functional manner but I'm trying to get my head around object-orientated programming.
Preamble aside, I have an issue where after creating an instance of a class, my class variable is no longer being defined. I've made 2 versions of this which I'll use to demonstrate since I'm finding it hard to articulate.
Below I created a "character" class which I intended to use as a basis for both player characters and npcs. In the first draft I was updating this class, before realising it was going to affect subclasses, when I really just wanted it as a template. Either way, this particular code block worked; it adds the values of 2 dictionaries together, then assigns them to character.characterStats. It then prints them as per displayStats().
from collections import Counter
class character:
def __init__(self, *args, **kwargs):
pass
def __setattr__(self, name, value):
pass
characterRace = ''
characterStats = {}
charLocation = ''
charName = ''
class race:
def __init__(self):
pass
baseStatsDict = {
'Strength' : 5,
'Agility' : 5,
'Toughness' : 5,
'Intelligence' : 5 }
humanStatsDict = {
'Strength' : 1,
'Agility' : 1,
'Toughness' : 1,
'Intelligence' : 1 }
def displayRace():
print("Race: ", character.characterRace, "\n")
def displayStats():
for stat, value in character.characterStats.items():
print(stat, "=", value)
print("\n")
def raceSelection():
playerInput = input("I am a ")
playerInput
playerLower = playerInput.lower()
while "human" not in playerLower:
if "human" in playerLower:
character.characterStats = dict(Counter(race.baseStatsDict)+Counter(race.humanStatsDict))
character.characterRace = 'Human'
break
playerInput = input()
playerInput
playerLower = playerInput.lower()
playerChar = character()
raceSelection()
displayRace()
displayStats()
And this was the output:
Race: Human
Strength = 6
Agility = 6
Toughness = 6
Intelligence = 6
This however is the new code when I tried to tidy it up and turn the class into the template it was meant to be, and started using the class instance playerChar which for whatever reason can't assign the new value to playerChar.characterStats. playerChar.displayStats() prints the characterRace and characterStats variables as empty, even though they are assigned when the player enters the value human.
from collections import Counter
class character:
characterRace = ''
characterStats = {}
def __init__(self):
pass
def displayRace(self):
print("Race: ", self.characterRace, "\n")
def displayStats(self):
for stat, value in self.characterStats.items():
print(stat, "=", value)
print("\n")
class race:
def __init__(self):
pass
baseStatsDict = {
'Strength' : 5,
'Agility' : 5,
'Toughness' : 5,
'Intelligence' : 5 }
humanStatsDict = {
'Strength' : 1,
'Agility' : 1,
'Toughness' : 1,
'Intelligence' : 1 }
def raceSelection():
playerInput = input("I am a ")
playerInput
playerLower = playerInput.lower()
while "human" not in playerLower:
if "human" in playerLower:
playerChar.characterStats = dict(Counter(race.baseStatsDict)+Counter(race.humanStatsDict))
playerChar.characterRace = 'Human'
break
playerInput = input()
playerInput
playerLower = playerInput.lower()
playerChar = character()
raceSelection()
playerChar.displayRace()
playerChar.displayStats()
So this will output:
Race:
\n
\n
\n
So I know it's able to draw from the class race dictionaries and add their contents together as from the previous code. If I try and print the player.x characteristics it won't throw any errors so it recognises they exist. If anyone could explain to me what's going wrong and why in this new iteration, I'd be very grateful.
EDIT: So a friend and I have tried passing the class as an argument of raceSelection(), we've tried printing a string after each call/update of a variable and we've tried entering a string into the variable, printing it, then redefining the variable with a new string.
Input:
class character:
charRace = ''
charStats = {}
charLocation = ''
charName = ''
charString = "Cole said define a string."
Within the if statements:
if "human" in playerLower:
print("Oh, you're just a really ugly human.")
playerChar.charStats = dict(Counter(race.baseStatsDict)+Counter(race.humanStatsDict))
playerChar.charRace = 'Ugly Human'
print("playerChar.charString = ", playerChar.charString)
playerChar.charString = "Redefine."
print("playerChar.charString = ", playerChar.charString)
break
Output:
Oh, you're just a really ugly human.
playerChar.charString = Cole said define a string.
playerChar.charString = Cole said define a string.
Race:
It should not be character.characterStats.items(), but self.characterStats.items(). Similarly for all other values that belong to one, specific character.
Using the name of the class assigns a value that belongs to the class, and is the same for all objects you create. Lookup instance vs class attributes.
So, after trying to move the variables in and out of __init__, trying setattr(), trying to pass any sort of argument through the class just so it had some data, trying to run the instance of the class through a function, none of those solutions came to work in the end.
The solution turned out to be to create a subclass of character and manipulate that instead. I figured this would be alright as well since the player character will mutate throughout gameplay, and will never see further subclasses of itself.
I am migrating a project I have from being littered with globals variables to actually have a structure defined by classes defined in a separate module. This is my first time really using OOP so want to understand if it is safe to re-define an instance of a Class or if my code is missing something.
At the top of my code, I import my module -
import NHLGameEvents
config = configparser.ConfigParser()
config.read('config.ini')
TEAM_BOT = config['DEFAULT']['TEAM_NAME']
I then build two Team objects (defined in my NHLGameEvents module).
game_today, game_info = is_game_today(get_team(TEAM_BOT))
awayteam_info = game_info["teams"]["away"]["team"]
awayteamobj_name = awayteam_info["name"]
awayteamobj_shortname = awayteam_info["teamName"]
awayteamobj_tri = awayteam_info["abbreviation"]
away_team_obj = NHLGameEvents.Team(
awayteamobj_name, awayteamobj_shortname, awayteamobj_tri, "away")
game_obj.register_team(away_team_obj, "away")
hometeam_info = game_info["teams"]["home"]["team"]
hometeamobj_name = hometeam_info["name"]
hometeamobj_shortname = hometeam_info["teamName"]
hometeamobj_tri = hometeam_info["abbreviation"]
home_team_obj = NHLGameEvents.Team(
hometeamobj_name, hometeamobj_shortname, hometeamobj_tri, "home")
game_obj.register_team(home_team_obj, "home")
home_team_obj.preferred = bool(home_team_obj.team_name == TEAM_BOT)
away_team_obj.preferred = bool(away_team_obj.team_name == TEAM_BOT)
In some instances, I want to reference these Team objects as preferred and other as opposed to home / away so I use a method defined in my Game class to retrieve that. Since my Game object knows about both of my Teams, the method in my Game class that returns this Tuple is -
def register_team(self, team, key):
"""Registers a team to the instance of the Game."""
if key not in ('home', 'away'):
raise AttributeError(
"Key '{}' is not valid - Team key can only be home or away.".format(key))
if len(self.teams) > 1:
raise ValueError(
"Too many teams! Cannot register {} for {}".format(team, self))
self.teams[key] = team
team.game = self
team.tv_channel = self.broadcasts[key]
def get_preferred_team(self):
"""Returns a Tuple of team objects of the preferred & other teams."""
if self.teams["home"].preferred is True:
return (self.teams["home"], self.teams["away"])
return (self.teams["away"], self.teams["home"])
I can then retrieve that information from anywhere in my script.
preferred_team_obj, other_team_obj = game_obj.get_preferred_team()
Is it safe to redefine these class instances (ex - home_team_obj also known as preferred_team_obj) or should I just use an if statement whenever I want to reference these, such as -
if home_team_obj.preferred:
# Do something with home_team_obj
else:
# Do something with away_team_obj
Just as a follow up to this question, it seems that is totally safe to refer to assign an object to another name for use later in the code with no issues (as per the example below).
preferred_team = game.preferred_team
preferred_homeaway = preferred_team.home_away
on_ice = json_feed["liveData"]["boxscore"]["teams"][preferred_homeaway]["onIce"]
players = json_feed["gameData"]["players"]
if recent_event(play):
get_lineup(game, event_period, on_ice, players)
I have created a simple renaming script but I would like to ask for some advice so that I can refine the coding as well as honing my python scripting. Below is a small portion of code for now...
Though this may not be an issue in my point of view, but other than the two functions I have stated below, I have came to realize that almost all my functions, they contains objects = cmds.ls(selection=True) Though I do not mind retyping over and over again but I do believe there is a better way to rectify this problem.
However, when I tried to make them global before the class function, it is able to run until when I tired to execute one of the functions, it prompts an error saying that global name 'objects' is not defined or 'objects are not defined' etc.
Pertaining to that, any suggestions?
class mainWindow(QDialog):
def __init__(self, parent=None):
super(mainWindow, self).__init__(parent)
self.resize(300,225)
self.initUI()
self.createConnections()
def searchReplace(self):
wordSearch = str(self.searchTxt.text())
wordReplace = str(self.replaceTxt.text())
objCnt = cmds.ls(sl=True, sn=True)
if len(objCnt) == 0:
self.searchTxt.clear()
self.replaceTxt.clear()
cmds.warning('Nothing is selected')
else:
for wordString in sorted(objCnt):
if wordSearch in wordString:
newWordString = wordString.replace(wordSearch, wordReplace)
cmds.rename(wordString, newWordString)
self.searchTxt.clear()
self.replaceTxt.clear()
print '%s' %wordString + " has changed to : " + "%s" %newWordString
def addPrefix(self):
objects = cmds.ls(selection=True)
pfx = str(self.prefixTxt.text())
for item in objects:
if pfx == "":
cmds.warning('No prefix values in the field')
else:
cmds.rename(item, pfx + "_" + item)
self.prefixTxt.clear()
print 'Prefix added: %s_' %pfx
def addSuffix(self):
objects = cmds.ls(selection=True)
sfx = str(self.suffixTxt.text())
for item in objects:
cmds.rename(item, item + "_" + sfx)
self.suffixTxt.clear()
print 'Suffix added: _%s' %sfx
def numPadding(self):
objects = pm.ls(selection=True)
num = self.numTxt.text()
padding = self.paddingTxt.text()
if num != "" and padding !="":
try:
for currentWordStr in objects:
pad = ("%%0%ii" % int(padding)) % int(num)
newWordStr = currentWordStr.rename(currentWordStr.name() + "_" + pad)
except Exception:
self.numTxt.clear()
self.paddingTxt.clear()
cmds.warning('Input numerical values only')
else:
cmds.warning('Entries of Num or Padding are empty')
def selectHierarchy(self):
sel = cmds.ls(selection = True)
selCnt = len(sel)
if int(selCnt) == 0:
cmds.warning('Nothing is selected')
else:
objHierarchy = cmds.listRelatives(ad=True, type='transform', fullPath=True)
cmds.select(sel, objHierarchy)
def clearHierarchy(self):
sel = cmds.ls(selection = True)
selCnt = len(sel)
if int(selCnt) != 0 :
objHierarchy = cmds.select(clear=True)
else:
cmds.warning('Selection is empty. Nothing to be cleared')
All right, I think I understand what you tried, going to take a shot at an answer.
First, take a look at the following posts, should get you up to speed on globals:
Using global variables in a function other than the one that created them (great, succinct summary)
Variable scope outside of classes (example with classes)
So, first off, you don't need to use the global keyword when first declaring objects outside of the class definition. So, instead of:
global objects
objects = cmds.ls(selection=True)
class mainWindow(QDialog):
...
You would do:
objects = cmds.ls(selection=True)
class mainWindow(QDialog):
...
Then, your functions can just refer to "objects". If you need to WRITE to objects from within your functions in the class, then you need to first use the global keyword (this code assumes objects was defined before the class):
def my_method(self):
global objects
objects = some_function()
That said, I'm not 100% sure how the above code is being invoked, so it's possible that something else is causing "objects" to be undefined.
You might be better served with a class attribute here. You could do this:
class mainWindow(QDialog):
objects = cmds.ls(selection=True)
def my_func(self):
for item in self.objects:
do_stuff()
Keep in mind that objects would be the same for all instances of mainWindow, and any updates to objects in one instance will affect all other instances. That should be fine from what I can tell, but you should definitely become familiar with instance vs. class vs. module.
Hope that helps!
UPDATE: Whoops, changed the class attribute in one place, but not the other in the last example. Updated the example, it should make way more sense now.