I know that Python does not support method overloading, but I've run into a problem that I can't seem to solve in a nice Pythonic way.
I am making a game where a character needs to shoot a variety of bullets, but how do I write different functions for creating these bullets? For example suppose I have a function that creates a bullet travelling from point A to B with a given speed. I would write a function like this:
def add_bullet(sprite, start, headto, speed):
# Code ...
But I want to write other functions for creating bullets like:
def add_bullet(sprite, start, direction, speed):
def add_bullet(sprite, start, headto, spead, acceleration):
def add_bullet(sprite, script): # For bullets that are controlled by a script
def add_bullet(sprite, curve, speed): # for bullets with curved paths
# And so on ...
And so on with many variations. Is there a better way to do it without using so many keyword arguments cause its getting kinda ugly fast. Renaming each function is pretty bad too because you get either add_bullet1, add_bullet2, or add_bullet_with_really_long_name.
To address some answers:
No I can't create a Bullet class hierarchy because thats too slow. The actual code for managing bullets is in C and my functions are wrappers around C API.
I know about the keyword arguments but checking for all sorts of combinations of parameters is getting annoying, but default arguments help allot like acceleration=0
What you are asking for is called multiple dispatch. See Julia language examples which demonstrates different types of dispatches.
However, before looking at that, we'll first tackle why overloading is not really what you want in Python.
Why Not Overloading?
First, one needs to understand the concept of overloading and why it's not applicable to Python.
When working with languages that can discriminate data types at
compile-time, selecting among the alternatives can occur at
compile-time. The act of creating such alternative functions for
compile-time selection is usually referred to as overloading a
function. (Wikipedia)
Python is a dynamically typed language, so the concept of overloading simply does not apply to it. However, all is not lost, since we can create such alternative functions at run-time:
In programming languages that defer data type identification until
run-time the selection among alternative
functions must occur at run-time, based on the dynamically determined
types of function arguments. Functions whose alternative
implementations are selected in this manner are referred to most
generally as multimethods. (Wikipedia)
So we should be able to do multimethods in Python—or, as it is alternatively called: multiple dispatch.
Multiple dispatch
The multimethods are also called multiple dispatch:
Multiple dispatch or multimethods is the feature of some
object-oriented programming languages in which a function or method
can be dynamically dispatched based on the run time (dynamic) type of
more than one of its arguments. (Wikipedia)
Python does not support this out of the box1, but, as it happens, there is an excellent Python package called multipledispatch that does exactly that.
Solution
Here is how we might use multipledispatch2 package to implement your methods:
>>> from multipledispatch import dispatch
>>> from collections import namedtuple
>>> from types import * # we can test for lambda type, e.g.:
>>> type(lambda a: 1) == LambdaType
True
>>> Sprite = namedtuple('Sprite', ['name'])
>>> Point = namedtuple('Point', ['x', 'y'])
>>> Curve = namedtuple('Curve', ['x', 'y', 'z'])
>>> Vector = namedtuple('Vector', ['x','y','z'])
>>> #dispatch(Sprite, Point, Vector, int)
... def add_bullet(sprite, start, direction, speed):
... print("Called Version 1")
...
>>> #dispatch(Sprite, Point, Point, int, float)
... def add_bullet(sprite, start, headto, speed, acceleration):
... print("Called version 2")
...
>>> #dispatch(Sprite, LambdaType)
... def add_bullet(sprite, script):
... print("Called version 3")
...
>>> #dispatch(Sprite, Curve, int)
... def add_bullet(sprite, curve, speed):
... print("Called version 4")
...
>>> sprite = Sprite('Turtle')
>>> start = Point(1,2)
>>> direction = Vector(1,1,1)
>>> speed = 100 #km/h
>>> acceleration = 5.0 #m/s**2
>>> script = lambda sprite: sprite.x * 2
>>> curve = Curve(3, 1, 4)
>>> headto = Point(100, 100) # somewhere far away
>>> add_bullet(sprite, start, direction, speed)
Called Version 1
>>> add_bullet(sprite, start, headto, speed, acceleration)
Called version 2
>>> add_bullet(sprite, script)
Called version 3
>>> add_bullet(sprite, curve, speed)
Called version 4
1. Python 3 currently supports single dispatch
2. Take care not to use multipledispatch in a multi-threaded environment or you will get weird behavior.
Python does support "method overloading" as you present it. In fact, what you just describe is trivial to implement in Python, in so many different ways, but I would go with:
class Character(object):
# your character __init__ and other methods go here
def add_bullet(self, sprite=default, start=default,
direction=default, speed=default, accel=default,
curve=default):
# do stuff with your arguments
In the above code, default is a plausible default value for those arguments, or None. You can then call the method with only the arguments you are interested in, and Python will use the default values.
You could also do something like this:
class Character(object):
# your character __init__ and other methods go here
def add_bullet(self, **kwargs):
# here you can unpack kwargs as (key, values) and
# do stuff with them, and use some global dictionary
# to provide default values and ensure that ``key``
# is a valid argument...
# do stuff with your arguments
Another alternative is to directly hook the desired function directly to the class or instance:
def some_implementation(self, arg1, arg2, arg3):
# implementation
my_class.add_bullet = some_implementation_of_add_bullet
Yet another way is to use an abstract factory pattern:
class Character(object):
def __init__(self, bfactory, *args, **kwargs):
self.bfactory = bfactory
def add_bullet(self):
sprite = self.bfactory.sprite()
speed = self.bfactory.speed()
# do stuff with your sprite and speed
class pretty_and_fast_factory(object):
def sprite(self):
return pretty_sprite
def speed(self):
return 10000000000.0
my_character = Character(pretty_and_fast_factory(), a1, a2, kw1=v1, kw2=v2)
my_character.add_bullet() # uses pretty_and_fast_factory
# now, if you have another factory called "ugly_and_slow_factory"
# you can change it at runtime in python by issuing
my_character.bfactory = ugly_and_slow_factory()
# In the last example you can see abstract factory and "method
# overloading" (as you call it) in action
You can use "roll-your-own" solution for function overloading. This one is copied from Guido van Rossum's article about multimethods (because there is little difference between multimethods and overloading in Python):
registry = {}
class MultiMethod(object):
def __init__(self, name):
self.name = name
self.typemap = {}
def __call__(self, *args):
types = tuple(arg.__class__ for arg in args) # a generator expression!
function = self.typemap.get(types)
if function is None:
raise TypeError("no match")
return function(*args)
def register(self, types, function):
if types in self.typemap:
raise TypeError("duplicate registration")
self.typemap[types] = function
def multimethod(*types):
def register(function):
name = function.__name__
mm = registry.get(name)
if mm is None:
mm = registry[name] = MultiMethod(name)
mm.register(types, function)
return mm
return register
The usage would be
from multimethods import multimethod
import unittest
# 'overload' makes more sense in this case
overload = multimethod
class Sprite(object):
pass
class Point(object):
pass
class Curve(object):
pass
#overload(Sprite, Point, Direction, int)
def add_bullet(sprite, start, direction, speed):
# ...
#overload(Sprite, Point, Point, int, int)
def add_bullet(sprite, start, headto, speed, acceleration):
# ...
#overload(Sprite, str)
def add_bullet(sprite, script):
# ...
#overload(Sprite, Curve, speed)
def add_bullet(sprite, curve, speed):
# ...
Most restrictive limitations at the moment are:
methods are not supported, only functions that are not class members;
inheritance is not handled;
kwargs are not supported;
registering new functions should be done at import time thing is not thread-safe
A possible option is to use the multipledispatch module as detailed here:
http://matthewrocklin.com/blog/work/2014/02/25/Multiple-Dispatch
Instead of doing this:
def add(self, other):
if isinstance(other, Foo):
...
elif isinstance(other, Bar):
...
else:
raise NotImplementedError()
You can do this:
from multipledispatch import dispatch
#dispatch(int, int)
def add(x, y):
return x + y
#dispatch(object, object)
def add(x, y):
return "%s + %s" % (x, y)
With the resulting usage:
>>> add(1, 2)
3
>>> add(1, 'hello')
'1 + hello'
In Python 3.4 PEP-0443. Single-dispatch generic functions was added.
Here is a short API description from PEP.
To define a generic function, decorate it with the #singledispatch decorator. Note that the dispatch happens on the type of the first argument. Create your function accordingly:
from functools import singledispatch
#singledispatch
def fun(arg, verbose=False):
if verbose:
print("Let me just say,", end=" ")
print(arg)
To add overloaded implementations to the function, use the register() attribute of the generic function. This is a decorator, taking a type parameter and decorating a function implementing the operation for that type:
#fun.register(int)
def _(arg, verbose=False):
if verbose:
print("Strength in numbers, eh?", end=" ")
print(arg)
#fun.register(list)
def _(arg, verbose=False):
if verbose:
print("Enumerate this:")
for i, elem in enumerate(arg):
print(i, elem)
The #overload decorator was added with type hints (PEP 484).
While this doesn't change the behaviour of Python, it does make it easier to understand what is going on, and for mypy to detect errors.
See: Type hints and PEP 484
This type of behaviour is typically solved (in OOP languages) using polymorphism. Each type of bullet would be responsible for knowing how it travels. For instance:
class Bullet(object):
def __init__(self):
self.curve = None
self.speed = None
self.acceleration = None
self.sprite_image = None
class RegularBullet(Bullet):
def __init__(self):
super(RegularBullet, self).__init__()
self.speed = 10
class Grenade(Bullet):
def __init__(self):
super(Grenade, self).__init__()
self.speed = 4
self.curve = 3.5
add_bullet(Grendade())
def add_bullet(bullet):
c_function(bullet.speed, bullet.curve, bullet.acceleration, bullet.sprite, bullet.x, bullet.y)
void c_function(double speed, double curve, double accel, char[] sprite, ...) {
if (speed != null && ...) regular_bullet(...)
else if (...) curved_bullet(...)
//..etc..
}
Pass as many arguments to the c_function that exist, and then do the job of determining which c function to call based on the values in the initial c function. So, Python should only ever be calling the one c function. That one c function looks at the arguments, and then can delegate to other c functions appropriately.
You're essentially just using each subclass as a different data container, but by defining all the potential arguments on the base class, the subclasses are free to ignore the ones they do nothing with.
When a new type of bullet comes along, you can simply define one more property on the base, change the one python function so that it passes the extra property, and the one c_function that examines the arguments and delegates appropriately. It doesn't sound too bad I guess.
It is impossible by definition to overload a function in python (read on for details), but you can achieve something similar with a simple decorator
class overload:
def __init__(self, f):
self.cases = {}
def args(self, *args):
def store_function(f):
self.cases[tuple(args)] = f
return self
return store_function
def __call__(self, *args):
function = self.cases[tuple(type(arg) for arg in args)]
return function(*args)
You can use it like this
#overload
def f():
pass
#f.args(int, int)
def f(x, y):
print('two integers')
#f.args(float)
def f(x):
print('one float')
f(5.5)
f(1, 2)
Modify it to adapt it to your use case.
A clarification of concepts
function dispatch: there are multiple functions with the same name. Which one should be called? two strategies
static/compile-time dispatch (aka. "overloading"). decide which function to call based on the compile-time type of the arguments. In all dynamic languages, there is no compile-time type, so overloading is impossible by definition
dynamic/run-time dispatch: decide which function to call based on the runtime type of the arguments. This is what all OOP languages do: multiple classes have the same methods, and the language decides which one to call based on the type of self/this argument. However, most languages only do it for the this argument only. The above decorator extends the idea to multiple parameters.
To clear up, assume that we define, in a hypothetical static language, the functions
void f(Integer x):
print('integer called')
void f(Float x):
print('float called')
void f(Number x):
print('number called')
Number x = new Integer('5')
f(x)
x = new Number('3.14')
f(x)
With static dispatch (overloading) you will see "number called" twice, because x has been declared as Number, and that's all overloading cares about. With dynamic dispatch you will see "integer called, float called", because those are the actual types of x at the time the function is called.
By passing keyword args.
def add_bullet(**kwargs):
#check for the arguments listed above and do the proper things
Python 3.8 added functools.singledispatchmethod
Transform a method into a single-dispatch generic function.
To define a generic method, decorate it with the #singledispatchmethod
decorator. Note that the dispatch happens on the type of the first
non-self or non-cls argument, create your function accordingly:
from functools import singledispatchmethod
class Negator:
#singledispatchmethod
def neg(self, arg):
raise NotImplementedError("Cannot negate a")
#neg.register
def _(self, arg: int):
return -arg
#neg.register
def _(self, arg: bool):
return not arg
negator = Negator()
for v in [42, True, "Overloading"]:
neg = negator.neg(v)
print(f"{v=}, {neg=}")
Output
v=42, neg=-42
v=True, neg=False
NotImplementedError: Cannot negate a
#singledispatchmethod supports nesting with other decorators such as
#classmethod. Note that to allow for dispatcher.register,
singledispatchmethod must be the outer most decorator. Here is the
Negator class with the neg methods being class bound:
from functools import singledispatchmethod
class Negator:
#singledispatchmethod
#staticmethod
def neg(arg):
raise NotImplementedError("Cannot negate a")
#neg.register
def _(arg: int) -> int:
return -arg
#neg.register
def _(arg: bool) -> bool:
return not arg
for v in [42, True, "Overloading"]:
neg = Negator.neg(v)
print(f"{v=}, {neg=}")
Output:
v=42, neg=-42
v=True, neg=False
NotImplementedError: Cannot negate a
The same pattern can be used for other similar decorators:
staticmethod, abstractmethod, and others.
I think your basic requirement is to have a C/C++-like syntax in Python with the least headache possible. Although I liked Alexander Poluektov's answer it doesn't work for classes.
The following should work for classes. It works by distinguishing by the number of non-keyword arguments (but it doesn't support distinguishing by type):
class TestOverloading(object):
def overloaded_function(self, *args, **kwargs):
# Call the function that has the same number of non-keyword arguments.
getattr(self, "_overloaded_function_impl_" + str(len(args)))(*args, **kwargs)
def _overloaded_function_impl_3(self, sprite, start, direction, **kwargs):
print "This is overload 3"
print "Sprite: %s" % str(sprite)
print "Start: %s" % str(start)
print "Direction: %s" % str(direction)
def _overloaded_function_impl_2(self, sprite, script):
print "This is overload 2"
print "Sprite: %s" % str(sprite)
print "Script: "
print script
And it can be used simply like this:
test = TestOverloading()
test.overloaded_function("I'm a Sprite", 0, "Right")
print
test.overloaded_function("I'm another Sprite", "while x == True: print 'hi'")
Output:
This is overload 3
Sprite: I'm a Sprite
Start: 0
Direction: Right
This is overload 2
Sprite: I'm another Sprite
Script:
while x == True: print 'hi'
You can achieve this with the following Python code:
#overload
def test(message: str):
return message
#overload
def test(number: int):
return number + 1
Either use multiple keyword arguments in the definition, or create a Bullet hierarchy whose instances are passed to the function.
I think a Bullet class hierarchy with the associated polymorphism is the way to go. You can effectively overload the base class constructor by using a metaclass so that calling the base class results in the creation of the appropriate subclass object. Below is some sample code to illustrate the essence of what I mean.
Updated
The code has been modified to run under both Python 2 and 3 to keep it relevant. This was done in a way that avoids the use Python's explicit metaclass syntax, which varies between the two versions.
To accomplish that objective, a BulletMetaBase instance of the BulletMeta class is created by explicitly calling the metaclass when creating the Bullet baseclass (rather than using the __metaclass__= class attribute or via a metaclass keyword argument depending on the Python version).
class BulletMeta(type):
def __new__(cls, classname, bases, classdict):
""" Create Bullet class or a subclass of it. """
classobj = type.__new__(cls, classname, bases, classdict)
if classname != 'BulletMetaBase':
if classname == 'Bullet': # Base class definition?
classobj.registry = {} # Initialize subclass registry.
else:
try:
alias = classdict['alias']
except KeyError:
raise TypeError("Bullet subclass %s has no 'alias'" %
classname)
if alias in Bullet.registry: # unique?
raise TypeError("Bullet subclass %s's alias attribute "
"%r already in use" % (classname, alias))
# Register subclass under the specified alias.
classobj.registry[alias] = classobj
return classobj
def __call__(cls, alias, *args, **kwargs):
""" Bullet subclasses instance factory.
Subclasses should only be instantiated by calls to the base
class with their subclass' alias as the first arg.
"""
if cls != Bullet:
raise TypeError("Bullet subclass %r objects should not to "
"be explicitly constructed." % cls.__name__)
elif alias not in cls.registry: # Bullet subclass?
raise NotImplementedError("Unknown Bullet subclass %r" %
str(alias))
# Create designated subclass object (call its __init__ method).
subclass = cls.registry[alias]
return type.__call__(subclass, *args, **kwargs)
class Bullet(BulletMeta('BulletMetaBase', (object,), {})):
# Presumably you'd define some abstract methods that all here
# that would be supported by all subclasses.
# These definitions could just raise NotImplementedError() or
# implement the functionality is some sub-optimal generic way.
# For example:
def fire(self, *args, **kwargs):
raise NotImplementedError(self.__class__.__name__ + ".fire() method")
# Abstract base class's __init__ should never be called.
# If subclasses need to call super class's __init__() for some
# reason then it would need to be implemented.
def __init__(self, *args, **kwargs):
raise NotImplementedError("Bullet is an abstract base class")
# Subclass definitions.
class Bullet1(Bullet):
alias = 'B1'
def __init__(self, sprite, start, direction, speed):
print('creating %s object' % self.__class__.__name__)
def fire(self, trajectory):
print('Bullet1 object fired with %s trajectory' % trajectory)
class Bullet2(Bullet):
alias = 'B2'
def __init__(self, sprite, start, headto, spead, acceleration):
print('creating %s object' % self.__class__.__name__)
class Bullet3(Bullet):
alias = 'B3'
def __init__(self, sprite, script): # script controlled bullets
print('creating %s object' % self.__class__.__name__)
class Bullet4(Bullet):
alias = 'B4'
def __init__(self, sprite, curve, speed): # for bullets with curved paths
print('creating %s object' % self.__class__.__name__)
class Sprite: pass
class Curve: pass
b1 = Bullet('B1', Sprite(), (10,20,30), 90, 600)
b2 = Bullet('B2', Sprite(), (-30,17,94), (1,-1,-1), 600, 10)
b3 = Bullet('B3', Sprite(), 'bullet42.script')
b4 = Bullet('B4', Sprite(), Curve(), 720)
b1.fire('uniform gravity')
b2.fire('uniform gravity')
Output:
creating Bullet1 object
creating Bullet2 object
creating Bullet3 object
creating Bullet4 object
Bullet1 object fired with uniform gravity trajectory
Traceback (most recent call last):
File "python-function-overloading.py", line 93, in <module>
b2.fire('uniform gravity') # NotImplementedError: Bullet2.fire() method
File "python-function-overloading.py", line 49, in fire
raise NotImplementedError(self.__class__.__name__ + ".fire() method")
NotImplementedError: Bullet2.fire() method
You can easily implement function overloading in Python. Here is an example using floats and integers:
class OverloadedFunction:
def __init__(self):
self.router = {int : self.f_int ,
float: self.f_float}
def __call__(self, x):
return self.router[type(x)](x)
def f_int(self, x):
print('Integer Function')
return x**2
def f_float(self, x):
print('Float Function (Overloaded)')
return x**3
# f is our overloaded function
f = OverloadedFunction()
print(f(3 ))
print(f(3.))
# Output:
# Integer Function
# 9
# Float Function (Overloaded)
# 27.0
The main idea behind the code is that a class holds the different (overloaded) functions that you would like to implement, and a Dictionary works as a router, directing your code towards the right function depending on the input type(x).
PS1. In case of custom classes, like Bullet1, you can initialize the internal dictionary following a similar pattern, such as self.D = {Bullet1: self.f_Bullet1, ...}. The rest of the code is the same.
PS2. The time/space complexity of the proposed solution is fairly good as well, with an average cost of O(1) per operation.
Use keyword arguments with defaults. E.g.
def add_bullet(sprite, start=default, direction=default, script=default, speed=default):
In the case of a straight bullet versus a curved bullet, I'd add two functions: add_bullet_straight and add_bullet_curved.
Overloading methods is tricky in Python. However, there could be usage of passing the dict, list or primitive variables.
I have tried something for my use cases, and this could help here to understand people to overload the methods.
Let's take your example:
A class overload method with call the methods from different class.
def add_bullet(sprite=None, start=None, headto=None, spead=None, acceleration=None):
Pass the arguments from the remote class:
add_bullet(sprite = 'test', start=Yes,headto={'lat':10.6666,'long':10.6666},accelaration=10.6}
Or
add_bullet(sprite = 'test', start=Yes, headto={'lat':10.6666,'long':10.6666},speed=['10','20,'30']}
So, handling is being achieved for list, Dictionary or primitive variables from method overloading.
Try it out for your code.
Plum supports it in a straightforward pythonic way. Copying an example from the README below.
from plum import dispatch
#dispatch
def f(x: str):
return "This is a string!"
#dispatch
def f(x: int):
return "This is an integer!"
>>> f("1")
'This is a string!'
>>> f(1)
'This is an integer!'
You can also try this code. We can try any number of arguments
# Finding the average of given number of arguments
def avg(*args): # args is the argument name we give
sum = 0
for i in args:
sum += i
average = sum/len(args) # Will find length of arguments we given
print("Avg: ", average)
# call function with different number of arguments
avg(1,2)
avg(5,6,4,7)
avg(11,23,54,111,76)
I am having trouble thinking of a way that's good python and consistent with oop principles as I've been taught to figure out how to create a family of related method decorators in python.
The mutually inconsistent goals seem to be that I want to be able to access both decorator attributes AND attributes of the instance on which the decorated method is bound. Here's what I mean:
from functools import wraps
class AbstractDecorator(object):
"""
This seems like the more natural way, but won't work
because the instance to which the wrapped function
is attached will never be in scope.
"""
def __new__(cls,f,*args,**kwargs):
return wraps(f)(object.__new__(cls,*args,**kwargs))
def __init__(decorator_self, f):
decorator_self.f = f
decorator_self.punctuation = "..."
def __call__(decorator_self, *args, **kwargs):
decorator_self.very_important_prep()
return decorator_self.f(decorator_self, *args, **kwargs)
class SillyDecorator(AbstractDecorator):
def very_important_prep(decorator_self):
print "My apartment was infested with koalas%s"%(decorator_self.punctuation)
class UsefulObject(object):
def __init__(useful_object_self, noun):
useful_object_self.noun = noun
#SillyDecorator
def red(useful_object_self):
print "red %s"%(useful_object_self.noun)
if __name__ == "__main__":
u = UsefulObject("balloons")
u.red()
which of course produces
My apartment was infested with koalas...
AttributeError: 'SillyDecorator' object has no attribute 'noun'
Note that of course there is always a way to get this to work. A factory with enough arguments, for example, will let me attach methods to some created instance of SillyDecorator, but I was kind of wondering whether there is a reasonable way to do this with inheritance.
#miku got the key idea of using the descriptor protocol. Here is a refinement that keeps the decorator object separate from the "useful object" -- it doesn't store the decorator info on the underlying object.
class AbstractDecorator(object):
"""
This seems like the more natural way, but won't work
because the instance to which the wrapped function
is attached will never be in scope.
"""
def __new__(cls,f,*args,**kwargs):
return wraps(f)(object.__new__(cls,*args,**kwargs))
def __init__(decorator_self, f):
decorator_self.f = f
decorator_self.punctuation = "..."
def __call__(decorator_self, obj_self, *args, **kwargs):
decorator_self.very_important_prep()
return decorator_self.f(obj_self, *args, **kwargs)
def __get__(decorator_self, obj_self, objtype):
return functools.partial(decorator_self.__call__, obj_self)
class SillyDecorator(AbstractDecorator):
def very_important_prep(decorator_self):
print "My apartment was infested with koalas%s"%(decorator_self.punctuation)
class UsefulObject(object):
def __init__(useful_object_self, noun):
useful_object_self.noun = noun
#SillyDecorator
def red(useful_object_self):
print "red %s"%(useful_object_self.noun)
>>> u = UsefulObject("balloons")
... u.red()
My apartment was infested with koalas...
red balloons
The descriptor protocol is the key here, since it is the thing that gives you access to both the decorated method and the object on which it is bound. Inside __get__, you can extract the useful object identity (obj_self) and pass it on to the __call__ method.
Note that it's important to use functools.partial (or some such mechanism) rather than simply storing obj_self as an attribute of decorator_self. Since the decorated method is on the class, only one instance of SillyDecorator exists. You can't use this SillyDecorator instance to store useful-object-instance-specific information --- that would lead to strange errors if you created multiple UsefulObjects and accessed their decorated methods without immediately calling them.
It's worth pointing out, though, that there may be an easier way. In your example, you're only storing a small amount of information in the decorator, and you don't need to change it later. If that's the case, it might be simpler to just use a decorator-maker function: a function that takes an argument (or arguments) and returns a decorator, whose behavior can then depend on those arguments. Here's an example:
def decoMaker(msg):
def deco(func):
#wraps(func)
def wrapper(*args, **kwargs):
print msg
return func(*args, **kwargs)
return wrapper
return deco
class UsefulObject(object):
def __init__(useful_object_self, noun):
useful_object_self.noun = noun
#decoMaker('koalas...')
def red(useful_object_self):
print "red %s"%(useful_object_self.noun)
>>> u = UsefulObject("balloons")
... u.red()
koalas...
red balloons
You can use the decoMaker ahead of time to make a decorator to reuse later, if you don't want to retype the message every time you make the decorator:
sillyDecorator = decoMaker("Some really long message about koalas that you don't want to type over and over")
class UsefulObject(object):
def __init__(useful_object_self, noun):
useful_object_self.noun = noun
#sillyDecorator
def red(useful_object_self):
print "red %s"%(useful_object_self.noun)
>>> u = UsefulObject("balloons")
... u.red()
Some really long message about koalas that you don't want to type over and over
red balloons
You can see that this is much less verbose than writing a whole class inheritance tree for different kinds of decoratorts. Unless you're writing super-complicated decorators that store all sorts of internal state (which is likely to get confusing anyway), this decorator-maker approach might be an easier way to go.
Adapted from http://metapython.blogspot.de/2010/11/python-instance-methods-how-are-they.html. Note that this variant sets attributes on the target instance, hence, without checks, it is possible to overwrite target instance attributes. The code below does not contain any checks for this case.
Also note that this example sets the punctuation attribute explicitly; a more general class could auto-discover it's attributes.
from types import MethodType
class AbstractDecorator(object):
"""Designed to work as function or method decorator """
def __init__(self, function):
self.func = function
self.punctuation = '...'
def __call__(self, *args, **kw):
self.setup()
return self.func(*args, **kw)
def __get__(self, instance, owner):
# TODO: protect against 'overwrites'
setattr(instance, 'punctuation', self.punctuation)
return MethodType(self, instance, owner)
class SillyDecorator(AbstractDecorator):
def setup(self):
print('[setup] silly init %s' % self.punctuation)
class UsefulObject(object):
def __init__(self, noun='cat'):
self.noun = noun
#SillyDecorator
def d(self):
print('Hello %s %s' % (self.noun, self.punctuation))
obj = UsefulObject()
obj.d()
# [setup] silly init ...
# Hello cat ...
I don't know if this will make sense, but...
I'm trying to dynamically assign methods to an object.
#translate this
object.key(value)
#into this
object.method({key:value})
To be more specific in my example, I have an object (which I didn't write), lets call it motor, which has some generic methods set, status and a few others. Some take a dictionary as an argument and some take a list. To change the motor's speed, and see the result, I use:
motor.set({'move_at':10})
print motor.status('velocity')
The motor object, then formats this request into a JSON-RPC string, and sends it to an IO daemon. The python motor object doesn't care what the arguments are, it just handles JSON formatting and sockets. The strings move_at and velocity are just two of what might be hundreds of valid arguments.
What I'd like to do is the following instead:
motor.move_at(10)
print motor.velocity()
I'd like to do it in a generic way since I have so many different arguments I can pass. What I don't want to do is this:
# create a new function for every possible argument
def move_at(self,x)
return self.set({'move_at':x})
def velocity(self)
return self.status('velocity')
#and a hundred more...
I did some searching on this which suggested the solution lies with lambdas and meta programming, two subjects I haven't been able to get my head around.
UPDATE:
Based on the code from user470379 I've come up with the following...
# This is what I have now....
class Motor(object):
def set(self,a_dict):
print "Setting a value", a_dict
def status(self,a_list):
print "requesting the status of", a_list
return 10
# Now to extend it....
class MyMotor(Motor):
def __getattr__(self,name):
def special_fn(*value):
# What we return depends on how many arguments there are.
if len(value) == 0: return self.status((name))
if len(value) == 1: return self.set({name:value[0]})
return special_fn
def __setattr__(self,attr,value): # This is based on some other answers
self.set({attr:value})
x = MyMotor()
x.move_at = 20 # Uses __setattr__
x.move_at(10) # May remove this style from __getattr__ to simplify code.
print x.velocity()
output:
Setting a value {'move_at': 20}
Setting a value {'move_at': 10}
10
Thank you to everyone who helped!
What about creating your own __getattr__ for the class that returns a function created on the fly? IIRC, there's some tricky cases to watch out for between __getattr__ and __getattribute__ that I don't recall off the top of my head, I'm sure someone will post a comment to remind me:
def __getattr__(self, name):
def set_fn(self, value):
return self.set({name:value})
return set_fn
Then what should happen is that calling an attribute that doesn't exist (ie: move_at) will call the __getattr__ function and create a new function that will be returned (set_fn above). The name variable of that function will be bound to the name parameter passed into __getattr__ ("move_at" in this case). Then that new function will be called with the arguments you passed (10 in this case).
Edit
A more concise version using lambdas (untested):
def __getattr__(self, name):
return lambda value: self.set({name:value})
There are a lot of different potential answers to this, but many of them will probably involve subclassing the object and/or writing or overriding the __getattr__ function.
Essentially, the __getattr__ function is called whenever python can't find an attribute in the usual way.
Assuming you can subclass your object, here's a simple example of what you might do (it's a bit clumsy but it's a start):
class foo(object):
def __init__(self):
print "initting " + repr(self)
self.a = 5
def meth(self):
print self.a
class newfoo(foo):
def __init__(self):
super(newfoo, self).__init__()
def meth2(): # Or, use a lambda: ...
print "meth2: " + str(self.a) # but you don't have to
self.methdict = { "meth2":meth2 }
def __getattr__(self, name):
return self.methdict[name]
f = foo()
g = newfoo()
f.meth()
g.meth()
g.meth2()
Output:
initting <__main__.foo object at 0xb7701e4c>
initting <__main__.newfoo object at 0xb7701e8c>
5
5
meth2: 5
You seem to have certain "properties" of your object that can be set by
obj.set({"name": value})
and queried by
obj.status("name")
A common way to go in Python is to map this behaviour to what looks like simple attribute access. So we write
obj.name = value
to set the property, and we simply use
obj.name
to query it. This can easily be implemented using the __getattr__() and __setattr__() special methods:
class MyMotor(Motor):
def __init__(self, *args, **kw):
self._init_flag = True
Motor.__init__(self, *args, **kw)
self._init_flag = False
def __getattr__(self, name):
return self.status(name)
def __setattr__(self, name, value):
if self._init_flag or hasattr(self, name):
return Motor.__setattr__(self, name, value)
return self.set({name: value})
Note that this code disallows the dynamic creation of new "real" attributes of Motor instances after the initialisation. If this is needed, corresponding exceptions could be added to the __setattr__() implementation.
Instead of setting with function-call syntax, consider using assignment (with =). Similarly, just use attribute syntax to get a value, instead of function-call syntax. Then you can use __getattr__ and __setattr__:
class OtherType(object): # this is the one you didn't write
# dummy implementations for the example:
def set(self, D):
print "setting", D
def status(self, key):
return "<value of %s>" % key
class Blah(object):
def __init__(self, parent):
object.__setattr__(self, "_parent", parent)
def __getattr__(self, attr):
return self._parent.status(attr)
def __setattr__(self, attr, value):
self._parent.set({attr: value})
obj = Blah(OtherType())
obj.velocity = 42 # prints setting {'velocity': 42}
print obj.velocity # prints <value of velocity>