Python Class with integer emulation - python

Given is the following example:
class Foo(object):
def __init__(self, value=0):
self.value=value
def __int__(self):
return self.value
I want to have a class Foo, which acts as an integer (or float). So I want to do the following things:
f=Foo(3)
print int(f)+5 # is working
print f+5 # TypeError: unsupported operand type(s) for +: 'Foo' and 'int'
The first statement print int(f)+5 is working, cause there are two integers. The second one is failing, because I have to implement __add__ to do this operation with my class.
So to implement the integer behaviour, I have to implement all the integer emulating methods. How could I get around this. I tried to inherit from int, but this attempt was not successful.
Update
Inheriting from int fails, if you want to use a __init__:
class Foo(int):
def __init__(self, some_argument=None, value=0):
self.value=value
# do some stuff
def __int__(self):
return int(self.value)
If you then call:
f=Foo(some_argument=3)
you get:
TypeError: 'some_argument' is an invalid keyword argument for this function
Tested with Python 2.5 and 2.6

In Python 2.4+ inheriting from int works:
class MyInt(int):pass
f=MyInt(3)
assert f + 5 == 8

You need to override __new__, not __init__:
class Foo(int):
def __new__(cls, some_argument=None, value=0):
i = int.__new__(cls, value)
i._some_argument = some_argument
return i
def print_some_argument(self):
print self._some_argument
Now your class work as expected:
>>> f = Foo(some_argument="I am a customized int", value=10)
>>> f
10
>>> f + 8
18
>>> f * 0.25
2.5
>>> f.print_some_argument()
I am a customized int
More information about overriding new can be found in Unifying types and classes in Python 2.2.

Try to use an up-to-date version of python. Your code works in 2.6.1.

Related

Function overload errors [duplicate]

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)

In Python can isinstance() be used to detect a class method?

How to determine if an object is a class method? Isn't it best practice to use isinstance(), and how does one make that work?
class Foo:
class_var = 0
#classmethod
def bar(cls):
cls.class_var += 1
print("class variable value:", cls.class_var)
def wrapper(wrapped: classmethod):
"""
Call the wrapped method.
:param wrapped (classmethod, required)
"""
wrapped()
Foo.bar()
wrapper(Foo.bar)
print("the type is:", type(Foo.bar))
print("instance check success:", isinstance(Foo.bar, classmethod))
Output:
class variable value: 1
class variable value: 2
the type is: <class 'method'>
instance check success: False
Process finished with exit code 0
If you just want to tell class methods apart from regular methods and static methods, then you can check this with inspect.ismethod(f).
class A:
def method(self): pass
#classmethod
def class_method(cls): pass
#staticmethod
def static_method(): pass
In the REPL:
>>> from inspect import ismethod
>>> ismethod(A.method)
False
>>> ismethod(A.class_method)
True
>>> ismethod(A.static_method)
False
If you prefer to do this with isinstance, then that's possible using typing.types.MethodType:
>>> from typing import types
>>> isinstance(A.method, types.MethodType)
False
>>> isinstance(A.class_method, types.MethodType)
True
>>> isinstance(A.static_method, types.MethodType)
False
Note that these tests will incorrectly identify e.g. A().method because really we're just testing for a bound method as opposed to an unbound function. So the above solutions only work assuming that you are checking A.something where A is a class and something is either a regular method, a class method or a static method.
As you know Python fills the first parameter of the classmethods with a reference to the class itself and it doesn't matter if you call that method from the class or the instance of the class. A method object is a function which has an object bound to it.
That object can be retrieved by .__self__ attribute. So you can simply check that if the .__self__ attribute is a class or not. If it is a class , it's class is type.
One way of doing it:
class Foo:
#classmethod
def fn1(cls):
pass
def fn2(self):
pass
def is_classmethod(m):
first_parameter = getattr(m, '__self__', None)
if not first_parameter:
return False
type_ = type(first_parameter)
return type_ is type
print(is_classmethod(Foo.fn1))
print(is_classmethod(Foo().fn1))
print("-----------------------------------")
print(is_classmethod(Foo.fn2))
print(is_classmethod(Foo().fn2))
output:
True
True
-----------------------------------
False
False
There is a ismethod function in inspect module that specifically checks that if the object is a bound method. You can use this as well before checking for the type of the first parameter.
NOTE: There is a caveat with the above solution, I'll mention it at the end.
Solution number 2:
Your isinstance solution didn't work because classmethod is a descriptor. If you want to get the actual classmethod instance, you should check the Foo's namespace and get the methods from there.
class Foo:
#classmethod
def fn1(cls):
pass
def fn2(self):
pass
def is_classmethod(cls, m):
return isinstance(cls.__dict__[m.__name__], classmethod)
print(is_classmethod(Foo, Foo.fn1))
print(is_classmethod(Foo, Foo().fn1))
print("-----------------------------------")
print(is_classmethod(Foo, Foo.fn2))
print(is_classmethod(Foo, Foo().fn2))
Solution number 1 caveat: For example if you have a simple MethodType object whose bound object is a different class like int here, this solution isn't going to work. Because remember we just checked that if the first parameter is of type type:
from types import MethodType
class Foo:
def fn2(self):
pass
fn2 = MethodType(fn2, int)
#classmethod
def fn1(cls):
pass
Now only solution number 2 works.

Is there a way in a class function to return an instance of the class itself?

I have a class in python with a function and I need that function to explicitly return an instance of that class. I tried this
class a(type):
def __init__(self, n):
self.n = n
def foo() -> a:
return a(self.n + 1)
but I get an error "a is not defined". What should I do? Thanks.
Since OP used annotation in member function. There is a NameError in the annotation also. To fix that. Try following:
Reference:
https://www.python.org/dev/peps/pep-0484/#id34
Annotating instance and class methods
In most cases the first argument of class and instance methods does
not need to be annotated, and it is assumed to have the type of the
containing class for instance methods, and a type object type
corresponding to the containing class object for class methods. In
addition, the first argument in an instance method can be annotated
with a type variable. In this case the return type may use the same
type variable, thus making that method a generic function.
from typing import TypeVar
T = TypeVar('T', bound='a')
class a:
def __init__(self: T, n: int):
self.n = n
def foo(self: T) -> T:
return a(self.n + 1)
print(a(1).foo().n)
Result:
2
What you are asking works:
class A:
def __init__(self, n):
self.n = n
def foo(self):
return A(self.n + 1)
a = A(1)
b = a.foo()
print(a.n, b.n)
There are sevaral problems with your original code though.
The type hint -> A does not work because A is not defined at that point.
You need to pass self to the foo method as well.
If you subclass type, and want to make use of its features, I suggest you also initialize it by calling super().__init__() and pass on all necessary arguments. You can do that at any point you prefer, but usually it's done in the __init__() method of the subclass.

Import module functions as staticmethods into a class

I have a python module
helpers.py
def str_to_num(s: str):
'''Converts to int if possible else converts to float if possible
Returns back the string if not possible to convert to a number.
'''
# NOTE: These are not really funcs, but classes.
funcs = [int, float]
for func in funcs:
try:
res = func(s)
break
except ValueError:
continue
else:
res = s
return(res)
I have another module string_number.py
from helpers import str_to_num
class StringNumber:
def __init__(self, s):
self.s = s
str_to_num = str_to_num
#property
def value(self):
return(self.str_to_num(self.s))
def __repr__(self):
return(f'{self.__class__.__name__}({repr(self.s)})')
>>> from string_number import StringNumber
>>> sn = StringNumber(1)
>>> sn.value
Traceback (most recent call last):
File "<stdin>", line 1, in <module>
File "string_number.py", line 19, in value
return(self.str_to_num(self.s))
TypeError: str_to_num() takes 1 positional argument but 2 were given
However this works when accessing the function from the class:
>>> StringNumber.str_to_num(1)
1
Q.1: Why does the str_to_num attribute require two arguments when accessing it from the instance? Is self being passed to it? If so, why?
Now, I know I can add modify the __init__ method to make it an attribute of the instance
def __init__(self, s):
self.s = s
self.str_to_num = str_to_num
Further, I can resolve this by making a class of Helper functions and then inheriting from it.
from helpers import str_to_num
class Helper:
#staticmethod
def str_to_num(s):
return(str_to_num(s))
class StringNumber(Helper):
def __init__(self, s):
self.s = s
#property
def value(self):
return(self.str_to_num(self.s))
def __repr__(self):
return(f'{self.__class__.__name__}({repr(self.s)})')
Q: 2 Is there a way to make module functions, staticmethods of a class, without using inheritance? Or is this a really bad practice?
Q: 3 Assuming I had a helpers.py module, with a large amount of module functions. To incorporate them as staticmethods into my class, what would be the best way, without making a separate Helper class?
Q.1: Why does the str_to_num attribute require two arguments when accessing it from the instance? Is self being passed to it? If so, why?
You wrote "However this works when accessing the function from the class: StringNumber.str_to_num(1)". It works because you declared your method as a static method by defining it under your class definition.
As contrary to static method, instance method does pass the instance as a first argument when it's called. So when you called instance.str_to_num(1) your str_to_num(s: str) - no matter your type hinted it as a string - received instance as s argument and complained that value 1 hasn't got variable to hold it.

__lt__ and print operator overload

I have this assignment in which I have to define a class named Person with attributes name, surname and age. I have done getter and setter methods; now I have an issue with overloading operators.
First, I need to overload a print operator (which I have done); second, I need to overload "less than" operator which gives me the following error:
TypeError: '<' not supported between instances of 'Person' and 'Person'
And in the last step, I need to compare the ages of different persons e.g.:
Sabine=Person("Sabine","Musterfrau",17)
Anton_Junior=Person("Anton","Mueller",14)
print(Sabine < Anton_Junior) should return false and vice versa
My problem is: 1. the type error and 2. I have already overloaded print method and they want me to use the default print() later.
Here is my code:
from sys import stdout
class Person:
def __init__(self,vorname,nachname,alter):
self.vorname=vorname
self.nachname=nachname
self._alter=alter
def get_Alter(self):
return self._alter
def set_Alter(self,alter2):
self._alter=alter2
def print(person):
stdout.write("Name:"+person.vorname+" Nachname:"+person.nachname+" Alter:"+str(person._alter)+"\n")
def __lt__(self,other):
return self._alter() < other._alter()
Sabine=Person("Sabine","Musterfrau",17)
Sabine.set_Alter(18)
Anton_Junior=Person("Anton","Mueller",14)
Anton_Senior=Person("Anton","Mueller",80)
print(Sabine < Anton_Junior)
print(Sabine)
Ok, just finished my task, thank you all!!!
First, self._alter is a field/property/value (name it whatever you want) and not method. This should help you:
def __lt__(self,other):
return self._alter < other._alter
When it comes to second problem::
I have already overloaded print method and they want me to use the default print() later.
Refefine __str__() method.
>>> class MyClass:
... def __str__(self):
... return 'This is my class'
...
>>> mc = MyClass()
>>> print(mc)
This is my class

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