OOP terminology

Object-oriented programming (OOP) is a style of programming that allows you to think of code in terms of "objects." Here's an example of a Car class:

class Car(object):
    num_wheels = 4
    gas = 30
    headlights = 2
    size = 'Tiny'

    def __init__(self, make, model):
        self.make = make
        self.model = model
        self.color = 'No color yet. You need to paint me.'
        self.wheels = Car.num_wheels
        self.gas = Car.gas

    def paint(self, color):
        self.color = color
        return self.make + ' ' + self.model + ' is now ' + color

    def drive(self):
        if self.wheels < Car.num_wheels or self.gas <= 0:
            return 'Cannot drive!'
        self.gas -= 10
        return self.make + ' ' + self.model + ' goes vroom!'

    def pop_tire(self):
        if self.wheels > 0:
            self.wheels -= 1

    def fill_gas(self):
        self.gas += 20
        return 'Gas level: ' + str(self.gas)

Here's some terminology:

  • class: a blueprint for how to build a certain type of object. The Car class (shown above) describes the behavior and data that all Car objects have.
  • instance: a particular occurrence of a class. In Python, we create instances of a class like this:

    >>> my_car = Car('Tesla', 'Model S')

    my_car is an instance of the Car class.

  • attribute or field: a variable that belongs to the class. Think of an attribute as a quality of the object: cars have wheels and size, so we have given our Car class self.wheels and self.size attributes. We can access attributes using dot notation:

    >>> my_car.size
    'Tiny'
    >>> my_car.wheels
    4
  • method: Methods are just like normal functions, except that they are tied to an instance or a class. Think of a method as a "verb" of the class: cars can drive and also pop their tires, so we have given our Car class the methods drive and pop_tire. We call methods using dot notation:

    >>> my_car = Car('Tesla', 'Model S')
    >>> my_car.drive()
    'Tesla Model S goes vroom!'
  • constructor: As with data abstraction, constructors describe how to build an instance of the class. Most classes have a constructor. In Python, the constructor of the class defined as __init__. For example, here is the Car class's constructor:

    def __init__(self, make, model):
            self.make = make
            self.model = model
            self.color = 'No color yet. You need to paint me.'
            self.wheels = Car.num_wheels
            self.gas = Car.gas

    The constructor takes in two arguments, make and model. As you can see, the constructor also creates the self.color, self.wheels and self.gas attributes.

  • self: in Python, self is the first parameter for many methods (in this class, we will only use methods whose first parameter is self). When a method is called, self is bound to an instance of the class. For example:

    >>> my_car = Car('Tesla', 'Model S')
    >>> my_car.drive()

    Notice that the drive method takes in self as an argument, but it looks like we didn't pass one in! This is because the dot notation implicitly passes in car as self for us.

Car WWPD

Question 1: Car

Use OK to test your knowledge with the following What would Python print questions:

python3 ok -q car -u

If you get stuck try typing these in the interpreter yourself

python3

Quidditch

Question 2: Quidditch

Quidditch is a sport from the Harry Potter series, played on flying broomsticks. In the game there are different roles and your job is to complete the classes for the given roles. We represent the various positions for players with the QuidditchPlayer class and its subclasses.

class QuidditchPlayer:
    def __init__(self, name, energy):
        """
        QuidditchPlayers have a name and begin with some amount of energy.
        """
        self.name = name
        self.energy = energy

Beater

Implement the play method of the Beater class. After playing for time minutes, Beaters lose N energy, where N is their current energy divided by the number of minutes.

If time is 0, return "You can't divide by zero!". Otherwise, return "{name} played for {time} minutes". You may assume the energy level will never become negative.

class Beater(QuidditchPlayer):

    def play(self, time):
        """
        >>> fred = Beater("Fred Weasley", 640)
        >>> fred.play(0)
        "You can't divide by zero!"
        >>> fred.play(40)
        'Fred Weasley played for 40 minutes'
        >>> fred.energy  # Fred lost 640 / 40 energy points
        624.0
        >>> fred.play(10)
        'Fred Weasley played for 10 minutes'
        >>> fred.energy  # Fred lost 624 / 10 energy points
        561.6
        """
"*** YOUR CODE HERE ***"
if time == 0: return "You can't divide by zero!" else: self.energy -= (self.energy / time) return f"{self.name} played for {time} minutes"

Use OK to test your code:

python3 ok -q Beater.play

Chaser

Implement the __init__ and play methods of Chaser. Notice that Chasers have an additional instance attribute goals which stores the number of goals they've scored.

For every goal scored, Chasers use energy_expended units of energy. An additional 10% of energy_expended is lost if the number of minutes played is a multiple of 9.

The play method always returns "{name} played for {time} minutes". You may assume the energy level will never become negative.

class Chaser(QuidditchPlayer):
    energy_expended = 20

    def __init__(self, name, energy, goals):
        """
        Chasers have a name, starting energy, and number of goals scored.
        """
"*** YOUR CODE HERE ***"
super().__init__(name, energy) self.goals = goals
def play(self, time): """ >>> katie = Chaser("Katie Bell", 230, 2) >>> katie.play(20) 'Katie Bell played for 20 minutes' >>> katie.energy 190 >>> katie.play(10) 'Katie Bell played for 10 minutes' >>> katie.energy 150 >>> ginny = Chaser("Ginny Weasley", 400, 3) >>> ginny.play(45) 'Ginny Weasley played for 45 minutes' >>> ginny.energy 338.0 """
"*** YOUR CODE HERE ***"
self.energy -= self.goals * Chaser.energy_expended if time % 9 == 0: self.energy -= 0.1 * Chaser.energy_expended return f"{self.name} played for {time} minutes"

Use OK to test your code:

python3 ok -q Chaser.play

Seeker

Implement the play method of the Seeker class. Seekers lose energy_expended units of their energy for every minute they played.

The play method always returns "{name} played for {time} minutes". You may assume the energy level will never become negative.

class Seeker(QuidditchPlayer):
    energy_expended = 5

    def play(self, time):
        """
        >>> harry = Seeker("Harry Potter", 700)
        >>> harry.play(30)
        'Harry Potter played for 30 minutes'
        >>> harry.energy
        550
        >>> harry.play(10)
        'Harry Potter played for 10 minutes'
        >>> harry.energy
        500
        """
"*** YOUR CODE HERE ***"
self.energy -= time * Seeker.energy_expended return f"{self.name} played for {time} minutes"

Use OK to test your code:

python3 ok -q Seeker.play

Keeper

Implement the play method of the Keeper class. If a Keeper has played for 30 minutes or more, they lose 80% of their energy_expended for every full 15 minutes that were played. Otherwise, they do not lose any energy.

The amount of time a Keeper has played resets after each call to the play method.

The play method always returns "{name} played for {time} minutes". You may assume the energy level will never become negative.

class Keeper(QuidditchPlayer):
    energy_expended = 50

    def play(self, time):
        """
        >>> oliver = Keeper("Oliver Wood", 380)
        >>> oliver.play(45)
        'Oliver Wood played for 45 minutes'
        >>> oliver.energy
        260.0
        >>> oliver.play(10)
        'Oliver Wood played for 10 minutes'
        >>> oliver.energy
        260.0
        """
"*** YOUR CODE HERE ***"
if time >= 30: for i in range(time // 15): self.energy -= 0.8 * Keeper.energy_expended return f"{self.name} played for {time} minutes"

Use OK to test your code:

python3 ok -q Keeper.play