Tutorial: Objects and Classes in Python and Sage

This tutorial is an introduction to object oriented programming in Python and Sage. It requires basic knowledges on imperative/procedural programming (the most common programming style) that is conditional instructions, loops, functions (see :ref:`tutorial-programming-python`), but now further knowledge about objects and classes is assumed. It is designed as an alternating sequence of formal introduction and exercises. :ref:`solutions` are given at the end.

System Message: ERROR/3 (tutorial-objects-and-classes.rst, line 9); backlink

Unknown interpreted text role "ref".

System Message: ERROR/3 (tutorial-objects-and-classes.rst, line 9); backlink

Unknown interpreted text role "ref".

Object oriented programming paradigm

The object oriented programming paradigm relies on the two following fundamental rules:

  1. Any thing of the real (or mathematical) world which needs to be manipulated by the computer is modeled by an object.
  2. Each object is an instance of some class.

At this point, those two rules are a little meaningless, so let's give some more or less precise definition of the terms:


object
a portion of memory which contains the information needed to model the real world thing.
class
defines the data structure used to store the objects which are instance of the class together with their behavior.

Let's start with some examples: We consider the vector space over $QQ$ whose basis is indexed by permutations, and a particular element in it:

{{{id=0| F = CombinatorialFreeModule(QQ, Permutations()) el = 3*F([1,3,2])+ F([1,2,3]) el /// B[[1, 2, 3]] + 3*B[[1, 3, 2]] }}}

In python, everything is an object so there isn't any difference between types and classes. On can get the class of the object el by:

{{{id=1| type(el) /// }}}

As such, this is not very informative. We'll go back to it later. The data associated to objects are stored in so called attributes. They are accessed through the syntax obj.attributes_name:

{{{id=2| el._monomial_coefficients /// {[1, 2, 3]: 1, [1, 3, 2]: 3} }}}

Modifying the attribute modifies the objects:

{{{id=3| el._monomial_coefficients[Permutation([3,2,1])] = 1/2 el /// B[[1, 2, 3]] + 3*B[[1, 3, 2]] + 1/2*B[[3, 2, 1]] }}}

Warning

as a user, you are not supposed to do that by yourself (see note on :ref:`private attributes <private_attributes>` below).

System Message: ERROR/3 (tutorial-objects-and-classes.rst, line 84); backlink

Unknown interpreted text role "ref".

As an element of a vector space el has a particular behavior:

{{{id=4| 2*el /// 2*B[[1, 2, 3]] + 6*B[[1, 3, 2]] + B[[3, 2, 1]] }}} {{{id=5| el.support() /// [[1, 2, 3], [1, 3, 2], [3, 2, 1]] }}} {{{id=6| el.coefficient([1, 2, 3]) /// 1 }}}

The behavior is defined through methods (support, coefficient). Note that this is true, even for equality, printing or mathematical operations. For example the call a == b actually is translated to the method call a.__eq__(b). The names of those special methods which are usually called through operators are fixed by the Python language and are of the form __name__. Example include __eq__, __le__ for operators == and <=, __repr__ (see :ref:`sage_specifics`) for printing, __add__ and __mult__ for operators + and * (see http://docs.python.org/library/) for a complete list:

System Message: ERROR/3 (tutorial-objects-and-classes.rst, line 100); backlink

Unknown interpreted text role "ref". {{{id=7| el.__eq__(F([1,3,2])) /// False }}} {{{id=8| el.__repr__() /// 'B[[1, 2, 3]] + 3*B[[1, 3, 2]] + 1/2*B[[3, 2, 1]]' }}} {{{id=9| el.__mul__(2) /// 2*B[[1, 2, 3]] + 6*B[[1, 3, 2]] + B[[3, 2, 1]] }}}

Some particular actions allows to modify the data structure of el:

{{{id=10| el.rename("bla") el /// bla }}}

Note

The class is stored in a particular attribute called __class__ the normal attribute are stored in a dictionary called __dict__:

{{{id=11| F = CombinatorialFreeModule(QQ, Permutations()) el = 3*F([1,3,2])+ F([1,2,3]) el.rename("foo") el.__class__ /// }}} {{{id=12| el.__dict__ /// {'_monomial_coefficients': {[1, 2, 3]: 1, [1, 3, 2]: 3}, '__custom_name': 'foo'} }}}

Lots of sage objects are not Python objects but compiled Cython objects. Python sees them as builtin objects and you don't have access to the data structure. Examples include integers and permutation group elements:

sage: e = Integer(9)
sage: type(e)
<type 'sage.rings.integer.Integer'>
sage: e.__dict__
<dictproxy object at 0x...>
sage: e.__dict__.keys()
['__module__', '_reduction', '__doc__', '_sage_src_lines_']

sage: id4 = SymmetricGroup(4).one()
sage: type(id4)
<type 'sage.groups.perm_gps.permgroup_element.PermutationGroupElement'>
sage: id4.__dict__
<dictproxy object at 0x...>

Note

Each objects corresponds to a portion of memory called its identity in python. You can get the identity using id:

{{{id=13| el = Integer(9) id(el) # random /// 139813642977744 }}} {{{id=14| el1 = el; id(el1) == id(el) /// True }}} {{{id=15| el1 is el /// True }}}

This is different from mathematical identity:

sage: el2 = Integer(9)
sage: el2 == el1
True
sage: el2 is el1
False
sage: id(el2) == id(el)
False

Summary

To define some object, you first have to write a class. The class will defines the methods and the attributes of the object.

method
particular kind of function associated with an object used to get information about the object or to manipulate it.
attribute
variables where the info about the object are stored;

An example: glass of beverage in a restaurant

Let's write a small class about glasses in a restaurant:

{{{id=16| class Glass(object): def __init__(self, size): assert size > 0 self._size = float(size) self._content = float(0.0) def __repr__(self): if self._content == 0.0: return "An empty glass of size %s"%(self._size) else: return "A glass of size %s cl containing %s cl of water"%( self._size, self._content) def fill(self): self._content = self._size def empty(self): self._content = float(0.0) /// }}}

Let's create a small glass:

{{{id=17| myGlass = Glass(10); myGlass /// An empty glass of size 10.0 }}} {{{id=18| myGlass.fill(); myGlass /// A glass of size 10.0 cl containing 10.0 cl of water }}} {{{id=19| myGlass.empty(); myGlass /// An empty glass of size 10.0 }}}

Some comments:

  1. The method __init__ is used to initialize the object, it is used by the so called constructor of the class that is executed when calling Glass(10).
  2. The method __repr__ is supposed to return a string which is used to print the object.

Note

Private Attributes

Exercises

  1. add a method is_empty which returns true if a glass is empty.
  2. define a method drink with a parameter amount which allows to partially drink the water in the glass. Raise an error if one asks to drink more water than there is in the glass or a negative amount of water.
  3. Allows the glass to be filled with wine, beer or other beverage. The method fill should accept a parameter beverage. The beverage is stored in an attribute _beverage. Update the method __repr__ accordingly.
  4. Add an attribute _clean and methods is_clean and wash. At the creation a glass is clean, as soon as it's filled it becomes dirty, and must be washed to become clean again.
  5. Test everything.
  6. Make sure that everything is tested.
  7. Test everything again.

Inheritance

The problem: object of different classes may share a common behavior.

For example, if one wants to deal now with different dishes (forks, spoons ...) then there is common behavior (becoming dirty and being washed). So the different classes associated to the different kinds of dishes should have the same clean, is_clean and wash methods. But copying and pasting code is bad and evil ! This is done by having a base class which factorizes the common behavior:

{{{id=20| class AbstractDish(object): def __init__(self): self._clean = True def is_clean(self): return self._clean def state(self): return "clean" if self.is_clean() else "dirty" def __repr__(self): return "An unspecified %s dish"%self.state() def _make_dirty(self): self._clean = False def wash(self): self._clean = True /// }}}

Now one can reuse this behavior within a class Spoon:

{{{id=21| class Spoon(AbstractDish): def __repr__(self): return "A %s spoon"%self.state() def eat_with(self): self._make_dirty() /// }}}

Let's tests it:

{{{id=22| s = Spoon(); s /// A clean spoon }}} {{{id=23| s.is_clean() /// True }}} {{{id=24| s.eat_with(); s /// A dirty spoon }}} {{{id=25| s.is_clean() /// False }}} {{{id=26| s.wash(); s /// A clean spoon }}}

Summary

  1. Any class can reuse the behavior of another class. One says that the subclass inherits from the superclass or that it derives from it.

  2. Any instance of the subclass is also an instance its superclass:

    {{{id=27| type(s) /// }}} {{{id=28| isinstance(s, Spoon) /// True }}} {{{id=29| isinstance(s, AbstractDish) /// True }}}
  3. If a subclass redefines a method, then it replaces the former one. One says that the subclass overloads the method. One can nevertheless explicitly call the hidden superclass method.

    {{{id=30| s.__repr__() /// 'A clean spoon' }}} {{{id=31| Spoon.__repr__(s) /// 'A clean spoon' }}} {{{id=32| AbstractDish.__repr__(s) /// 'An unspecified clean dish' }}}

Note

Advanced superclass method call

Sometimes one wants to call an overloaded method without knowing in which class it is defined. On use the super operator

{{{id=33| super(Spoon, s).__repr__() /// 'An unspecified clean dish' }}}

A very common usage of this construct is to call the __init__ method of the super classes:

sage: class Spoon(AbstractDish):
...       def __init__(self):
...           print "Building a spoon"
...           super(Spoon, self).__init__()
...       def __repr__(self):
...           return "A %s spoon"%self.state()
...       def eat_with(self):
...           self.make_dirty()
sage: s = Spoon()
Building a spoon
sage: s
A clean spoon

Exercises

  1. Modify the class Glasses so that it inherits from Dish.
  2. Write a class Plate whose instance can contain any meals together with a class Fork. Avoid at much as possible code duplication (hint: you can write a factorized class ContainerDish).
  3. Test everything.

Sage specifics about classes

Compared to Python, Sage has its particular way to handles objects:

Solutions to the exercises

  1. Here is a solution to the first exercise:

    {{{id=34| class Glass(object): def __init__(self, size): assert size > 0 self._size = float(size) self.wash() def __repr__(self): if self._content == 0.0: return "An empty glass of size %s"%(self._size) else: return "A glass of size %s cl containing %s cl of %s"%( self._size, self._content, self._beverage) def content(self): return self._content def beverage(self): return self._beverage def fill(self, beverage = "water"): if not self.is_clean(): raise ValueError, "Don't want to fill a dirty glass" self._clean = False self._content = self._size self._beverage = beverage def empty(self): self._content = float(0.0) def is_empty(self): return self._content == 0.0 def drink(self, amount): if amount <= 0.0: raise ValueError, "amount must be positive" elif amount > self._content: raise ValueError, "not enough beverage in the glass" else: self._content -= float(amount) def is_clean(self): return self._clean def wash(self): self._content = float(0.0) self._beverage = None self._clean = True /// }}}
  2. Let's check that everything is working as expected:

    {{{id=35| G = Glass(10.0) G /// An empty glass of size 10.0 }}} {{{id=36| G.is_empty() /// True }}} {{{id=37| G.drink(2) /// Traceback (most recent call last): ValueError: not enough beverage in the glass }}} {{{id=38| G.fill("beer") G /// A glass of size 10.0 cl containing 10.0 cl of beer }}} {{{id=39| G.is_empty() /// False }}} {{{id=40| G.is_clean() /// False }}} {{{id=41| G.drink(5.0) G /// A glass of size 10.0 cl containing 5.0 cl of beer }}} {{{id=42| G.is_empty() /// False }}} {{{id=43| G.is_clean() /// False }}} {{{id=44| G.drink(5) G /// An empty glass of size 10.0 }}} {{{id=45| G.is_clean() /// False }}} {{{id=46| G.fill("orange juice") /// Traceback (most recent call last): ValueError: Don't want to fill a dirty glass }}} {{{id=47| G.wash() G /// An empty glass of size 10.0 }}} {{{id=48| G.fill("orange juice") G /// A glass of size 10.0 cl containing 10.0 cl of orange juice }}}

Here is the solution to the second exercice:

TODO !!!!

That all folks !