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Publicerades avKarin Lindgren
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2D1311 Programmeringsteknik med PBL Föreläsning 5 Skolan för Datavetenskap och kommunikation
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Kapitel 9 Mer om objekt: –Rita objekt –Arv –Polymorfism –Moduler –BlackJack-exempel
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Spelkort Klassen Card representerar ett spelkort Klassens attribut är rank (valör), suit (färg) och is_face_up (uppvänt) Metoderna är __init__ (konstruktorn), __str__ (kortet som sträng), flip (vänder) 4 4
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class Card(object): """ Ett spelkort. """ RANKS = ["ess", "2", "3", "4", "5", "6", "7", "8", "9", "10", "knekt", "dam", "kung"] SUITS = ["Klöver", "Ruter", "Hjärter", "Spader"] def __init__(self, rank, suit, face_up = True): self.rank = rank self.suit = suit self.is_face_up = face_up def __str__(self): if self.is_face_up: rep = self.suit + " " + self.rank else: rep = "XX" return rep def flip(self): self.is_face_up = not self.is_face_up
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Rita upp ett objekt Card-objekt: rank suit is_face_up "4" "Hjärter" True
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Korthand Klassen Hand representerar en korthand Klassens attribut är cards (en lista med kort). Metoderna är __init__,__str__,clear (tömmer), add (lägger till ett kort), give (ger bort ett kort till en annan korthand)
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class Hand(object) def __init__(self): self.cards = [] def __str__(self): if self.cards: rep = "" for card in self.cards: rep += str(card) + "\t" else: rep = " " return rep def clear(self): self.cards = [] def add(self, card): self.cards.append(card) def give(self, card, other_hand): self.cards.remove(card) other_hand.add(card)
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Rita Hand-objekt rank suit is_face_up "4" "Hjärter" True rank suit is_face_up "7" "Spader" True rank suit is_face_up "8" "Hjärter" True rank suit is_face_up "9" "Spader" True 0 1 2 3 cards lista med Card-objekt
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Arv Arv låter oss återanvända klasser! Vi vill ha en klass Deck som representerar en hel kortlek. Vi skriver class Deck(Hand) Klassen Deck ärver då alla attribut ( cards ) och metoder (__str__, clear, add, give ) från Hand. Vi definierar också tre nya metoder i klassen Deck: populate (skapar ny lek), shuffle (blandar), deal (delar ut).
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class Deck(Hand): """ En kortlek. """ def populate(self): for suit in Card.SUITS: for rank in Card.RANKS: self.add(Card(rank, suit)) def shuffle(self): import random random.shuffle(self.cards) def deal(self, hands, per_hand = 1): for rounds in range(per_hand): for hand in hands: if self.cards: top_card = self.cards[0] self.give(top_card, hand) else: print "Slut på kort!"
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Polymorfism Kommer av grekiskans (många) och (form) Innebär att samma funktion kan anropas med olika typer av indata, t ex len("bläckfisk") antal tecken i strängen len((1,2,3,4,5,6,7,8)) antal tal i tuppeln len(["blöt","god"]) antal element i listan Och att vi kan skriva metoder med samma namn och funktion som kan anropas av objekt från olika klasser, t ex metoden __str__ i Card och Deck.
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Moduler Att dela upp programmet i moduler gör det mer lätthanterligt. Och enklare att hitta fel i! Modulerna kan dessutom återanvändas...
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Hur gör man en egen modul? Som ett vanligt Python-program utan main Exempel: Modulen games innehåller klassen Player (med attributen name och score samt metoden __str__ ) och funktionerna ask_yes_no samt ask_number.
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class Player(object): """ Representerar en spelare. """ def __init__(self, name, score = 0): self.name = name self.score = score def __str__(self): rep = self.name + ":\t" + str(self.score) return rep name "Linda" score 710
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def ask_yes_no(question): """ Ställer en ja/nej-fråga. """ response = None while response not in ("j", "n"): response = raw_input(question).lower() return response def ask_number(question, low, high): """ Läs in ett värde inom intervallet. """ response = None while response not in range(low, high): response = int(raw_input(question)) return response if __name__ == "__main__": print "Du körde denna modul direkt, " print "utan att importera den." raw_input("\n\nTryck Enter för att avsluta.")
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Spelregler för Blackjack I kortspelet Blackjack (även kallat tjugoett) är målet att summan av kortens valörer ska komma så nära 21 som möjligt. Kortsumman får inte överstiga 21 – då blir man tjock (och förlorar). Ess kan räknas som 1 eller 11. Knekt, Dam och Kung är alla värda 10. Alla spelare startar med två kort och kan välja att ta fler. Given måste ta fler upp till sjutton.
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Klasser i Blackjack-programmet KlassÄrver frånBeskrivning BJ_Cardcards.Card Som Card men med attributet value tillagt. BJ_Deckcards.Deck En lista med BJ_Card-objekt. BJ_Handcards.Hand Som Hand men med attributen total och name tillagda. BJ_PlayerBJ_Hand En blackjack-spelare. BJ_DealerBJ_Hand Given (som ger ut korten). BJ_Gameobject Själva spelet! Har attributen deck, dealer och players.
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Klassdiagram cards.Cardcards.Handcards.DeckBJ_Game BJ_Card BJ_Hand BJ_Deck BJ_PlayerBJ_Dealer
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Algoritm, del 1 Ge två kort till varje spelare och given. Låt varje spelare: –få ett kort till, så länge den vill ha ett kort till och inte blivit tjock Om alla spelare blivit tjocka: –visa givens två kort Annars: –låt given få ett kort till, så länge den har mindre än sjutton (och inte blivit tjock)
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Algoritm, del 2 Om given blivit tjock: –så vinner alla kvarvarande spelare Annars: –Gå igenom varje kvarvarande spelare: spelare som ligger högre än given vinner, spelare som ligger lägre förlorar, övriga får oavgjort.
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# Blackjack ur Dawson kapitel 9 # Modifierad av Linda 20 februari 2006 import cards, games class BJ_Card(cards.Card): """ A Blackjack Card. """ ACE_VALUE = 1 def get_value(self): if self.is_face_up: value = BJ_Card.RANKS.index(self.rank) + 1 if value > 10: value = 10 else: value = None return value value = property(get_value) class BJ_Deck(cards.Deck): """ A Blackjack Deck. """ def populate(self): for suit in BJ_Card.SUITS: for rank in BJ_Card.RANKS: self.cards.append(BJ_Card(rank, suit)) class BJ_Hand(cards.Hand): """ A Blackjack Hand. """ def __init__(self, name): super(BJ_Hand, self).__init__() self.name = name def __str__(self): rep = self.name + ":\t" + super(BJ_Hand, self).__str__() if self.total: rep += "(" + str(self.total) + ")" return rep def get_total(self): # if a card in the hand has value of None, then total is None for card in self.cards: if not card.value: return None # add up card values, treat each Ace as 1 total = 0 for card in self.cards: total += card.value # determine if hand contains an Ace contains_ace = False for card in self.cards: if card.value == BJ_Card.ACE_VALUE: contains_ace = True # if hand contains Ace and total is low enough, treat Ace as 11 if contains_ace and total <= 11: # add only 10 since we've already added 1 for the Ace total += 10 return total total = property(get_total) def is_busted(self): return self.total > 21 class BJ_Player(BJ_Hand): """ A Blackjack Player. """ def is_hitting(self): response = games.ask_yes_no("\n" + self.name + ", vill du ha ett kort? (J/N): ") return response == "j" def bust(self): print self.name, "blir tjock." self.lose() def lose(self): print self.name, "förlorar." def win(self): print self.name, "vinner." def push(self): print "Det det blev oavgjort." class BJ_Dealer(BJ_Hand): """ A Blackjack Dealer. """ def is_hitting(self): return self.total < 17 def bust(self): print self.name, "blir tjock." def flip_first_card(self): first_card = self.cards[0] first_card.flip() class BJ_Game(object): """ A Blackjack Game. """ def __init__(self, names): self.players = [] for name in names: player = BJ_Player(name) self.players.append(player) self.dealer = BJ_Dealer("Given") self.deck = BJ_Deck() self.deck.populate() self.deck.shuffle() def get_still_playing(self): remaining = [] for player in self.players: if not player.is_busted(): remaining.append(player) return remaining # list of players still playing (not busted) this round still_playing = property(get_still_playing) def __additional_cards(self, player): while not player.is_busted() and player.is_hitting(): self.deck.deal([player]) print player if player.is_busted(): player.bust() def play(self): # deal initial 2 cards to everyone self.deck.deal(self.players + [self.dealer], per_hand = 2) self.dealer.flip_first_card() # hide dealer's first card for player in self.players: print player print self.dealer # deal additional cards to players for player in self.players: self.__additional_cards(player) self.dealer.flip_first_card() # reveal dealer's first if not self.still_playing: # since all players have busted, just show the dealer's hand print self.dealer else: # deal additional cards to dealer print self.dealer self.__additional_cards(self.dealer) if self.dealer.is_busted(): # everyone still playing wins for player in self.still_playing: player.win() else: # compare each player still playing to dealer for player in self.still_playing: if player.total > self.dealer.total: player.win() elif player.total < self.dealer.total: player.lose() else: player.push() # remove everyone's cards for player in self.players: player.clear() self.dealer.clear() def main(): print "\t\tVälkommen till Blackjack!\n" names = [] number = games.ask_number("Hur många spelare? (1 - 7): ", low = 1, high = 8) for i in range(number): name = raw_input("Mata in spelarens namn: ") names.append(name) print game = BJ_Game(names) again = None while again != "n": game.play() again = games.ask_yes_no("\nVill du spela igen? ") main() raw_input("\nTryck Enter för att avsluta.")
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# Cards Module # Basic classes for a game with playing cards # Michael Dawson 4/18/03 class Card(object): """ A playing card. """ RANKS = ["A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K"] SUITS = ["c", "d", "h", "s"] def __init__(self, rank, suit, face_up = True): self.rank = rank self.suit = suit self.is_face_up = face_up def __str__(self): if self.is_face_up: rep = self.rank + self.suit else: rep = "XX" return rep def flip(self): self.is_face_up = not self.is_face_up class Hand(object): """ A hand of playing cards. """ def __init__(self): self.cards = [] def __str__(self): if self.cards: rep = "" for card in self.cards: rep += str(card) + "\t" else: rep = " " return rep def clear(self): self.cards = [] def add(self, card): self.cards.append(card) def give(self, card, other_hand): self.cards.remove(card) other_hand.add(card) class Deck(Hand): """ A deck of playing cards. """ def populate(self): for suit in Card.SUITS: for rank in Card.RANKS: self.add(Card(rank, suit)) def shuffle(self): import random random.shuffle(self.cards) def deal(self, hands, per_hand = 1): for rounds in range(per_hand): for hand in hands: if self.cards: top_card = self.cards[0] self.give(top_card, hand) else: print "Can't continue deal. Out of cards!" if __name__ == "__main__": print "This is a module with classes for playing cards." raw_input("\n\nPress the enter key to exit.")
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# Games # Demonstrates module creation # Michael Dawson 4/10/03 class Player(object): """ A player for a game. """ def __init__(self, name, score = 0): self.name = name self.score = score def __str__(self): rep = self.name + ":\t" + str(self.score) return rep def ask_yes_no(question): """Ask a yes or no question.""" response = None while response not in ("y", "n"): response = raw_input(question).lower() return response def ask_number(question, low, high): """Ask for a number within a range.""" response = None while response not in range(low, high): response = int(raw_input(question)) return response if __name__ == "__main__": print "You ran this module directly (and did not 'import' it)." raw_input("\n\nPress the enter key to exit.")
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