Classes and Objects
Last updated
Last updated
We have used many of Python's built-in types; now we are going to define a new type. As an example, we will create a type called Point
that represents a point in two-dimensional space. In mathematical notation, points are often written in parentheses with a comma separating the coordinates. For example, represents the origin, and represents the point units to the right and units up from the origin.
There are several ways we might represent points in Python:
We could store the coordinates separately in two variables, x
and y
We could store the coordinates as elements in a list or tuple.
We could create a new type to represent points as objects.
Creating a new type is (a little) more complicated than the other options, but it has advantages that will be apparent soon. A user-defined type is also called a class
. A class definition looks like this:
This header indicates that the new class is a Point
, which is a kind of object
, which is itself a built-in type. The body is a docstring that explains what the class is for. You can define variables and functions inside a class definition, but we will get back to that later.
Defining a class named Point
creates a class object.
Because Point
is defined at the top level, its "full name" is __
main__.
Point
. The class object is like a factory for creating objects. To create a Point, you call Point
as if it were a function.
The return value is a reference to a Point
object, which we assign to blank
. Creating a new object is called instantiation, and the object is an instance of the class. When you print an instance, Python tells you what class it belongs to and where it is stored in memory (the prefix 0x
means that the following number is in hexadecimal).
You can assign values to an instance using dot notation:
This syntax is similar to the syntax for selecting a variable from a module, such as math.pi
or string.whitespace
. In this case, though, we are assigning values to named elements of an object. These elements are called attributes. The following diagram shows the result of these assignments. A state diagram that shows an object and its attributes is called an object diagram:
The variable blank
refers to a Point object, which contains two attributes. Each attribute refers to a floating-point number. You can read the value of an attribute using the same syntax:
The expression blank.x
means, "Go to the object blank
refers to and get the value of x"
. In this case, we assign that value to a variable named x
. There is no conflict between the variable x
and the attribute x
.
You can use dot notation as part of any expression. For example:
You can pass an instance as an argument in the usual way. For example:
print_point
takes a point as an argument and displays it in mathematical notation. To invoke it, you can pass blank
as an argument:
Inside the function, p
is an alias for blank
, so if the function modifies p
, blank
changes.
Exercise: Write a function called distance
that takes two Points as arguments and returns the Euclidean distance between them.
The distance between two points and is given by:
.
Sometimes it is obvious what the attributes of an object should be, but other times you have to make decisions. For example, imagine you are designing a class to represent rectangles. What attributes would you use to specify the location and size of a rectangle? You can ignore angle; to keep things simple, assume that the rectangle is either vertical or horizontal.
There are at least two possibilities:
You could specify one corner of the rectangle (or the centre), the width, and the height.
You could specify two opposing corners.
At this point it is hard to say whether either is better than the other, so we'll implement the first one, just as an example.
Here is the class definition:
The docstring lists the attributes: width
and height
are numbers; corner
is a Point
object that specifies the lower-left corner. To represent a rectangle, you have to instantiate a Rectangle
object and assign values to the attributes:
The expression box.corner.x
means, "Go to the object box
refers to and select the attribute named corner
; then go to that object and select the attribute named x
".
The figure shows the state of this object:
An object that is an attribute of another object is embedded.
Functions can return instances. For example, find_centre
takes a Rectangle
as an argument and returns a Point
that contains the coordinates of the centre of the Rectangle
:
Here is an example that passes box
as an argument and assigns the resulting Point to centre
:
You can change the state of an object by making an assignment to one of its attributes. For example, to change the size of a rectangle without changing its position, you can modify the values of width
and height
:
You can also write functions that modify objects. For example, grow_rectangle
takes a Rectangle object and two numbers, dwidth
and dheight
, and adds the numbers to the width and height of the rectangle:
Here is an example that demonstrates the effect:
Inside the function, rect
is an alias for box
, so if the function modifies rect
, box
changes.
Exercise: Write a function named move_rectangle
that takes a Rectangle and two numbers named dx
and dy
. It should change the location of the rectangle by adding dx
the x
coordinate of corner
and adding dy
to the y
coordinate of corner
.
Aliasing can make a program difficult to read because changes in one place might have unexpected effects in another place. It is hard to keep track of all the variables that might refer to a given object.
Copying an object is often an alternative to aliasing. The copy
module contains a function called copy
that can duplicate any object:
p1
and p2
contain the same data, but they are not the same Point.
The is
operator indicates that p1
and p2
are not the same object, which is what we expected. But you might have expected ==
to yield True
because these points contain the same data. In that case, you will be disappointed to learn that for instances, the default behavior of the ==
operator is the same as the is
operator; it checks object identity, not object equivalence. Thankfully, this behaviour can be changed and we'll see how later in the chapter Classes and Methods.
If you use copy.copy
to duplicate a Rectangle, you will find that it copies the Rectangle object but not the embedded Point.
Here is what the object diagram looks like:
This operation is called a shallow copy because it copies the object and any references it contains, but not the embedded objects.
For most applications, this is not what you want. In this example, invoking grow_rectangle
on one of the Rectangles would not affect the other, but invoking move_rectangle
on either would affect both! This behaviour is confusing and error-prone. Fortunately, the copy
module contains a method named deepcopy
that copies not only the object but also the objects it refers to, and the objects they refer to, and so on. You will not be surprised to learn that this operation is called a deep copy.
box3
and box
are completely separate objects.
Exercise: Write a version of move_rectangle
that creates and returns a new Rectangle instead of modifying the old one.
When you start working with objects, you are likely to encounter some new exceptions. If you try to access an attribute that doesn't exist, you get an AttributeError
:
If you are not sure what type an object is, you can ask:
If you are not sure whether an object has a particular attribute, you can use the built-in function hasattr
:
The first argument can be any object; the second argument is a string that contains the name of the attribute.