Class Notes: Object-Oriented Programming (OOP), Part 1
Using Objects and Writing Classes


  1. Methods vs Functions
  2. Classes and Instances
  3. Objects and Object-Oriented Programming (OOP)
  4. Writing Classes
  5. Writing Constructors
  6. Writing Methods
  7. Advantages of Classes and Methods
  8. Objects and Aliases
  9. Example: Animations with OOP


  1. Methods vs Functions

  2. We call methods using s.f() rather than f(s):
    s = 'This could be any string!' print(len(s)) # len is a function print(s.upper()) # upper is a string method, called using the . notation # we say that we "call the method upper on the string s" print(s.replace('could', 'may')) # some methods take additional arguments

    See how we get different errors for improperly calling methods vs functions:
    n = 123 print(len(n)) # TypeError: object of type 'int' has no len() # This means that len() cannot work properly with int's n = 123 print(n.upper()) # AttributeError: 'int' object has no attribute 'upper' # This means that there is no method upper() for int's

  3. Classes and Instances
  4. Objects and Object-Oriented Programming (OOP)
  5. Writing Classes
  6. # Create our own class: class Dog: # a class must have a body, even if it does nothing, so we will # use 'pass' for now... pass # Create instances of our class: d1 = Dog() d2 = Dog() # Verify the type of these instances: print(type(d1)) # Dog (actually, class '__main__.Dog') print(isinstance(d2, Dog)) # True # Set and get properties (aka 'fields' or 'attributes') of these instances: d1.name = 'Dot' d1.age = 4 d2.name = 'Elf' d2.age = 3 print(d1.name, d1.age) # Dot 4 print(d2.name, d2.age) # Elf 3

  7. Writing Constructors
  8. Writing Methods
  9. Advantages of Classes and Methods
  10. Objects and Aliases

  11. # Objects are mutable so aliases change! # Run this with the visualizer to make it clear! import copy class Dog: def __init__(self, name, age, breed): self.name = name self.age = age self.breed = breed dog1 = Dog('Dino', 10, 'shepherd') dog2 = dog1 # this is an alias dog3 = copy.copy(dog1) # this is a copy, not an alias dog1.name = 'Spot' print(dog2.name) # Spot (the alias changed, since it is the same object) print(dog3.name) # Dino (the copy did not change, since it is a different object)

  12. Example: Animations with OOP
  13. Here is an updated version of the adding-and-deleting dots demo from here. This version adds methods to the Dot class so each dot is responsible for its own drawing and mouse handling.
    from cmu_112_graphics import * import random class Dot: def __init__(self, cx, cy, r, counter, color): self.cx = cx self.cy = cy self.r = r self.counter = counter self.color = color def redraw(self, app, canvas): # Only redraw this dot canvas.create_oval(self.cx-self.r, self.cy-self.r, self.cx+self.r, self.cy+self.r, fill='white', outline=self.color, width=15) canvas.create_text(self.cx, self.cy, text=str(self.counter), fill='black') def containsPoint(self, x, y): return (((self.cx - x)**2 + (self.cy - y)**2)**0.5 <= self.r) def mousePressed(self, event): # We are guaranteed (event.x, event.y) is in this dot self.counter += 1 self.color = getRandomColor() def timerFired(self, app): self.counter += 1 def appStarted(app): app.dots = [ ] app.timerDelay = 1000 # once per second def getRandomColor(): colors = ['red', 'orange', 'yellow', 'green', 'blue', 'pink', 'lightGreen', 'gold', 'magenta', 'maroon', 'salmon', 'cyan', 'brown', 'orchid', 'purple'] return random.choice(colors) def mousePressed(app, event): # go through dots in reverse order so that # we find the topmost dot that intersects for dot in reversed(app.dots): if dot.containsPoint(event.x, event.y): dot.mousePressed(event) return # mouse click was not in any dot, so create a new dot newDot = Dot(cx=event.x, cy=event.y, r=20, counter=0, color='cyan') app.dots.append(newDot) def keyPressed(app, event): if (event.key == 'd'): if (len(app.dots) > 0): app.dots.pop(0) else: print('No more dots to delete!') def timerFired(app): for dot in app.dots: dot.timerFired(app) def redrawAll(app, canvas): for dot in app.dots: dot.redraw(app, canvas) # draw the text canvas.create_text(app.width/2, 20, text='Example: Adding and Deleting Shapes', fill='black') canvas.create_text(app.width/2, 40, text='Mouse clicks outside dots create new dots', fill='black') canvas.create_text(app.width/2, 60, text='Mouse clicks inside dots increase their counter', fill='black') canvas.create_text(app.width/2, 70, text='and randomize their color.', fill='black') canvas.create_text(app.width/2, 90, text='Pressing "d" deletes circles', fill='black') runApp(width=400, height=400)