Homework 6: Object Oriented Programming, Linked Lists
Due by 11:59pm on Thursday, March 16
Instructions
Download hw06.zip. Inside the archive, you will find a file called
hw06.py, along with a copy of the ok autograder.
Submission: When you are done, submit the assignment by uploading all code files you've edited to Gradescope. You may submit more than once before the deadline; only the final submission will be scored. Check that you have successfully submitted your code on Gradescope. See Lab 0 for more instructions on submitting assignments.
Using Ok: If you have any questions about using Ok, please refer to this guide.
Readings: You might find the following references useful:
Grading: Homework is graded based on correctness. Each incorrect problem will decrease the total score by one point. There is a homework recovery policy as stated in the syllabus. This homework is out of 2 points.
Required Questions
Getting Started Videos
These videos may provide some helpful direction for tackling the coding problems on this assignment.
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OOP
Q1: Mint
A mint is a place where coins are made. In this question, you'll implement a Mint class that can output a Coin with the correct year and worth.
- Each
Mintinstance has ayearstamp. Theupdatemethod sets theyearstamp of the instance to thepresent_yearclass attribute of theMintclass. - The
createmethod takes a subclass ofCoin(not an instance!), then creates and returns an instance of that class stamped with themint's year (which may be different fromMint.present_yearif it has not been updated.) - A
Coin'sworthmethod returns thecentsvalue of the coin plus one extra cent for each year of age beyond 50. A coin's age can be determined by subtracting the coin's year from thepresent_yearclass attribute of theMintclass.
class Mint:
"""A mint creates coins by stamping on years.
The update method sets the mint's stamp to Mint.present_year.
>>> mint = Mint()
>>> mint.year
2022
>>> dime = mint.create(Dime)
>>> dime.year
2022
>>> Mint.present_year = 2102 # Time passes
>>> nickel = mint.create(Nickel)
>>> nickel.year # The mint has not updated its stamp yet
2022
>>> nickel.worth() # 5 cents + (80 - 50 years)
35
>>> mint.update() # The mint's year is updated to 2102
>>> Mint.present_year = 2177 # More time passes
>>> mint.create(Dime).worth() # 10 cents + (75 - 50 years)
35
>>> Mint().create(Dime).worth() # A new mint has the current year
10
>>> dime.worth() # 10 cents + (155 - 50 years)
115
>>> Dime.cents = 20 # Upgrade all dimes!
>>> dime.worth() # 20 cents + (155 - 50 years)
125
"""
present_year = 2022
def __init__(self):
self.update()
def create(self, coin):
"*** YOUR CODE HERE ***"
def update(self):
"*** YOUR CODE HERE ***"
class Coin:
cents = None # will be provided by subclasses, but not by Coin itself
def __init__(self, year):
self.year = year
def worth(self):
"*** YOUR CODE HERE ***"
class Nickel(Coin):
cents = 5
class Dime(Coin):
cents = 10
Use Ok to test your code:
python3 ok -q Mint
Q2: Vending Machine
In this question you'll create a vending machine that only outputs a single product and provides change when needed.
Create a class called VendingMachine that represents a vending
machine for some product. A VendingMachine object returns strings
describing its interactions. Remember to match exactly the strings in the doctests -- including punctuation and spacing!
Fill in the VendingMachine class, adding attributes and methods as appropriate, such that its behavior matches the following doctests:
class VendingMachine:
"""A vending machine that vends some product for some price.
>>> v = VendingMachine('candy', 10)
>>> v.vend()
'Nothing left to vend. Please restock.'
>>> v.add_funds(15)
'Nothing left to vend. Please restock. Here is your $15.'
>>> v.restock(2)
'Current candy stock: 2'
>>> v.vend()
'Please add $10 more funds.'
>>> v.add_funds(7)
'Current balance: $7'
>>> v.vend()
'Please add $3 more funds.'
>>> v.add_funds(5)
'Current balance: $12'
>>> v.vend()
'Here is your candy and $2 change.'
>>> v.add_funds(10)
'Current balance: $10'
>>> v.vend()
'Here is your candy.'
>>> v.add_funds(15)
'Nothing left to vend. Please restock. Here is your $15.'
>>> w = VendingMachine('soda', 2)
>>> w.restock(3)
'Current soda stock: 3'
>>> w.restock(3)
'Current soda stock: 6'
>>> w.add_funds(2)
'Current balance: $2'
>>> w.vend()
'Here is your soda.'
"""
"*** YOUR CODE HERE ***"
You may find Python's formatted string literals, or f-strings useful. A quick example:
>>> feeling = 'love' >>> course = '61A!' >>> f'I {feeling} {course}' 'I love 61A!'
Use Ok to test your code:
python3 ok -q VendingMachine
If you're curious about alternate methods of string formatting, you can also check out an older method of Python string formatting. A quick example:
>>> ten, twenty, thirty = 10, 'twenty', [30] >>> '{0} plus {1} is {2}'.format(ten, twenty, thirty) '10 plus twenty is [30]'
Election
Let's implement a game called Election. In this game, two players compete to try and earn the most votes. Both players start with 0 votes and 100 popularity.
The two players alternate turns, and the first player starts. Each turn, the current player chooses an action. There are two types of actions:
- The player can debate, and either gain or lose 50 popularity. If the player
has popularity
p1and the other player has popularityp2, then the probability that the player gains 50 popularity ismax(0.1, p1 / (p1 + p2))Note that themaxcauses the probability to never be lower than 0.1. - The player can give a speech. If the player has popularity
p1and the other player has popularityp2, then the player gainsp1 // 10votes and popularity and the other player losesp2 // 10popularity.
The game ends when a player reaches 50 votes, or after a total of 10 turns have been played (each player has taken 5 turns). Whoever has more votes at the end of the game is the winner!
Q3: Player
First, let's implement the Player class. Fill in the debate and speech
methods, that take in another Player other, and implement the correct
behavior as detailed above. Here are two additional things to keep in mind:
- In the
debatemethod, you should call the providedrandomfunction, which returns a random float between 0 and 1. The player should gain 50 popularity if the random number is smaller than the probability described above, and lose 50 popularity otherwise. - Neither players' popularity should ever become negative. If this happens, set it equal to 0 instead.
### Phase 1: The Player Class
class Player:
"""
>>> random = make_test_random()
>>> p1 = Player('Hill')
>>> p2 = Player('Don')
>>> p1.popularity
100
>>> p1.debate(p2) # random() should return 0.0
>>> p1.popularity
150
>>> p2.popularity
100
>>> p2.votes
0
>>> p2.speech(p1)
>>> p2.votes
10
>>> p2.popularity
110
>>> p1.popularity
135
"""
def __init__(self, name):
self.name = name
self.votes = 0
self.popularity = 100
def debate(self, other):
"*** YOUR CODE HERE ***"
def speech(self, other):
"*** YOUR CODE HERE ***"
def choose(self, other):
return self.speech
Use Ok to test your code:
python3 ok -q Player
Q4: Game
Now, implement the Game class. Fill in the play method, which should
alternate between the two players, starting with p1, and have each player take
one turn at a time. The choose method in the Player class returns the
method, either debate or speech, that should be called to perform the
action.
In addition, fill in the winner method, which should return the
player with more votes, or None if the players are tied.
### Phase 2: The Game Class
class Game:
"""
>>> p1, p2 = Player('Hill'), Player('Don')
>>> g = Game(p1, p2)
>>> winner = g.play()
>>> p1 is winner
True
"""
def __init__(self, player1, player2):
self.p1 = player1
self.p2 = player2
self.turn = 0
def play(self):
while not self.game_over():
"*** YOUR CODE HERE ***"
return self.winner()
def game_over(self):
return max(self.p1.votes, self.p2.votes) >= 50 or self.turn >= 10
def winner(self):
"*** YOUR CODE HERE ***"
Use Ok to test your code:
python3 ok -q Game
Q5: New Players
The choose method in the Player class is boring, because it always returns
the speech method. Let's implement two new classes that inherit from Player,
but have more interesting choose methods.
Implement the choose method in the AggressivePlayer class, which returns the
debate method if the player's popularity is less than or equal to other's
popularity, and speech otherwise. Also implement the choose method in the
CautiousPlayer class, which returns the debate method if the player's
popularity is 0, and speech otherwise.
### Phase 3: New Players
class AggressivePlayer(Player):
"""
>>> random = make_test_random()
>>> p1, p2 = AggressivePlayer('Don'), Player('Hill')
>>> g = Game(p1, p2)
>>> winner = g.play()
>>> p1 is winner
True
"""
def choose(self, other):
"*** YOUR CODE HERE ***"
class CautiousPlayer(Player):
"""
>>> random = make_test_random()
>>> p1, p2 = CautiousPlayer('Hill'), AggressivePlayer('Don')
>>> p1.popularity = 0
>>> p1.choose(p2) == p1.debate
True
>>> p1.popularity = 1
>>> p1.choose(p2) == p1.debate
False
"""
def choose(self, other):
"*** YOUR CODE HERE ***"
Use Ok to test your code:
python3 ok -q AggressivePlayer
python3 ok -q CautiousPlayer
Submit
Make sure to submit this assignment by uploading any files you've edited to the appropriate Gradescope assignment. For a refresher on how to do this, refer to Lab 00.
Optional Questions
Q6: Next Virahanka Fibonacci Object
Implement the next method of the VirFib class. For this class, the value
attribute is a Fibonacci number. The next method returns a VirFib instance
whose value is the next Fibonacci number. The next method should take only
constant time.
Note that in the doctests, nothing is being printed out. Rather, each call to
.next() returns a VirFib instance. The way each VirFib instance is displayed is
determined by the return value of its __repr__ method.
Hint: Keep track of the previous number by setting a new instance attribute inside
next. You can create new instance attributes for objects at any point, even outside the__init__method.
class VirFib():
"""A Virahanka Fibonacci number.
>>> start = VirFib()
>>> start
VirFib object, value 0
>>> start.next()
VirFib object, value 1
>>> start.next().next()
VirFib object, value 1
>>> start.next().next().next()
VirFib object, value 2
>>> start.next().next().next().next()
VirFib object, value 3
>>> start.next().next().next().next().next()
VirFib object, value 5
>>> start.next().next().next().next().next().next()
VirFib object, value 8
>>> start.next().next().next().next().next().next() # Ensure start isn't changed
VirFib object, value 8
"""
def __init__(self, value=0):
self.value = value
def next(self):
"*** YOUR CODE HERE ***"
def __repr__(self):
return "VirFib object, value " + str(self.value)
Use Ok to test your code:
python3 ok -q VirFib
Exam Practice
Homework assignments will also contain prior exam questions for you to try. These questions have no submission component; feel free to attempt them if you'd like some practice!
Object-Oriented Programming
- Spring 2022 MT2 Q8: CS61A Presents The Game of Hoop.
- Fall 2020 MT2 Q3: Sparse Lists
- Fall 2019 MT2 Q7: Version 2.0