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Class data and more methods (soot part V)

Andrew L. Johnson (First published by ItWorld.com 2001-06-28)

At this point in the object tutorial we have built a Slot class that builds a simple object with a few attributes and provides a couple of accessor routines for those attributes the user might need. But we don’t have working slot machine by any means.

Our slot machine will be a variation on the lucky-7 variety — it will have 3 spinning wheels each containing the following digits: 0,1,2,3,7. Getting three 7’s will pay the most, followed by three 3’s, three 2’s, three 1’s, three of any 1,2 or 3, and three 0’s.

The payoff scheme will be as follows (I don’t have much experience slot machines and odds, so I’m making this up as I go along — feel free to change things in your machine) [$bet indicates amount being bet]:

    777   pays  $bet * 500
    333   pays  $bet * 80
    222   pays  $bet * 20
    111   pays  $bet * 5
    any   pays  $bet * 2
    000   pays  $bet * 1

Here, "any" refers to spins with all wheels showing any of 1,2, or 3 (for example: 123, 332, 231). We can set this up as a hash of payoffs where the keys will be the spin result and the values will be anonymous subroutines that return the winnings:

    my %payoff = (
        "777"  => sub {$_[0] * 500},
        "333"  => sub {$_[0] * 80},
        "222"  => sub {$_[0] * 20},
        "111"  => sub {$_[0] * 5},
        "any"  => sub {$_[0] * 2},
        "000"  => sub {$_[0] * 1},
        );

This will only be accessed within our module, not by the user. We will call it like:

    $payoff = $payoff{$spin}->($bet);

But we’ll get to that shortly. So we have payoffs, but we still don’t have a machine. One very simple way to simulate this machine is with a single array containing all the digits. We can then just choose three random elements from that array and we’ll have our spin result:

    my @symbols = (0,7,0,3,0,2,0,1);

I’ve thrown in extra 0’s to make it more likely to appear (you can adjust the symbols list to better approximate a real slot machine’s probabilities if you know them).

Both the %payoff hash and the @symbols array are called class data. They are not stored with each object but only in the class, and all object methods can access them.

We still have two methods left to define: spin() and results(), according to our original specification and test program. The spin() method is the most complex and we will have to leave it to next week. But we can make an assumption about it: after spin() is called, all of the attributes will be set appropriately. That is, the credits attribute will be adjusted, the ‘win’ attribute will be set to 1 if it is a winning spin, and the ‘paid’ attribute will contain the payoff for that spin. The ‘spin’ attribute will contain a string of three digits representing the spin itself. Knowing this, we can build our results() method quite easily. However, I have decided to change the spec a little: now we will call the method display_results() and have it print the results rather than having it return the results to be printed:

    sub display_results {
        my $self = shift;
        print join(" ", split //, $self->{spin}),"\n";
        if ($self->{win}){
            print "Winner paid: $self->{paid} credits!!\n\n";
        } else {
            print "Better luck next time\n\n";
        }

    }

All we do here is grab the object and print out the spin itself by splitting it into separate digits and joining it with a space in between. We then test if the spin was a winning spin and if so we print a congratulatory message stating how much was paid, otherwise we try to encourage the loser to bet some more money.

*****

Adding Accessor Methods (soot part IV)

Andrew L. Johnson (First published by ItWorld.com 2001-06-21)

Last week we started our Slot module and defined a constructor. We tested it my creating a new object and accessing its ‘credits’ key, which we said was a Bad Thing(tm). Let’s add an object routine to our module that returns the current value of the ‘credits’ attribute (this is called an accessor method):

    sub credits {
        my $self = shift;
        return $self->{credits};
    }

It is OK to access the datastructure directly inside the object module, it is the outside world that should get its information from object methods. This method shifts off the first argument, which will be the object itself (a reference to the hash) and returns the value of the ‘credits’ key in that hash. That’s it. We can now modify the little test script from last week to use this method rather than accessing the value directly:

    #!/usr/bin/perl -w
    use strict;
    use Slot;
    my $slot = Slot->new(100);
    print $slot->credits(),"\n";

Why is this better than directly accessing the hash key itself? Because, as a user of this module, we aren’t supposed to know (or care) that the object is a hash. It could have been an array reference, or it could be in the next release. If we wrote code that accessed the object as a hash, and then we downloaded the latest version and the author changed it to use an array reference underneath, all our current code would break. Just to show you, let’s rebuild the module using an array:

    package Slot;
    use strict;

    sub new {
        my $class   = shift;
        my $credits = shift || 100;
        my $self    = [ $credits, # credits
                        1,        # bet
                        0,        # win
                        0,        # paid
                        undef,    # spin
                       ];
        return bless $self, $class;
    }

    sub credits {
        my $self = shift;
        return $self->[0];
    }

    1;
    __END__

Maybe the module author decided that array accesses are faster (not enough to warrant using them in this case for sure, but it’s an example), and changed the module to this version. Our new code that uses the credits() method still works just fine, but our old code that used $slot->{credits} won’t work at all now.

And that’s a very important point about objects — the object encapsulates the data and provides an interface for us to use. Just like we don’t need to know how a real slot machine (or radio) works inside, we shouldn’t need to know how our object is built on the inside (unless we are the ones building it of course). That means, as an object builder, you need to provide any methods the user might need to operate the object. This means you will be free in the future to change the underlying object and the user never needs to know and doesn’t have to worry about a new version breaking old programs that use it.

Let’s quickly add another attribute method, the bet() method:

    sub bet {
        my $self     = shift;
        $self->{bet} = shift || $self->{bet};
    }

This is a dual purpose method — we not only have a way to retrieve the current betting amount, we can also set it at the same time. This is a useful way of creating accessor methods instead of creating separate get_bet() and set_bet() methods. If an argument is passed to this method and it is not 0, we set the bet attribute to the new value and return it, otherwise we use the old value. We haven’t done any error checking to ensure an integer was passed in, that is an exercise for the reader.

We haven’t yet actually defined how our slot machine will work, and that will be the subject of next week’s discussion.

*****

The Constructor (soot part III)

Andrew L. Johnson (First published by ItWorld.com 2001-06-14)

The basic framework of an OO module is simpler than a standard module because OO modules don’t export anything.

    package Slot.pm
    use strict;

    # any class data

    # class and object methods (subroutines) here

    1;
    __END__

Like a normal module you provide a package name and end with a true value. In between you define whatever class data (if any) you need, and write the subroutines that create an instance of the object (the ‘constructor’) or provide methods that the object can perform.

The only real difference between an object or class method and an ordinary subroutine is that perl does a little magic relating to the first argument the subroutine gets. Recall how methods (class or object) are called:

    my $obj = MyClass->new('argument');   # constructor: class method
    $obj->some_method('argument');        # object or instance method

You may also see methods called using the indirect object syntax:

    my $obj = new MyClass 'argument';

Most people avoid this calling form except for a class method such as the constructor. Either way, you need to know that first argument to the routine is the object itself (for an object method), or the class name (for a class method such as the constructor).

Typically the constructor is named new(), but that is only a convention. We wanted our constructor to be called with an optional argument defining how many credits to start with:

    my $slot = Slot->new(100);

So, our constructor will begin like:

    sub new {
        my $class   = shift;         # class name is first argument
        my $credits = shift || 100;
        # ... more stuff
    }

Now we have enough information to start construction of our object, but what is an object? An object is simply a reference to anything that you can take a reference to, and that reference is "blessed" into the class (we will get to that shortly). Quite often a hash reference is used because it provides a convenient way to have named attributes or properties in the object (attributes are the actual data the object stores). Our Slot object will need a few attributes: the number of credits remaining on the machine, the current betting amount, the spin result (what is displayed), and information regarding whether it was a winning spin and how much was paid. Our Slot module and constructor now look like:

    package Slot;
    use strict;

    sub new {
        my $class   = shift;
        my $credits = shift || 100;
        my $self    = { credits => $credits,
                        bet     => 1,
                        win     => 0,
                        paid    => 0,
                        spin    => undef,
                       };
        return bless $self, $class;
    }

    1;
    __END__

That’s it — we now have an OO module that creates an instance of a slot machine. It doesn’t do anything now because we haven’t created methods for it, but you can actually test this module:

    #!/usr/bin/perl -w
    use strict;
    use Slot;
    my $slot = Slot->new(100);
    print $slot->{credits},"\n";

Note, the $slot variable is really just a reference to a hash, and we have used it as an ordinary reference to access the ‘credits’ key. This is a Bad Thing(tm), and I only show it to you to demonstrate that the object is simply the hash reference we got back from the new() method. However, it isn’t really just a hash now, it has been "blessed". The bless() function is a perl built-in that associates a reference with a class — this is what will allow perl to find a given objects methods (remember, we didn’t import anything). Our Slot class doesn’t define any object methods yet, and that is the topic for next week’s discussion.

*****

Envisioning the object (soot part II)

Andrew L. Johnson (First published by ItWorld.com 2001-06-07)

Last week we looked some basic concepts of objects and how to use an object in a program. This week we’ll begin building an object oriented module (a class) from scratch. Rather than create some abstract data structure from a computer science course, we’ll build something to simulate a real world object: a slot machine.

Before we build our slot machine we need to ask ourselves a few questions about how we interact with such a machine (hypothetically speaking of course). A slot machine has a pretty simple interface: in a nutshell, you put money in and you pull the lever, and sometimes you even get some money back out. Modern machines haven’t changed the interface much — now you can put some quantity of money in (giving you credits) and then bet various (usually small) amounts. This allows you to put all your money in at once and then lose it without having to keep putting coins in with every pull. That’s the basic idea we will use with our slot machine.

So, if we want to write a program that uses our slot machine we will want to be able to do the following things: 1) Initialize the slot machine with some amount of credits; 2) Be able to find out how many credits we have left; 3) Be able to determine our current bet, and change our current bet; 4) Pull the lever to spin the "wheels". We will probably also want to be able to display a pay-out table so that players know what results they should wish for.

Let’s first build a small interactive test program to play a slot game using our imaginary object with 100 credits to start with:

    #!/usr/bin/perl -w
    use strict;
    use Slot;
    my $slot = Slot->new(100);
    while(1){
        my $credits  = $slot->credits();
        my $curr_bet = $slot->bet();
        last if $credits < 1;

        print "You have $credits credits remaining: max bet is 3\n";
        print "Enter your bet ('q' to quit) [$curr_bet]: ";

        chomp(my $bet = <STDIN>);
        last if $bet eq 'q';
        $bet ||= $curr_bet;

        $slot->spin($bet);
        print $slot->results();
    }

    print "Game Over\n";
    print "You have ", $slot->credits(), " remaining\n";
    print "Thank you for playing\n";
    __END__

Obviously we can’t run this program until we build our slot object, but now we not only have a description of the interface to our object, but a test program as well. To begin with we load our Slot.pm module and then create a new Slot object via the Slot->(100) class method (we imagine passing in the number of credits to play with, in this case 100). Then we start an infinite loop (well, infinite only if we are incredibly lucky and keep winning more than we lose). In the loop we grab the current credits remaining and the current betting value (default will be one credit). If we have less than 1 credit, the game is over.

The next little snippet merely informs the user of how many credits they have, the maximum bet, and prompts them to enter a bet. We grab the bet (if any) and exit the loop if it is ‘q’, we then set the bet to the current betting amount if they entered nothing (we aren’t bothering with validating user input at this point). We then spin() the slots using the slot() method and print the results of the spin with the results() method. If we exit the loop we display a message informing the user of their winnings (if any) and the game is over.

That sums up the interface to our slot machine object. In the next few installments we will begin building the slot machine itself.

*****

Simple Object Oriented Tutorial (soot part I)

Andrew L. Johnson (First published by ItWorld.com 2001-05-31)

Object Oriented Programming (OOP) means a lot of different things to a lot of different people — but for our purposes let’s just say that OOP is simply a way to create a "thing" that your programs can use (obviously, this is rather vague at the moment).

Before we delve into making a simple object, let’s look at using an object and explore a few concepts. Consider a radio, the kind your grandfather might have had — a large wooden box with a speaker, a volume dial, and a tuning dial with the frequencies shown. We do not necessarily need to know what the insides look like, or how it functions, we need only know how to operate this device (we need to know how to use the device’s interface). Radio’s have changed a great deal since those days — instead of tubes inside we have solid-state circuits — and they are generally much smaller. But the interface has hardly changed at all: We still have a speaker, and volume and tuning controls (though we may have a digital display of the radio frequencies, and the controls may operate by mere touch rather than actually turning a dial). Everything on the inside has changed, but the only difficulty grand-dad might have using it is finding a station that played something he could stand to listen to. We will return to this radio analogy as we progress.

Now let’s look at using an existing object oriented module in Perl. The LWP modules provide us with easy methods of fetching web pages from the Internet (the modules are available in the libwww package on CPAN). The following is a very simple script to fetch a web page, based on an example in the lwpcook.pod documentation that comes with the module set:

    #!/usr/bin/perl -w
    use strict;
    use LWP::UserAgent;

    my $ua = LWP::UserAgent->new();
    $ua->agent("TestBot/0.1"); # pretend we are very capable browser

    my $req = HTTP::Request->new('GET' => 'http://www.perl.com/');
    $req->header('Accept' => 'text/html');

    # send request
    my $res = $ua->request($req);

    # check the outcome
    if ($res->is_success) {
       print $res->content;
    } else {
       print "Error: " . $res->status_line . "\n";
    }

To fetch a web page, we have to open a socket and communicate with a web server on a particular port number and request the page using the HTTP protocol. But conspicuously missing from the above program is anything resembling socket handling or communication with a web-server. Instead we created two objects, told those objects what we wanted, and they handled all the messy details. All we needed to know was how to use the objects themselves — just like I do not need to know how my radio actually tunes in radio stations and plays music seemingly out of thin air, I only need to know how to operate the controls.

We first pulled in the LWP::UserAgent module (this provides with the "agent" that does the talking to a web-server), which also pulls in the HTTP::Request module. We obtained a new UserAgent object by calling the new() method of the LWP::UserAgent class.

Brief working definitions: A class is something that defines objects and their methods; a method is simply a subroutine that is connected to a class or objects defined by a class. We will get to these in a later segment of the tutorial.

The documentation tells us that we should give our agent a name using the agent() method (called as: $ua->agent("name/version")). Next we construct an HTTP request (what web page are we requesting), by creating a new() HTTP::Request object and telling what URL we want to GET. We also use the request object’s header() method to tell it we will Accept a text/html document.

Internally, these two objects "know" what to do when their methods are called, we only have to press the right buttons or turn the right dial. So, now that we have an agent and a request, we ask the agent to make the request() and assign the result to a new variable. This result is also an object (we did not create it, the request method gave it to us) that knows if it was successful or what error might have occurred. We need only test it for success, or print the error.

In the real world, we might have a radio tuned to a particular station, but that doesn’t help us hear a particular song — for that we’d need to make a request to the station (the radio won’t help us here). We may call the station on the phone, talk to the DJ to make our request, and he may tell if he’ll play the song and we can sit back and wait for it. If we had a box next to our radio that allowed us to type in a radio station and a song request and just hit a button, that would not be dissimilar to the above snippet to fetch a web-page. All the messy details of phone numbers and talking to the DJ would be hidden from us, and we’d simply have to know what buttons to push on our little ‘Radio::Song::Request’ black box.

This initial segment of our tutorial is only meant to give you a handle on the basic concept of an object. In subsequent installments we will begin building our own little black box.