How to mock a random number generator object in python - random

I am writing a unit test for a function and in the real function I have:
rng = default_rng()
...
... # a little while later
while N<50:
...
idx = rng.integers(100)
How do I mock out either the variable idx or the call to rng.integers? In other words, I'd like to make idx pull from a simple ordered list [0, 1, 2, ...].
Every time I try #mock.patch('numpy.random.default_rng', side_effects=[0, 1, 2, ...]) decorating the test function, the code 'runs' but doesn't do what I am hoping. If I replace the above to 'numpy.random.default_rng.integers I get an error that says default_rng has no attribute integers (I believe bc it is a generator object). I've tried a number of different iterations using #mock.patch.object but still to no avail.

There are some problems with your patching. First, you are obviously using from numpy.random import default_rng, so you have to patch the default_rng instance in your module - see where to patch.
Second, integers is called on the instance of default_rng, not on the class, so you first have to get the instance of the mock, with is done via return_value.
And third: it's called side_effect, not side_effects (though that may just be a typo in your question).
So a working version could look like this (adapted a bit to actually be able to test something):
sut.py
from numpy.random import default_rng
def get_random():
rng = default_rng()
idx = 0
while idx < 50:
idx = rng.integers(100)
return idx
test_sut.py
#mock.patch('sut.default_rng')
def test_get_random(mocked):
mocked.return_value.integers.side_effect = range(60)
assert do_something() == 50

Related

Python: Printing vertically

The final code will print the distance between states. I'm trying to print the menu with the names of the states numbered and vertically. I really struggle to find my mistakes.
This code doesn't raise any error, it just prints nothing, empty.
state_data = """
LA 34.0522°N 118.2437°W
Florida 27.6648°N 81.5158°W
NY 40.7128°N 74.0060°W"""
states = []
import re
state_data1 = re.sub("[°N#°E]", "", state_data)
def process_states(string):
states_temp = string.split()
states = [(states_temp[x], float(states_temp[x + 1]), float(states_temp[x + 2])) for x in
range(0, len(states_temp), 3)]
return states
def menu():
for state_data in range(state_data1):
print(f'{state_data + 1} {name[number]}')
My first guess is, your code does not print anything without errors because you never actually execute process_airports() nor menu().
You have to call them like this at the end of your script:
something = process_airports(airport_data1)
menu()
This will now raise some errors though. So let's address them.
The menu() function will raise an error because neither name nor number are defined and because you are trying to apply the range function over a string (airport_data1) instead of an integer.
First fixing the range error: you mixed two ideas in your for-loop: iterating over the elements in your list airport_data1 and iterating over the indexes of the elements in the list.
You have to choose one (we'll see later that you can do both at once), in this example, I choose to iterate over the indexes of the list.
Then, since neither name nor number exists anywhere they will raise an error. You always need to declare variables somewhere, however, in this case they are not needed at all so let's just remove them:
def menu(data):
for i in range(len(data)):
print(f'{i + 1} {data[i]}')
processed_airports = process_airports(airport_data1)
menu(processed_airports)
Considering data is the output of process_airports()
Now for some general advices and improvements.
First, global variables.
Notice how you can access airport_data1 within the menu() function just fine, while it works this is not something recommended, it's usually better to explicitly pass variables as arguments.
Notice how in the function I proposed above, every single variable is declared in the function itself, there is no information coming from a higher scope. Again, this is not mandatory but makes the code way easier to work with and understand.
airport_data = """
Alexandroupoli 40.855869°N 25.956264°E
Athens 37.936389°N 23.947222°E
Chania 35.531667°N 24.149722°E
Chios 38.343056°N 26.140556°E
Corfu 39.601944°N 19.911667°E"""
airports = []
import re
airport_data1 = re.sub("[°N#°E]", "", airport_data)
def process_airports(string):
airports_temp = string.split()
airports = [(airports_temp[x], float(airports_temp[x + 1]), float(airports_temp[x + 2])) for x in
range(0, len(airports_temp), 3)]
return airports
def menu(data):
for i in range(len(data)):
print(f'{i + 1} {data[i]}')
# I'm adding the call to the functions for clarity
data = process_airports(airport_data1)
menu(data)
The printed menu now looks like that:
1 ('Alexandroupoli', 40.855869, 25.956264)
2 ('Athens', 37.936389, 23.947222)
3 ('Chania', 35.531667, 24.149722)
4 ('Chios', 38.343056, 26.140556)
5 ('Corfu', 39.601944, 19.911667)
Second and this is mostly fyi, but you can access both the index of a iterable and the element itself by looping over enumerate() meaning, the following function will print the exact same thing as the one with range(len(data)). This is handy if you need to work with both the element itself and it's index.
def menu(data):
for the_index, the_element in enumerate(data):
print(f'{the_index + 1} {the_element}')

Is there a way to use range with Z3ints in z3py?

I'm relatively new to Z3 and experimenting with it in python. I've coded a program which returns the order in which different actions is performed, represented with a number. Z3 returns an integer representing the second the action starts.
Now I want to look at the model and see if there is an instance of time where nothing happens. To do this I made a list with only 0's and I want to change the index at the times where each action is being executed, to 1. For instance, if an action start at the 5th second and takes 8 seconds to be executed, the index 5 to 12 would be set to 1. Doing this with all the actions and then look for 0's in the list would hopefully give me the instances where nothing happens.
The problem is: I would like to write something like this for coding the problem
list_for_check = [0]*total_time
m = s.model()
for action in actions:
for index in range(m.evaluate(action.number) , m.evaluate(action.number) + action.time_it_takes):
list_for_check[index] = 1
But I get the error:
'IntNumRef' object cannot be interpreted as an integer
I've understood that Z3 isn't returning normal ints or bools in their models, but writing
if m.evaluate(action.boolean):
works, so I'm assuming the if is overwritten in a way, but this doesn't seem to be the case with range. So my question is: Is there a way to use range with Z3 ints? Or is there another way to do this?
The problem might also be that action.time_it_takes is an integer and adding a Z3int with a "normal" int doesn't work. (Done in the second part of the range).
I've also tried using int(m.evaluate(action.number)), but it doesn't work.
Thanks in advance :)
When you call evaluate it returns an IntNumRef, which is an internal z3 representation of an integer number inside z3. You need to call as_long() method of it to convert it to a Python number. Here's an example:
from z3 import *
s = Solver()
a = Int('a')
s.add(a > 4);
s.add(a < 7);
if s.check() == sat:
m = s.model()
print("a is %s" % m.evaluate(a))
print("Iterating from a to a+5:")
av = m.evaluate(a).as_long()
for index in range(av, av + 5):
print(index)
When I run this, I get:
a is 5
Iterating from a to a+5:
5
6
7
8
9
which is exactly what you're trying to achieve.
The method as_long() is defined here. Note that there are similar conversion functions from bit-vectors and rationals as well. You can search the z3py api using the interface at: https://z3prover.github.io/api/html/namespacez3py.html

Lua - Create a nested table using for loop

I'm a very new to lua so am happy to read material if it will help with tables.
I've decoded a json object and would like to build a table properly using its data, rather than writing 64 lines of the below:
a = {}
a[decode.var1[1].aId] = {decode.var2[1].bId, decode.var3[1].cId}
a[decode.var1[2].aId] = {decode.var2[2].bId, decode.var3[2].cId}
a[decode.var1[3].aId] = {decode.var2[3].bId, decode.var3[3].cId}
...etc
Because the numbers are consecutive 1-64, i presume i should be able to build it using a for loop.
Unfortunately despite going through table building ideas I cannot seem to find a way to do it, or find anything on creating nested tables using a loop.
Any help or direction would be appreciated.
Lua for-loops are, at least in my opinion, pretty easy to understand:
for i = 1, 10 do
print(i)
end
This loop inclusively prints the positive integers 1 through 10.
Lua for-loops also take an optional third argument--which defaults to 1--that indicates the step of the loop:
for i = 1, 10, 2 do
print(i)
end
This loop prints the numbers 1 through 10 but skips every other number, that is, it has a step of 2; therefore, it will print 1 3 5 7 9.
In the case of your example, if I understand it correctly, it seems that you know the minimum and maximum bounds of your for loops, which are 1 and 64, respectively. You could write a loop to decode the values and put them in a table like so:
local a = {}
for i = 1, 64 do
a[decodevar.var1[i].aId] = {decode.var2[i].bId, decode.var3[i].cId}
end
What you can do is generating a new table with all the contents from the decoded JSON with a for loop.
For example,
function jsonParse(jsonObj)
local tbl = {}
for i = 1, 64 do
a[decodevar.var1[i].aId] = {decode.var2[i].bId, decode.var3[i].cId}
end
return tbl
end
To deal with nested cases, you can recursively call that method as follows
function jsonParse(jsonObj)
local tbl = {}
for i = 1, 64 do
a[decodevar.var1[i].aId] = {decode.var2[i].bId, decode.var3[i].cId}
if type(decode.var2[i].bId) == "table" then
a[decodevar.var1[i].aid[0] = jsonParse(decode.var2[i].bId)
end
end
end
By the way, I can't understand why are you trying to create a table using a table that have done the job you want already. I assume they are just random and you may have to edit the code with the structure of the decodevar variable you have

Pseudo-Random number generation in lua. Variable loop issues

Alright, someone must know easier ways to do this than me.
I'm trying to write a random number generator using a fairly common formula.
--Random Number Generator
local X0=os.time()
local A1=710425941047
local B1=813633012810
local M1=711719770602
local X1=(((A1*X0)+B1)%M1)
local X2=(((A1*X1)+B1)%M1) --then I basically take the vaiable X1 and feed
--it back into itself.
print(X2)
local X3=(((A1*X2)+B1)%M1)
print(X3)
local X4=(((A1*X3)+B1)%M1)
print(X4)
local X5=(((A1*X4)+B1)%M1)
print(X5)
local X6=(((A1*X5)+B1)%M1)
print(X6)
local X7=(((A1*X6)+B1)%M1)
print(X7)
Etc Etc.
Does anybody know a faster way to do this?
I would love to be able to fit it into something along the lines of a:
for i=1,Number do
local X[loop count]=(((A1*X[Loop count-1])+B1)%M1)
math.randomseed(X[loop count])
local roll=math.random(1,20)
print("You rolled a "..roll)
end
io.read()
Type of string.
I'm using it to generate random numbers for pieces of track I'm making in a tabletop game.
Example hunk of code:
if trackclass == "S" then
for i=1,S do --Stated earlier that S=25
local roll=math.random(1,5)
local SP=math.random(1,3)
local Count= roll
if Count == 1 then
local Track = "Straightaway"
p(Track.." Of SP "..SP)
else
end
if Count == 2 then
local Track = "Curve"
p(Track.." of SP "..SP)
else
end
if Count == 3 then
local Track = "Hill"
p(Track.." of SP "..SP)
else
end
if Count == 4 then
local Track = "Water"
p(Track.." of SP "..SP)
else
end
if Count == 5 then
local Track = "Jump"
p(Track.." of SP "..SP)
else
end
end
end
Unfortunately this seems to generate a pretty poor set of random number distribution when I use it and I would really like it to work out better. Any possible assistance in fleshing out the variable loop cycle would be greatly appreciated.
Even something like a call so that every time math.random() is called, it adds one to the X[loop count]] so that every generated number is actually a better pseudo-random number distribution.
Please forgive my semi-rambling. My mind is not necessarily thinking in order right now.
Does anybody know a faster way to do this?
Each XN in the expression is always the previous X, so just restructure the code to use the previous X rather than creating new ones:
local X = os.time()
local A1 = 710425941047
local B1 = 813633012810
local M1 = 711719770602
function myrandomseed(val)
X = val
end
function myrandom()
X = (A1 * X + B1) % M1
return X
end
Now you can call myrandom to your heart's content:
for i=1,100 do
print(myrandom())
end
Another way of packaging it, to avoid static scope, would be generating random number generators as closures, which bind to their state variables:
function getrandom(seed)
local X = seed or os.time()
local A1 = 710425941047
local B1 = 813633012810
local M1 = 711719770602
return function()
X = (A1 * X + B1) % M1
return X
end
end
Now you call getrandom to get a random number generator for a given seed:
local rand = getrandom()
for i=1,100 do
print(rand())
end
I would love to be able to fit it into something along the lines of a:
math.randomseed(X[loop count])
local roll=math.random(1,20)
If you're calling randomseed every time you call random, you're not using Lua's (i.e. C's) random number generator at all. You can see why this is true by looking at myrandomseed above. Why are you funneling your numbers through Lua's random in the first place? Why not just use math.random and be done with it.
Just make to sure to call math.randomseed once rather than every time you call math.random and you'll be fine.
I'm using it to generate random numbers for pieces of track I'm making in a tabletop game. Example hunk of code:
When you see tons of nearly identical code, you should refactor it. When you see variables names like foo1, foo2, etc. you're either naming variables poorly or should be using a list. In your case you have a bunch of branches Count == 1, Count == 2, etc. when we could be using a list. For instance, this does the same thing as your code:
local trackTypes = { 'Straightaway', 'Curve', 'Hill', 'Water', 'Jump' }
for i=1,S do
local trackTypeIndex = math.random(1, #trackTypes)
local SP = math.random(1, 3)
p(trackTypes[trackTypeIndex]..' of SP '..SP)
end
Note that you can probably guess what trackTypes is just by reading the variable name. I have no idea what S and SP are. They are probably not good names.

Returning multiple ints and passing them as multiple arguements in Lua

I have a function that takes a variable amount of ints as arguments.
thisFunction(1,1,1,2,2,2,2,3,4,4,7,4,2)
this function was given in a framework and I'd rather not change the code of the function or the .lua it is from. So I want a function that repeats a number for me a certain amount of times so this is less repetitive. Something that could work like this and achieve what was done above
thisFunction(repeatNum(1,3),repeatNum(2,4),3,repeatNum(4,2),7,4,2)
is this possible in Lua? I'm even comfortable with something like this:
thisFunction(repeatNum(1,3,2,4,3,1,4,2,7,1,4,1,2,1))
I think you're stuck with something along the lines of your second proposed solution, i.e.
thisFunction(repeatNum(1,3,2,4,3,1,4,2,7,1,4,1,2,1))
because if you use a function that returns multiple values in the middle of a list, it's adjusted so that it only returns one value. However, at the end of a list, the function does not have its return values adjusted.
You can code repeatNum as follows. It's not optimized and there's no error-checking. This works in Lua 5.1. If you're using 5.2, you'll need to make adjustments.
function repeatNum(...)
local results = {}
local n = #{...}
for i = 1,n,2 do
local val = select(i, ...)
local reps = select(i+1, ...)
for j = 1,reps do
table.insert(results, val)
end
end
return unpack(results)
end
I don't have 5.2 installed on this computer, but I believe the only change you need is to replace unpack with table.unpack.
I realise this question has been answered, but I wondered from a readability point of view if using tables to mark the repeats would be clearer, of course it's probably far less efficient.
function repeatnum(...)
local i = 0
local t = {...}
local tblO = {}
for j,v in ipairs(t) do
if type(v) == 'table' then
for k = 1,v[2] do
i = i + 1
tblO[i] = v[1]
end
else
i = i + 1
tblO[i] = v
end
end
return unpack(tblO)
end
print(repeatnum({1,3},{2,4},3,{4,2},7,4,2))

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