Ruby Variables not working - ruby

I am having trouble incrementing a variable. This seems very trivial and easy but for some reason I can't get it to work.
I have a program moving a robot about a grid and it's fully working. I would now just like to count how many moves he makes.
Here is my code:
Class Robot
#counter = 0
def move
#counter +=1
end
def print
puts "Hurray the Markov chain has worked in #{#counter}"
end
I get an error saying undefined method '+' operator. I have also tried
#counter = #counter + 1
What am I doing wrong?

your #counter variable is nil because it is not getting set on line 3.
As tomsoft pointed out, the variable is actually defined, but it is defined on the class, and not an instance of the class (an individual Robot).
To define the variable on an instance of the class, you need to initialize the #counter variable in an initializer method.
class Robot
def initialize
#counter = 0
end
def move
#counter +=1
end
def print
puts "Hurray the Markov chain has worked in #{#counter}"
end
end

TL;DR
Classes are executable code. Setting instance variables must generally be done within an instance method. Initialization is invoked by the #new method, which is created when you define "initialize" within your class.
Initializing Instance Variables for Robot#new
For example:
class Robot
def initialize
#counter = 0
end
def move
#counter += 1
end
def print
puts "Hurray the Markov chain has worked in #{#counter}"
end
end
robot = Robot.new
robot.move
robot.print
will print what you expect:
Hurray the Markov chain has worked in 1
Coding Robot Without an Explicit Initializer
Coding is often a matter of style, and how you code something depends not only on what you're trying to do, but also on what you're trying to communicate. In this case, you could rewrite your class without an explicit initializer by ensuring that #counter is set to zero before you attempt to increment it. For example:
def move
#counter.to_i.succ
end
This will ensure that if #counter is nil, it will be converted to an integer (in this case, zero) and then incremented. This might seem a bit "magical" to some folks, so you might also see people being more explicit with nil guards:
def move
#counter ||= 0
#counter += 1
end
If #counter is nil or false, it is assigned the value of zero. This ensures that you'll be able to invoke numeric methods on its value.

The way you define it is that #counter become a class variable, and not an instance variable.
class Robot
#counter=0 # you are in class definition, not instance
def self.print_counter
puts #counter
end
end
Robot.print_counter
returns
0
The only option is to define it in the initializer method
class Robot
def initialize
#counter=0
end
end

Related

Why can't self be replaced in Ruby?

EDIT: For those criticizing my intentions with replacing self, you are free to click the back button, continue developing with your own opinions, and leave me to develop with mine :)
I was wondering if there is a way to completely remove the object that self references and replace it with a new instance.
Example:
def refresh_from_server!
self = newly_fetched_object_from_server
end
I don't want to return the new object.
It seems like I would have to build my own copying interface and call self.copy_from(other_object) but maybe someone has a cool ruby bit to share that works better!
--EDIT
Since some people seem unclear on the question, I want instance.my_method! to completely replace instance with a new instance of that class
For example lets imagine we have a class
class Counter
attr_accessor :count
def initialize
count = 0
end
def reset!
# This is what I want to achieve.
# Obviously in this case it would be trivial to write `self.count = 0`
# Or return a new value
# But I have a much more complex object in real life
# which copying would not be trivial
# All I'm looking for is a bit of stylistic sugar to make my code look cooler
# If it doesn't exist, I would love to know why
self = Counter.new
end
def up
count += 1
end
end
No, you can't replace self. You can only change some/all of its state, but the object reference will remain the same.
Why would you want to do this, anyway? If you just want to piggyback on your initialization logic (as it seems to me to be the case), some refactoring will help: just call a shared method from both places.
class Counter
attr_accessor :count
def initialize
init_state
end
def reset!
init_state
end
def up
self.count += 1
end
private
def init_state
self.count = 0
end
end
As already noted by others, self can't be replaced from enclosed instance. If replacement of instance with a new instance is required, it need to be done from outside, like in a class factory which registers its class instances.
Bellow is a simplest example using a delegator, demonstrating what I mean. SimpleDelegator represents a simple wrapper around Counter instance:
require 'delegate'
class Counter
attr_accessor :count
def initialize
#count = 0
end
end
class CounterDecorator < SimpleDelegator
def reset!
__setobj__(__getobj__.class.new)
end
end
c = CounterDecorator.new(Counter.new)
p c.__getobj__.object_id
c.count = 123
p c.count
c.reset!
p c.__getobj__.object_id
p c.count
# produces following output
20131160
123
20130900
0
Though the question is old, it is still visited. I will attempt to elaborate more on the "why" in "Why can't self be replaced in Ruby?".
usage of self in which context
https://web.archive.org/web/20191217060940/https://www.honeybadger.io/blog/ruby-self-cheat-sheet/
There are various contexts in which self can be used. You question uses it in the context of an instance method, so I will focus on that.
E.g. this context:
class SomeClass
def some_method
puts "#{self.class} - #{self.object_id} - #{self.inspect}"
end
end
a = SomeClass.new
a.some_method
# prints : SomeClass - 47013616336320 - #<SomeClass:0x000055846bcd7b80>
Note that there are other usages of self: e.g. where it reference the Class object in scope of a class definition. E.g.
class SomeClass
puts "#{self.class} - #{self.object_id} - #{self.inspect}"
end
# prints : Class - 47102719314940 - SomeClass
the intended effect of replacing self
Below code a demonstration of what you expected / wished (as I understand it):
class Counter
def some_method
puts "#{self.class} - #{self.object_id} - #{self.inspect}"
end
def refresh!
self = Counter.new # not possible
# results in error : "Can't change the value of self"
end
end
a = Counter.new
a.some_method
# prints : Counter - 47013616336320 - #<Counter:0x000055846bcd7b80>
a.refresh!
# now you wish a to point to a different object
But what about other references? E.g. assuming you wanted:
a = Counter.new
b = a
a.some_method
b.some_method
# both print same : Counter - 47013616336320 - #<Counter:0x000055846bcd7b80>
a.refresh!
# now you wish both a and b to point to the same (new) object
If stated as such it gives a hint on the why not.
why we can't replace self
The short answer is that it is simply not something that the language / interpreter offers. As to the reasoning: in a way #matthewd answers that in this answer:
All ruby variable references are essentially pointers (but not
pointers-to-pointers), in C parlance.
You can mutate an object (assuming it's not immutable), and all
variables that reference it will thus be pointing at the same (now
mutated) object. But the only way to change which object a variable is
referring to is with direct assignment to that variable -- and each
variable is a separate reference; you can't alias a single reference
with two names.
In short: there may be other references to that object in variables that are not in the scope of the instance method. These cannot be manipulated by that instance method.
a way to achieve the intended effect
If you want this effect and only want to touch the code of Counter you might move all methods and state to an inner class Counter::Inner and make Counter behave like a decoupled reference. The only 'state' of Counter would be the reference to the Counter::Inner object and Counter can delegate all calls it receives to that reference in a method_missing method. In case of your refresh! you can replace the reference in Counter same as you now intent to replace self. All outside code will now use indirectly the new Counter:Inner instance.
class Counter
class Inner
def some_method
puts "#{self.class} - #{self.object_id} - #{self.inspect}"
end
end
def initialize(*args)
#reference = Inner.new(*args)
end
def method_missing(method_id, *args)
#reference.send(method_id, *args)
end
def refresh!
#reference = Inner.new
end
end
a = Counter.new
b = a
a.some_method
b.some_method
# both print same : Counter::Inner - 46991238242100 - #<Counter::Inner:0x0000557a00203e68>
a.refresh!
a.some_method
b.some_method
# both print same : Counter::Inner - 46991238240000 - #<Counter::Inner:0x0000557a00202e00>
Just one more answer for the archives :-) I hope this gives useful insights to future visitors.

Lazy object in ruby

How can I create an opbjet that's totally lazy by itself? I have a block, and I want to pass around (as a dependency) the "current value" (at call time) of the block instead of the value at dependency injection time.
I can't actually pass around a lambda because all the services expect an actual object, so they won't send :call to them, just access them.
This (oversimplified) example might clarify the situation:
class Timer
def initialize(current_time)
#current_time = current_time
end
def print_current_time
print #current_time
end
end
class Injector
def current_time
# a lazy object that when accessed actually calls the lambda below
# every single time.
end
def current_time_lazy
-> { Time.now }
end
def instantiate(class_name)
# search for the class, look at the constructor and
# create an instance with the dependencies injected by
# name
# but to be simple
if class_name == "Timer"
Timer.new(current_time)
end
end
end
timer = Injector.new.instantiate("Timer")
timer.print_current_time # => some time
sleep 2
timer.print_current_time # => some *different* time
The actual situation implies passing around the current_user but depending on the situation the current user might change after those values are injected.
I would really appreciate any suggestion (even if for now I will carefully sort the dependency injection code so this doesn't happen, but I think it's pretty fragile)
This should help :
class Timer
def initialize(current_time)
#current_time = current_time
end
def print_current_time
puts #current_time
end
end
class LazyMaker < BasicObject
def self.instantiate(class_name, lambada)
if class_name == 'Timer'
::Timer.new(new(class_name, lambada))
end
end
def initialize(class_name, lambada)
#lambada = lambada
end
def method_missing(method, *args)
#lambada.call.send(method, *args)
end
end
timer = LazyMaker.instantiate('Timer', -> { Time.now })
timer.print_current_time # some time
sleep 2
timer.print_current_time # some other time
I'm trying to use delegation to implement it, so that I can call the block first, get a new object and redirect the method call to it. Why this way ? Because basically, accessing an object to do something means to call a method on it. For instance, in print #current_time, it sends #current_time.to_s.
But since almost all objects will have a few methods inherited from standard base classes in Ruby like Object, LazyMaker also has methods like to_s. So I thought of making just the LazyMaker inherit from BasicObject, which is a blank class. So almost all of the methods get delegated.
But yeah, there might be another way to do this.

Making a Yhatzee game, array won't show up on screen

Ok so I just started learning ruby and I'm making a Yhatzee game, now this is where I'm currently at:
class Yhatzee
def dices
#dices.to_a= [
dice1=rand(1..6),
dice2=rand(1..6),
dice3=rand(1..6),
dice4=rand(1..6),
dice5=rand(1..6)
]
end
def roll_dice
#dices.to_a.each do |dice|
puts dice
end
end
end
x = Yhatzee.new
puts x.roll_dice
Now the reason i typed .to_a after the array is i kept getting a "uninitialized variable #dices" error, and that seemed to fix it, i have no idea why.
anyways on to my question, i currently don't get any errors but my program still won't print anything to the screen. I expected it to print out the value of each dice in the array... any idea what I'm doing wrong? It seems to work when i do it in a procedural style without using classes or methods so i assumed it might work if i made the 'dices' method public. But no luck.
There are a few issues here. Firstly #dices is nil because it is not set anywhere. Thus when you call #dices.to_a you will get []. Also the dices method will not work either because nil does not have a to_a= method and the local variables you are assigning in the array will be ignored.
It seems a little reading is in order but I would do something like the following: (Not the whole game just refactor of your code)
class Yhatzee
def dice
#dice = Array.new(5){rand(1..6)}
end
def roll_dice
puts dice
end
end
x = Yhatzee.new
puts x.roll_dice
There are alot of additional considerations that need to be made here but this should at least get you started. Small Example of how I would recommend expanding your logic: (I did not handle many scenarios here so don't copy paste. Just wanted to give you a more in depth look)
require 'forwardable'
module Yahtzee
module Display
def show_with_index(arr)
print arr.each_index.to_a
print "\n"
print arr
end
end
class Roll
include Display
extend Forwardable
def_delegator :#dice, :values_at
attr_reader :dice
def initialize(dice=5)
#dice = Array.new(dice){rand(1..6)}
end
def show
show_with_index(#dice)
end
end
class Turn
class << self
def start
t = Turn.new
t.show
t
end
end
attr_reader :rolls
include Display
def initialize
#roll = Roll.new
#rolls = 1
#kept = []
end
def show
#roll.show
end
def roll_again
if available_rolls_and_dice
#rolls += 1
#roll = Roll.new(5-#kept.count)
puts "Hand => #{#kept.inspect}"
show
else
puts "No Rolls left" if #rolls == 3
puts "Remove a Die to keep rolling" if #kept.count == 5
show_hand
end
end
def keep(*indices)
#kept += #roll.values_at(*indices)
end
def show_hand
show_with_index(#kept)
end
def remove(*indices)
indices.each do |idx|
#kept.delete_at(idx)
end
show_hand
end
private
def available_rolls_and_dice
#rolls < 3 && #kept.count < 5
end
end
end
The main problem with this code is that you are trying to use the #dices instance variable inside of the roll_dice method, however you are not defining the instance variable anywhere (anywhere that is being used). You have created the dices method but you are not actually instantiating it anywhere. I have outlined a fix below:
class Yhatzee
def initialize
create_dices
end
def roll_dice
#dices.each do |dice|
puts dice
end
end
private
def create_dices
#dices = Array.new(5){rand(1..6)}
end
end
x = Yhatzee.new
x.roll_dice
I have done some simple refactoring:
Created an initialize method, which creates the #dice instance variable on the class initialization.
Made the 'dices' method more descriptive and changed the method visibility to private so only the class itself is able to create the #dice.
Cleaned up the creation of the dices inside of the #dice instance variable
I have omitted the .to_a from the roll_dice method, now that we create the variable from within the class and we know that it is an array and it will be unless we explicitly redefine it.
UPDATE
Although I cleaned up the implementation of the class, it was kindly pointed out by #engineersmnky that I oversaw that the roll would return the same results each time I called the roll_dice function, I have therefore written two functions which will achieve this, one that defines an instance variable for later use and one that literally just returns the results.
class Yhatzee
def roll_dice
#dice = Array.new(5){rand(1..6)} # You will have access to this in other methods defined on the class
#dice.each {|dice| puts dice }
end
def roll_dice_two
Array.new(5){rand(1..6)}.each {|dice| puts dice } # This will return the results but will not be stored for later use
end
end
x = Yhatzee.new
x.roll_dice
x.roll_dice # Will now return a new result

Overriding == Operator is not working and exits program

I am trying to override the == operation as shown here. I created == as so:
class Point
def ==(g)
p'Never reaches here'
if #x==g.grid
true
else
false
end
end
end
I am calling the method as so:
def home? (gridPoint,point)
if point==gridPoint
do something
end
When I run an application, "Never reaches here" is never printed, and the application skips the rest of the code and exits.
If I print gridPoint and Point right before the ==, I can see they are both points. Why does the program seem to have never entered the == method?
I tried point.==(gridPoint). This does not work either, and also defies the purpose of trying to clean the code.
Can anyone help me?
I think I have some suggestions why your exact code doesn't work
Class names should always be constants. This means you must capitalize the first letter!
You need to declare your == method as a class method not an instance method.
Along with #2 you need to call it using the class name not from the objects instance
class Point
attr_accessor :x
def initialize(string)
#x == string
end
def self.== (g)
p'Never reaches here'
#x==(g) ? true : false
end
def home? (gridpoint, point)
Point == (gridpoint)
end
end
n = Point.new("Schylar")
puts n.home?("Schylar","Schylar")

Module Mixin Instance Tracker

I have the following piece of code, which tracks how many instances there are of a class:
module InstanceTracker
def self.instances
counter = 0
ObjectSpace.each_object do |i|
if i.class == self
counter += 1
end
end
return counter
end
end
What I want the end user to be able to do is:
class Foo
include InstanceTracker
end
But when I do that, I get a NoMethodError for Foo.instances. It works fine if I make InstanceTracker a class and do this:
class Foo < InstanceTracker; end
How can I make it a module mixin?
I played a little with your code. Apparently, you were comparing an instance's class with the caller, not the caller's class.
Try this:
module InstanceTracker
def instances
counter = 0
ObjectSpace.each_object do |i|
if i.class == self.class
counter += 1
end
end
return counter
end
end
Worked for me.
Also, note that the self in def self.instances will cause your code to fail. For instance method declaration, use the method's simple name.
BTW, your code will cause the interpreter to iterate over every single object and test each one of them with each method call.
I suggest you hack the class' new method so it increments a class variable, making this variable accessible through an attribute reader.

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