job1 = 'teacher'
class A:
home = '老男孩教育'
name = '武大'
def __init__(self, name, age):
self.name = name
self.age = age
def job(self):
print('我在开车.....')
查询顺序
对象的查询顺序:先从对象空间去找,对象的空间没有此变量或者方法,通过对象中的类对象指针去类中寻找.
obj1 = A('oldboy',1000)
obj1 = A('oldboy',1000)
obj1 = A('oldboy',1000)
obj1 = A('oldboy',1000)
print(obj1.name)
print(obj1.job)
print(obj1.home)
类的查询顺序: 直接从类本身找.
print(A.name)
# 对象的问题
# 无论创建多少对象,都是开辟独立的空间,各个对象之间不能互相查找,干扰.
# obj1 = A('oldboy',1000)
# obj2 = A('alex',10000)
# 计算一个类实例化多少个对象
# class A:
# home = '老男孩教育'
# name = '武大'
# count = 0
# def __init__(self, name, age):
# A.count = A.count + 1
# self.name = name
# self.age = age
# def job(self):
# print('我在开车.....')
#
# obj1 = A('alex1',1000)
# obj2 = A('alex2',1000)
# obj3 = A('alex3',1000)
# obj4 = A('alex4',1000)
# print(A.count)
# 组合: 给一个类的对象,封装一个属性,这个属性是另一个类的对象.
class Game_role:
def __init__(self, name, ad, hp):
self.name = name
self.ad = ad
self.hp = hp
def attack(self,obj1):
obj1.hp = obj1.hp - self.ad
print('%s攻击%s,%s掉了%s血,还剩%s血'%(self.name,obj1.name,obj1.name,self.ad,obj1.hp))
def package_weapon(self,wea):
self.weapon = wea
class Sword:
def __init__(self,name,ad):
self.name = name
self.ad = ad
def fight(self,p1,p2):
p2.hp = p2.hp - self.ad
print('%s 用 %s 砍了 %s一刀,%s 还剩%s血' %(p1.name,self.name,p2.name,p2.name,p2.hp))
# aduan = Game_role('啊段', 10, 100)
# ts = Game_role('泰森', 120, 300)
# Slaughter_knife = Sword('杀猪刀',200)
# 这么写不好,动作的发起人是人而不是刀本身
# Slaughter_knife.fight(aduan,ts)
# 下面是符合逻辑的
# aduan.package_weapon(Slaughter_knife) # 给aduan 这个对象封装了一个weapon属性这个属性值为Slaughter_knife
# aduan.weapon.fight(aduan,ts)
# ts.attack(aduan)
# print(aduan.weapon)
# print(aduan.weapon.name)
# aduan.weapon.fight(aduan,ts)