Higher order functions are functions that take a function as an input, and/or output a function. We will be exploring many applications of higher order functions. For each question, try to determine what Python would print. Then check in the interactive interpreter to see if you got the right answer.
>>> def square(x): ... return x*x >>> def neg(f, x): ... return -f(x) # Q1 >>> neg(square, 4) _______________ >>> def first(x): ... x += 8 ... def second(y): ... print('second') ... return x + y ... print('first') ... return second ... # Q2 >>> f = first(15) _______________ # Q3 >>> f(16) _______________ >>> def foo(x): ... def bar(y): ... return x + y ... return bar >>> boom = foo(23) # Q4 >>> boom(42) _______________ # Q5 >>> foo(6)(7) _______________ >>> func = boom # Q6 >>> func is boom _______________ >>> func = foo(23) # Q7 >>> func is boom _______________ >>> def troy(): ... abed = 0 ... while abed < 10: ... def britta(): ... return abed ... abed += 1 ... abed = 20 ... return britta ... >>> annie = troy() >>> def shirley(): ... return annie >>> pierce = shirley() # Q8 >>> pierce() ________________
In your Hog project, you will have to work with strategies and functions that
make strategies. Let's start by defining what a strategy is: a function that
takes two arguments (your score and the opponent's score) and returns the number
of dice to roll. The following is a strategy function that always rolls
5
dice, and is the computer's default strategy:
def default_strategy(score, op_score): return 5
A strategy maker is a function that defines a strategy within its body, and returns the resulting strategy. We'll define a strategy maker that returns the default strategy:
def make_default_strategy(): def default_strategy(score, op_score): return 5 return default_strategy
Of course, a strategy that doesn't adapt to the situation is not a strategy at all!
Implement a strategy maker called make_weird_strategy
that will take one argument called num_rolls. The strategy it returns
will return the higher of num_rolls or the total number of points
scored in the game thus far divided by 20
, throwing away any remainder.
def make_weird_strategy(num_rolls): "*** YOUR CODE HERE ***"
Obviously, this isn't a practical strategy, but exemplifies how a strategy maker is written. How can you write a better strategy maker? In your project, consider the rules of Hog as well as the situations in which it may be beneficial to roll more or less dice.
Define a function cycle which takes in three functions as arguments: f1, f2, f3. cycle will then return another function. The returned function should take in an integer argument n and do the following:
def cycle(f1, f2, f3): """ Returns a function that is itself a higher order function >>> def add1(x): ... return x + 1 ... >>> def times2(x): ... return x * 2 ... >>> def add3(x): ... return x + 3 ... >>> my_cycle = cycle(add1, times2, add3) >>> identity = my_cycle(0) >>> identity(5) 5 >>> add_one_then_double = my_cycle(2) >>> add_one_then_double(1) 4 >>> do_all_functions = my_cycle(3) >>> do_all_functions(2) 9 >>> do_more_than_a_cycle = my_cycle(4) >>> do_more_than_a_cycle(2) 10 >>> do_two_cycles = my_cycle(6) >>> do_two_cycles(1) 19 """ "*** YOUR CODE HERE ***"
Try drawing environment diagrams for the following examples and predicting what Python will output:
# Q1 def square(x): return x * x def double(x): return x + x a = square(double(4)) # Q2 x, y = 4, 3 def reassign(arg1, arg2): x = arg1 y = arg2 reassign(5, 6) # Q3 def f(x): f(x) print, f = f, print a = f(4) b = print(4) # Q4 def adder_maker(x): def adder(y): return x + y return adder add3 = adder_maker(3) add3(4) sub5 = adder_maker(-5) sub5(6) sub5(10) == add3(2)Fin.