625 lines
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ReStructuredText
625 lines
25 KiB
ReStructuredText
PEP: 636
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Title: Structural Pattern Matching: Tutorial
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Version: $Revision$
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Last-Modified: $Date$
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Author: Daniel F Moisset <dfmoisset@gmail.com>
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Sponsor: Guido van Rossum <guido@python.org>
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BDFL-Delegate:
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Discussions-To: Python-Dev <python-dev@python.org>
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Status: Final
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Type: Informational
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Content-Type: text/x-rst
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Created: 12-Sep-2020
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Python-Version: 3.10
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Post-History: 22-Oct-2020, 08-Feb-2021
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Resolution: https://mail.python.org/archives/list/python-committers@python.org/message/SQC2FTLFV5A7DV7RCEAR2I2IKJKGK7W3
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Abstract
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========
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This PEP is a tutorial for the pattern matching introduced by PEP 634.
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PEP 622 proposed syntax for pattern matching, which received detailed discussion
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both from the community and the Steering Council. A frequent concern was
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about how easy it would be to explain (and learn) this feature. This PEP
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addresses that concern providing the kind of document which developers could use
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to learn about pattern matching in Python.
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This is considered supporting material for PEP 634 (the technical specification
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for pattern matching) and PEP 635 (the motivation and rationale for having pattern
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matching and design considerations).
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For readers who are looking more for a quick review than for a tutorial,
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see `Appendix A`_.
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Tutorial
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========
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As an example to motivate this tutorial, you will be writing a text adventure. That is
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a form of interactive fiction where the user enters text commands to interact with a
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fictional world and receives text descriptions of what happens. Commands will be
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simplified forms of natural language like ``get sword``, ``attack dragon``, ``go north``,
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``enter shop`` or ``buy cheese``.
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Matching sequences
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------------------
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Your main loop will need to get input from the user and split it into words, let's say
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a list of strings like this::
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command = input("What are you doing next? ")
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# analyze the result of command.split()
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The next step is to interpret the words. Most of our commands will have two words: an
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action and an object. So you may be tempted to do the following::
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[action, obj] = command.split()
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... # interpret action, obj
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The problem with that line of code is that it's missing something: what if the user
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types more or fewer than 2 words? To prevent this problem you can either check the length
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of the list of words, or capture the ``ValueError`` that the statement above would raise.
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You can use a matching statement instead::
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match command.split():
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case [action, obj]:
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... # interpret action, obj
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The match statement evaluates the **"subject"** (the value after the ``match``
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keyword), and checks it against the **pattern** (the code next to ``case``). A pattern
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is able to do two different things:
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* Verify that the subject has certain structure. In your case, the ``[action, obj]``
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pattern matches any sequence of exactly two elements. This is called **matching**
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* It will bind some names in the pattern to component elements of your subject. In
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this case, if the list has two elements, it will bind ``action = subject[0]`` and
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``obj = subject[1]``.
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If there's a match, the statements inside the case block will be executed with the
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bound variables. If there's no match, nothing happens and the statement after
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``match`` is executed next.
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Note that, in a similar way to unpacking assignments, you can use either parenthesis,
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brackets, or just comma separation as synonyms. So you could write ``case action, obj``
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or ``case (action, obj)`` with the same meaning. All forms will match any sequence (for
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example lists or tuples).
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Matching multiple patterns
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--------------------------
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Even if most commands have the action/object form, you might want to have user commands
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of different lengths. For example, you might want to add single verbs with no object like
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``look`` or ``quit``. A match statement can (and is likely to) have more than one
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``case``::
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match command.split():
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case [action]:
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... # interpret single-verb action
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case [action, obj]:
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... # interpret action, obj
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The match statement will check patterns from top to bottom. If the pattern doesn't
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match the subject, the next pattern will be tried. However, once the *first*
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matching pattern is found, the body of that case is executed, and all further
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cases are ignored. This is similar to the way that an ``if/elif/elif/...``
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statement works.
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Matching specific values
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------------------------
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Your code still needs to look at the specific actions and conditionally execute
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different logic depending on the specific action (e.g., ``quit``, ``attack``, or ``buy``).
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You could do that using a chain of ``if/elif/elif/...``, or using a dictionary of
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functions, but here we'll leverage pattern matching to solve that task. Instead of a
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variable, you can use literal values in patterns (like ``"quit"``, ``42``, or ``None``).
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This allows you to write::
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match command.split():
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case ["quit"]:
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print("Goodbye!")
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quit_game()
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case ["look"]:
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current_room.describe()
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case ["get", obj]:
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character.get(obj, current_room)
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case ["go", direction]:
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current_room = current_room.neighbor(direction)
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# The rest of your commands go here
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A pattern like ``["get", obj]`` will match only 2-element sequences that have a first
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element equal to ``"get"``. It will also bind ``obj = subject[1]``.
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As you can see in the ``go`` case, we also can use different variable names in
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different patterns.
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Literal values are compared with the ``==`` operator except for the constants ``True``,
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``False`` and ``None`` which are compared with the ``is`` operator.
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Matching multiple values
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------------------------
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A player may be able to drop multiple items by using a series of commands
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``drop key``, ``drop sword``, ``drop cheese``. This interface might be cumbersome, and
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you might like to allow dropping multiple items in a single command, like
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``drop key sword cheese``. In this case you don't know beforehand how many words will
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be in the command, but you can use extended unpacking in patterns in the same way that
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they are allowed in assignments::
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match command.split():
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case ["drop", *objects]:
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for obj in objects:
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character.drop(obj, current_room)
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# The rest of your commands go here
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This will match any sequences having "drop" as its first elements. All remaining
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elements will be captured in a ``list`` object which will be bound to the ``objects``
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variable.
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This syntax has similar restrictions as sequence unpacking: you can not have more than one
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starred name in a pattern.
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Adding a wildcard
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------------------
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You may want to print an error message saying that the command wasn't recognized when
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all the patterns fail. You could use the feature we just learned and write
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``case [*ignored_words]`` as your last pattern. There's however a much simpler way::
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match command.split():
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case ["quit"]: ... # Code omitted for brevity
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case ["go", direction]: ...
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case ["drop", *objects]: ...
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... # Other cases
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case _:
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print(f"Sorry, I couldn't understand {command!r}")
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This special pattern which is written ``_`` (and called wildcard) always
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matches but it doesn't bind any variables.
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Note that this will match any object, not just sequences. As such, it only makes
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sense to have it by itself as the last pattern (to prevent errors, Python will stop
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you from using it before).
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Composing patterns
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------------------
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This is a good moment to step back from the examples and understand how the patterns
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that you have been using are built. Patterns can be nested within each other, and we
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have being doing that implicitly in the examples above.
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There are some "simple" patterns ("simple" here meaning that they do not contain other
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patterns) that we've seen:
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* **Capture patterns** (stand-alone names like ``direction``, ``action``, ``objects``). We
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never discussed these separately, but used them as part of other patterns.
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* **Literal patterns** (string literals, number literals, ``True``, ``False``, and
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``None``)
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* The **wildcard pattern** ``_``
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Until now, the only non-simple pattern we have experimented with is the sequence pattern.
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Each element in a sequence pattern can in fact be
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any other pattern. This means that you could write a pattern like
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``["first", (left, right), _, *rest]``. This will match subjects which are a sequence of at
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least three elements, where the first one is equal to ``"first"`` and the second one is
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in turn a sequence of two elements. It will also bind ``left=subject[1][0]``,
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``right=subject[1][1]``, and ``rest = subject[3:]``
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Or patterns
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-----------
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Going back to the adventure game example, you may find that you'd like to have several
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patterns resulting in the same outcome. For example, you might want the commands
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``north`` and ``go north`` be equivalent. You may also desire to have aliases for
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``get X``, ``pick up X`` and ``pick X up`` for any X.
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The ``|`` symbol in patterns combines them as alternatives. You could for example write::
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match command.split():
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... # Other cases
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case ["north"] | ["go", "north"]:
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current_room = current_room.neighbor("north")
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case ["get", obj] | ["pick", "up", obj] | ["pick", obj, "up"]:
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... # Code for picking up the given object
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This is called an **or pattern** and will produce the expected result. Patterns are
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tried from left to right; this may be relevant to know what is bound if more than
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one alternative matches. An important restriction when writing or patterns is that all
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alternatives should bind the same variables. So a pattern ``[1, x] | [2, y]`` is not
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allowed because it would make unclear which variable would be bound after a successful
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match. ``[1, x] | [2, x]`` is perfectly fine and will always bind ``x`` if successful.
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Capturing matched sub-patterns
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------------------------------
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The first version of our "go" command was written with a ``["go", direction]`` pattern.
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The change we did in our last version using the pattern ``["north"] | ["go", "north"]``
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has some benefits but also some drawbacks in comparison: the latest version allows the
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alias, but also has the direction hardcoded, which will force us to actually have
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separate patterns for north/south/east/west. This leads to some code duplication, but at
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the same time we get better input validation, and we will not be getting into that
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branch if the command entered by the user is ``"go figure!"`` instead of a direction.
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We could try to get the best of both worlds doing the following (I'll omit the aliased
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version without "go" for brevity)::
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match command.split():
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case ["go", ("north" | "south" | "east" | "west")]:
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current_room = current_room.neighbor(...)
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# how do I know which direction to go?
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This code is a single branch, and it verifies that the word after "go" is really a
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direction. But the code moving the player around needs to know which one was chosen and
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has no way to do so. What we need is a pattern that behaves like the or pattern but at
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the same time does a capture. We can do so with a **as pattern**::
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match command.split():
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case ["go", ("north" | "south" | "east" | "west") as direction]:
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current_room = current_room.neighbor(direction)
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The as-pattern matches whatever pattern is on its left-hand side, but also binds the
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value to a name.
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Adding conditions to patterns
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-----------------------------
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The patterns we have explored above can do some powerful data filtering, but sometimes
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you may wish for the full power of a boolean expression. Let's say that you would actually
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like to allow a "go" command only in a restricted set of directions based on the possible
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exits from the current_room. We can achieve that by adding a **guard** to our
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case. Guards consist of the ``if`` keyword followed by any expression::
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match command.split():
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case ["go", direction] if direction in current_room.exits:
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current_room = current_room.neighbor(direction)
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case ["go", _]:
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print("Sorry, you can't go that way")
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The guard is not part of the pattern, it's part of the case. It's only checked if
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the pattern matches, and after all the pattern variables have been bound (that's why the
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condition can use the ``direction`` variable in the example above). If the pattern
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matches and the condition is truthy, the body of the case executes normally. If the
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pattern matches but the condition is falsy, the match statement proceeds to check the
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next case as if the pattern hadn't matched (with the possible side-effect of
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having already bound some variables).
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Adding a UI: Matching objects
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-----------------------------
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Your adventure is becoming a success and you have been asked to implement a graphical
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interface. Your UI toolkit of choice allows you to write an event loop where you can get a new
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event object by calling ``event.get()``. The resulting object can have different type and
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attributes according to the user action, for example:
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* A ``KeyPress`` object is generated when the user presses a key. It has a ``key_name``
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attribute with the name of the key pressed, and some other attributes regarding modifiers.
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* A ``Click`` object is generated when the user clicks the mouse. It has an attribute
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``position`` with the coordinates of the pointer.
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* A ``Quit`` object is generated when the user clicks on the close button for the game
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window.
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Rather than writing multiple ``isinstance()`` checks, you can use patterns to recognize
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different kinds of objects, and also apply patterns to its attributes::
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match event.get():
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case Click(position=(x, y)):
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handle_click_at(x, y)
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case KeyPress(key_name="Q") | Quit():
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game.quit()
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case KeyPress(key_name="up arrow"):
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game.go_north()
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...
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case KeyPress():
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pass # Ignore other keystrokes
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case other_event:
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raise ValueError(f"Unrecognized event: {other_event}")
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A pattern like ``Click(position=(x, y))`` only matches if the type of the event is
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a subclass of the ``Click`` class. It will also require that the event has a ``position``
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attribute that matches the ``(x, y)`` pattern. If there's a match, the locals ``x`` and
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``y`` will get the expected values.
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A pattern like ``KeyPress()``, with no arguments will match any object which is an
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instance of the ``KeyPress`` class. Only the attributes you specify in the pattern are
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matched, and any other attributes are ignored.
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Matching positional attributes
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------------------------------
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The previous section described how to match named attributes when doing an object match.
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For some objects it could be convenient to describe the matched arguments by position
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(especially if there are only a few attributes and they have a "standard" ordering).
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If the classes that you are using are named tuples or dataclasses, you can do that by
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following the same order that you'd use when constructing an object. For example, if
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the UI framework above defines their class like this::
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from dataclasses import dataclass
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@dataclass
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class Click:
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position: tuple
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button: Button
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then you can rewrite your match statement above as::
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match event.get():
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case Click((x, y)):
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handle_click_at(x, y)
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The ``(x, y)`` pattern will be automatically matched against the ``position``
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attribute, because the first argument in the pattern corresponds to the first
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attribute in your dataclass definition.
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Other classes don't have a natural ordering of their attributes so you're required to
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use explicit names in your pattern to match with their attributes. However, it's possible
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to manually specify the ordering of the attributes allowing positional matching, like in
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this alternative definition::
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class Click:
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__match_args__ = ["position", "button"]
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def __init__(self, position, button):
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...
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The ``__match_args__`` special attribute defines an explicit order for your attributes
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that can be used in patterns like ``case Click((x,y))``.
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Matching against constants and enums
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------------------------------------
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Your pattern above treats all mouse buttons the same, and you have decided that you
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want to accept left-clicks, and ignore other buttons. While doing so, you notice that
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the ``button`` attribute is typed as a ``Button`` which is an enumeration built with
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``enum.Enum``. You can in fact match against enumeration values like this::
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match event.get():
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case Click((x, y), button=Button.LEFT): # This is a left click
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handle_click_at(x, y)
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case Click():
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pass # ignore other clicks
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This will work with any dotted name (like ``math.pi``). However an unqualified name (i.e.
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a bare name with no dots) will be always interpreted as a capture pattern, so avoid
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that ambiguity by always using qualified constants in patterns.
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Going to the cloud: Mappings
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----------------------------
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You have decided to make an online version of your game. All
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of your logic will be in a server, and the UI in a client which will communicate using
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JSON messages. Via the ``json`` module, those will be mapped to Python dictionaries,
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lists and other builtin objects.
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Our client will receive a list of dictionaries (parsed from JSON) of actions to take,
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each element looking for example like these:
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* ``{"text": "The shop keeper says 'Ah! We have Camembert, yes sir'", "color": "blue"}``
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* If the client should make a pause ``{"sleep": 3}``
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* To play a sound ``{"sound": "filename.ogg", "format": "ogg"}``
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Until now, our patterns have processed sequences, but there are patterns to match
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mappings based on their present keys. In this case you could use::
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for action in actions:
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match action:
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case {"text": message, "color": c}:
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ui.set_text_color(c)
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ui.display(message)
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case {"sleep": duration}:
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ui.wait(duration)
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case {"sound": url, "format": "ogg"}:
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ui.play(url)
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case {"sound": _, "format": _}:
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warning("Unsupported audio format")
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The keys in your mapping pattern need to be literals, but the values can be any
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pattern. As in sequence patterns, all subpatterns have to match for the general
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pattern to match.
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You can use ``**rest`` within a mapping pattern to capture additional keys in
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the subject. Note that if you omit this, extra keys in the subject will be
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ignored while matching, i.e. the message
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``{"text": "foo", "color": "red", "style": "bold"}`` will match the first pattern
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in the example above.
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Matching builtin classes
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------------------------
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The code above could use some validation. Given that messages came from an external
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source, the types of the field could be wrong, leading to bugs or security issues.
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Any class is a valid match target, and that includes built-in classes like ``bool``
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``str`` or ``int``. That allows us to combine the code above with a class pattern.
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So instead of writing ``{"text": message, "color": c}`` we can use
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``{"text": str() as message, "color": str() as c}`` to ensure that ``message`` and ``c``
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are both strings. For many builtin classes (see PEP-634 for the whole list), you can
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use a positional parameter as a shorthand, writing ``str(c)`` rather than ``str() as c``.
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The fully rewritten version looks like this::
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for action in actions:
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match action:
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case {"text": str(message), "color": str(c)}:
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ui.set_text_color(c)
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ui.display(message)
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case {"sleep": float(duration)}:
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ui.wait(duration)
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case {"sound": str(url), "format": "ogg"}:
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ui.play(url)
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case {"sound": _, "format": _}:
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warning("Unsupported audio format")
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.. _Appendix A:
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Appendix A -- Quick Intro
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=========================
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A match statement takes an expression and compares its value to successive
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patterns given as one or more case blocks. This is superficially
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similar to a switch statement in C, Java or JavaScript (and many
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other languages), but much more powerful.
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The simplest form compares a subject value against one or more literals::
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def http_error(status):
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match status:
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case 400:
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return "Bad request"
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case 404:
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return "Not found"
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case 418:
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return "I'm a teapot"
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case _:
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return "Something's wrong with the Internet"
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Note the last block: the "variable name" ``_`` acts as a *wildcard* and
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never fails to match.
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|
|
You can combine several literals in a single pattern using ``|`` ("or")::
|
|
|
|
case 401 | 403 | 404:
|
|
return "Not allowed"
|
|
|
|
Patterns can look like unpacking assignments, and can be used to bind
|
|
variables::
|
|
|
|
# point is an (x, y) tuple
|
|
match point:
|
|
case (0, 0):
|
|
print("Origin")
|
|
case (0, y):
|
|
print(f"Y={y}")
|
|
case (x, 0):
|
|
print(f"X={x}")
|
|
case (x, y):
|
|
print(f"X={x}, Y={y}")
|
|
case _:
|
|
raise ValueError("Not a point")
|
|
|
|
Study that one carefully! The first pattern has two literals, and can
|
|
be thought of as an extension of the literal pattern shown above. But
|
|
the next two patterns combine a literal and a variable, and the
|
|
variable *binds* a value from the subject (``point``). The fourth
|
|
pattern captures two values, which makes it conceptually similar to
|
|
the unpacking assignment ``(x, y) = point``.
|
|
|
|
If you are using classes to structure your data
|
|
you can use the class name followed by an argument list resembling a
|
|
constructor, but with the ability to capture attributes into variables::
|
|
|
|
from dataclasses import dataclass
|
|
|
|
@dataclass
|
|
class Point:
|
|
x: int
|
|
y: int
|
|
|
|
def where_is(point):
|
|
match point:
|
|
case Point(x=0, y=0):
|
|
print("Origin")
|
|
case Point(x=0, y=y):
|
|
print(f"Y={y}")
|
|
case Point(x=x, y=0):
|
|
print(f"X={x}")
|
|
case Point():
|
|
print("Somewhere else")
|
|
case _:
|
|
print("Not a point")
|
|
|
|
You can use positional parameters with some builtin classes that provide an
|
|
ordering for their attributes (e.g. dataclasses). You can also define a specific
|
|
position for attributes in patterns by setting the ``__match_args__`` special
|
|
attribute in your classes. If it's set to ("x", "y"), the following patterns are all
|
|
equivalent (and all bind the ``y`` attribute to the ``var`` variable)::
|
|
|
|
Point(1, var)
|
|
Point(1, y=var)
|
|
Point(x=1, y=var)
|
|
Point(y=var, x=1)
|
|
|
|
Patterns can be arbitrarily nested. For example, if we have a short
|
|
list of points, we could match it like this::
|
|
|
|
match points:
|
|
case []:
|
|
print("No points")
|
|
case [Point(0, 0)]:
|
|
print("The origin")
|
|
case [Point(x, y)]:
|
|
print(f"Single point {x}, {y}")
|
|
case [Point(0, y1), Point(0, y2)]:
|
|
print(f"Two on the Y axis at {y1}, {y2}")
|
|
case _:
|
|
print("Something else")
|
|
|
|
We can add an ``if`` clause to a pattern, known as a "guard". If the
|
|
guard is false, ``match`` goes on to try the next case block. Note
|
|
that value capture happens before the guard is evaluated::
|
|
|
|
match point:
|
|
case Point(x, y) if x == y:
|
|
print(f"Y=X at {x}")
|
|
case Point(x, y):
|
|
print(f"Not on the diagonal")
|
|
|
|
Several other key features:
|
|
|
|
- Like unpacking assignments, tuple and list patterns have exactly the
|
|
same meaning and actually match arbitrary sequences. An important
|
|
exception is that they don't match iterators or strings.
|
|
(Technically, the subject must be an instance of
|
|
``collections.abc.Sequence``.)
|
|
|
|
- Sequence patterns support wildcards: ``[x, y, *rest]`` and ``(x, y,
|
|
*rest)`` work similar to wildcards in unpacking assignments. The
|
|
name after ``*`` may also be ``_``, so ``(x, y, *_)`` matches a sequence
|
|
of at least two items without binding the remaining items.
|
|
|
|
- Mapping patterns: ``{"bandwidth": b, "latency": l}`` captures the
|
|
``"bandwidth"`` and ``"latency"`` values from a dict. Unlike sequence
|
|
patterns, extra keys are ignored. A wildcard ``**rest`` is also
|
|
supported. (But ``**_`` would be redundant, so it is not allowed.)
|
|
|
|
- Subpatterns may be captured using the ``as`` keyword::
|
|
|
|
case (Point(x1, y1), Point(x2, y2) as p2): ...
|
|
|
|
- Most literals are compared by equality, however the singletons ``True``,
|
|
``False`` and ``None`` are compared by identity.
|
|
|
|
- Patterns may use named constants. These must be dotted names
|
|
to prevent them from being interpreted as capture variable::
|
|
|
|
from enum import Enum
|
|
class Color(Enum):
|
|
RED = 0
|
|
GREEN = 1
|
|
BLUE = 2
|
|
|
|
match color:
|
|
case Color.RED:
|
|
print("I see red!")
|
|
case Color.GREEN:
|
|
print("Grass is green")
|
|
case Color.BLUE:
|
|
print("I'm feeling the blues :(")
|
|
|
|
Copyright
|
|
=========
|
|
|
|
This document is placed in the public domain or under the
|
|
CC0-1.0-Universal license, whichever is more permissive.
|
|
|
|
|
|
..
|
|
Local Variables:
|
|
mode: indented-text
|
|
indent-tabs-mode: nil
|
|
sentence-end-double-space: t
|
|
fill-column: 70
|
|
coding: utf-8
|
|
End:
|