Oral  Brekke

Oral Brekke

1675381680

Create Tic Tac toe with JavaScript (Free Code)

Do you want to make a Simple Tic-Tac-Toe game using JavaScript?

In this article you will learn how to create tic tac toe game using html css and javascript. If you are a beginner in JavaScript then Tic Tac Toe Game is perfect for you. This simple javascript game will help you improve your knowledge of javascript.

Create Tic Tac Toe with JavaScript

Earlier I shared another Simple Tic-Tac-Toe JavaScript game for beginners. So I made this design in a very advanced way. Here basically we will play with the computer that is we will play with the computer.

To create this tic-tac-toe javascript first I created the basic structure by html. Then I designed it with css and finally activated this project (tic tac toe javascript code against computer) with javascript.

Tic-tac-toe Game in JavaScript

JavaScript Tic Tac Toe is a simple game where two players take turns marking a grid of 3×3 squares, typically using X and O symbols. JavaScript is a programming language that can be used to create interactive websites and games, such as a Tic Tac Toe game.

A JavaScript implementation of Tic Tac Toe would involve creating a grid of squares using HTML and CSS, and then using JavaScript to handle the logic of the game, including determining the winner and allowing players to take turns.

As you can see above this is an advanced Tic Tac Toe game that I made with javascript. Like a normal JavaScript Tic Tac Toe game, there are 9 cells and two symbols.

Here I have defined symbol “0” for user and “X” for computer. But you can change it if you want. When you click in any one of those 9 cells, another cell will automatically be filled by the computer.

Besides, I have added different types of color FF in the project (tic tac toe javascript code against computer) to make this design more modern.

How to make tic tac toe in HTML CSS and JavaScript

Now if you want to build it then you can follow the tutorial below. I have explained the complete codes step by step keeping the beginners in mind.

Hope you know the rules of this game. It is a simple javascript game where two players take turns marking the spaces in a 3×3 grid with X’s and O’s, with the goal of getting three of their marks in a row, either horizontally, vertically, or diagonally. The player who succeeds in placing three of their marks in a row is the winner.

Step 1: Basic structure of Tic Tac Toe game

First I created a basic structure of this project using the following HTML and CSS codes. Besides, I have added a heading here mainly to enhance the beauty. This heading is created by H1 tag in HTML. 

<div class="container">
  <h1>Tic-Tac-Toe</h1>

</div>
* {
  margin: 0;
  padding: 0;
  box-sizing: border-box;
  font-family: Arial, Helvetica, sans-serif;
}

.container {
  min-height: 100vh;
  display: flex;
  flex-direction: column;
  align-items: center;
  justify-content: center;
  background: #eee;
}

h1 {
  font-size: 4rem;
  margin-bottom: 0.5em;
}

Basic structure of Tic Tac Toe game

Step 2: Create a place to play Tic Tac Toe games

Now create a small area for this tic tac toe javascript. Within this box are nine smaller boxes into which players can input their symbols. Also we designed this area by some css.

<div class="play-area">

</div>
.play-area {
  display: grid;
  box-shadow: 0 0 20px rgba(0,139,253,0.25);
  grid-template-columns: auto auto auto;
  background-color: #fff;
  padding: 20px;
}

Create a place to play Tic Tac Toe games

Step 3: Results of the JavaScript Tic Tac Toe game

Now another heading we need to create is within this project(How to Build Tic Tac Toe with JavaScript, HTML and CSS). This heading is mainly for showing results. 

Although this heading is currently not visible to us because there is no information in the heading. We will add this information via javascript. Results will be available automatically after Tic Tac Toe game is over.

<h2 id="winner"></h2>
h2 {
  margin-top: 1em;
  font-size: 2rem;
  margin-bottom: 0.5em;
}

Step 4: Create the game's restart button

Now we have to create a button in this simple Tic-Tac-Toe game. This button will basically work as a reset button. When you click on this button, the game will restart from a new state.

<button onclick="reset_board()">RESET</button>
button {
  outline: none;
  background: rgb(8, 88, 208);
  padding: 12px 40px;
  font-size: 1rem;
  font-weight: bold;
  color: #fff;
  border: none;
  transition: all 0.2s ease-in-out;
}

button:hover {
  cursor: pointer;
  background: green;
  color: white;
}

Results of the JavaScript Tic Tac Toe game

Step 5: Activate Simple Tic-Tac-Toe with JavaScript

Above we have designed this project(How to create a tic tac toe grid in JavaScript?). Now it’s time to make it work using JavaScript. We have used quite a bit of JavaScript code to make this game work. But don’t worry I will tell you all the codes step by step.

const player = "O";
const computer = "X";

let board_full = false;
let play_board = ["", "", "", "", "", "", "", "", ""];

const board_container = document.querySelector(".play-area");
const winner_statement = document.getElementById("winner");

With these variables, you’ve defined the player and computer as “O” and “X” respectively, and created an empty board to play on. The board_full variable will be used to check if the board is full and the game is over, and the play_board array will hold the state of the game. 

The board_container variable is used to select the element on the page where the Tic Tac Toe board will be rendered, and the winner_statement variable is used to select the element where the winner statement will be displayed.

check_board_complete = () => {
  let flag = true;
  play_board.forEach(element => {
    if (element != player && element != computer) {
      flag = false;
    }
  });
  board_full = flag;
};

The function is using the forEach() method to iterate over the play_board array, and it checks if each element is not equal to the player or computer. If any element is not equal to the player or computer, it sets the flag variable to false and breaks out of the loop. 

If the loop completes and the flag variable is still true, it means that all the elements are equal to the player or computer, and the board is full. Then the board_full variable is updated to reflect that the board is full.

You can use this function at the end of the player’s turn and computer’s turn, to check if the board is full and the game is over.

const check_line = (a, b, c) => {
  return (
    play_board[a] == play_board[b] &&
    play_board[b] == play_board[c] &&
    (play_board[a] == player || play_board[a] == computer)
  );
};

The function takes in 3 arguments, a, b, c, which represent the indices of the 3 cells on the board that need to be checked for a winning line.

The function uses the ternary operator to check if the values at the indices a, b, c in the play_board array are the same and not empty. If the values are the same and not empty, the function returns true, otherwise it returns false.

You can use this function in a larger function that checks for all the possible winning combinations on the board.

const check_match = () => {
  for (i = 0; i < 9; i += 3) {
    if (check_line(i, i + 1, i + 2)) {
      document.querySelector(`#block_${i}`).classList.add("win");
      document.querySelector(`#block_${i + 1}`).classList.add("win");
      document.querySelector(`#block_${i + 2}`).classList.add("win");
      return play_board[i];
    }
  }
  for (i = 0; i < 3; i++) {
    if (check_line(i, i + 3, i + 6)) {
      document.querySelector(`#block_${i}`).classList.add("win");
      document.querySelector(`#block_${i + 3}`).classList.add("win");
      document.querySelector(`#block_${i + 6}`).classList.add("win");
      return play_board[i];
    }
  }
  if (check_line(0, 4, 8)) {
    document.querySelector("#block_0").classList.add("win");
    document.querySelector("#block_4").classList.add("win");
    document.querySelector("#block_8").classList.add("win");
    return play_board[0];
  }
  if (check_line(2, 4, 6)) {
    document.querySelector("#block_2").classList.add("win");
    document.querySelector("#block_4").classList.add("win");
    document.querySelector("#block_6").classList.add("win");
    return play_board[2];
  }
  return "";
};

The check_match() function uses two for loops to check for all the possible winning combinations on the board, both horizontally and vertically. It also includes two if statements to check for the two diagonal winning combinations.

The function uses the check_line function you created earlier to check if a line is a winning line. If a winning line is found, the function highlights the winning cells by adding the “win” class to them. This class can be used in your CSS to change the appearance of the winning cells, for example by adding a different background color.

The function also returns the value of the first cell in the winning line, which should be either “X” or “O” depending on who won the game.

You can use this function in another function that checks for a win or a draw and updates the UI accordingly.

const check_for_winner = () => {
  let res = check_match()
  if (res == player) {
    winner.innerText = "Winner is player!!";
    winner.classList.add("playerWin");
    board_full = true
  } else if (res == computer) {
    winner.innerText = "Winner is computer";
    winner.classList.add("computerWin");
    board_full = true
  } else if (board_full) {
    winner.innerText = "Draw!";
    winner.classList.add("draw");
  }
};

This code looks like it’s checking for a winner in a javascript Tic Tac Toe game. The check_line function takes in 3 indices of the play_board array and checks if the values at those indices are equal to each other and if they are equal to either the player or computer. 

The check_match function uses the check_line function to check for a winner across the rows, columns, and diagonals of the Tic Tac Toe board. If a winning line is found, the check_match function adds a “win” class to the corresponding HTML elements of the Tic Tac Toe board and returns the winning player. 

The check_for_winner function calls the check_match function and checks the returned value. If the returned value is the player, it sets the winner statement to “Winner is player!!” and adds playerWin class.

const render_board = () => {
  board_container.innerHTML = ""
  play_board.forEach((e, i) => {
    board_container.innerHTML += `<div id="block_${i}" class="block" onclick="addPlayerMove(${i})">${play_board[i]}</div>`
    if (e == player || e == computer) {
      document.querySelector(`#block_${i}`).classList.add("occupied");
    }
  });
};

The render_board() function creates a grid of divs in the HTML, each one representing a cell in the Tic-Tac-Toe board. The addPlayerMove() function allows the player to make a move by clicking on a cell in the grid. 

The check_board_complete() function checks if the board is full and the check_for_winner() function checks for a winner or draw. It also uses the check_match() function to check if any winning combination is formed.

const game_loop = () => {
  render_board();
  check_board_complete();
  check_for_winner();
}

The game_loop function combines all of these functions together to create the game loop that updates the game state and renders the game board to the user. 

It calls the render_board function to render the current state of the game board to the user, check_board_complete to check if the board is full and check_for_winner which checks if there is a winner or a draw, and updates the UI accordingly.

const addPlayerMove = e => {
  if (!board_full && play_board[e] == "") {
    play_board[e] = player;
    game_loop();
    addComputerMove();
  }
};

The above code defines a Tic Tac Toe game in JavaScript that uses HTML and CSS for the game board and styling. The game’s state is maintained in the play_board array, and the game_loop function updates the state of the game, renders the board, and checks for a winner. 

The addPlayerMove function allows players to make a move by clicking on a block on the board, and the addComputerMove function allows the computer to make a move. The check_match, check_for_winner, render_board functions are also defined and used in the game loop to check for a winner or a draw, render the board and check if the game is complete.

const addComputerMove = () => {
  if (!board_full) {
    do {
      selected = Math.floor(Math.random() * 9);
    } while (play_board[selected] != "");
    play_board[selected] = computer;
    game_loop();
  }
};

Great! Your code is now complete and should be able to run a game of javascript Tic-Tac-Toe between a player and the computer. The player can make moves by clicking on the blocks on the game board, and the computer will randomly select an available space to make its move. The code also checks for a winner or a draw after each move, and updates the game board and the winner statement accordingly.

const reset_board = () => {
  play_board = ["", "", "", "", "", "", "", "", ""];
  board_full = false;
  winner.classList.remove("playerWin");
  winner.classList.remove("computerWin");
  winner.classList.remove("draw");
  winner.innerText = "";
  render_board();
};

This code defines a function called “reset_board” that sets the play_board array back to an empty array, sets the board_full variable to false, removes any classes related to winning or drawing from the winner element, sets the inner text of the winner element to an empty string, and then calls the render_board function to update the display. This function is likely intended to be used as a way to clear the game board and start a new game.

//initial render
render_board();

That’s it, you have created a complete Tic-Tac-Toe game using JavaScript. To start the game, the player can click on any of the empty blocks on the board and the computer will automatically make its move. 

The game checks for a winner or a draw after each move and updates the board accordingly. The game can also be reset by calling the reset_board() function.

Step 6: Basic design of simple Tic-Tac-Toe game with CSS

Above we enabled Tic-tac-toe in JavaScript by JavaScript. Now we need to design it with some more CSS. We know there are 9 small boxes in this game that are currently too small for us to see. So a fixed size must be defined for each box.

.block {
  display: flex;
  width: 100px;
  height: 100px;
  align-items: center;
  justify-content: center;
  font-size: 3rem;
  font-weight: bold;
  border: 3px solid black;
  transition: background 0.2s ease-in-out;
}

.block:hover {
  cursor: pointer;
  background: #0ff30f;
}

.occupied:hover {
  background: #ff3a3a;
}

.win {
  background: #0ff30f;
}

.win:hover {
  background: #0ff30f;
}

Activate Simple Tic-Tac-Toe with JavaScript

As we can see in the above image there are 9 boxes created. But we want to hide some borders here. We will use the following CSS to hide those borders.

#block_0,
#block_1,
#block_2 {
  border-top: none;
}

#block_0,
#block_3,
#block_6 {
  border-left: none;
}

#block_6,
#block_7,
#block_8 {
  border-bottom: none;
}

#block_2,
#block_5,
#block_8 {
  border-right: none;
}
.playerWin {
  color: green;
}

.computerWin {
  color: red;
}

.draw {
  color: orangered;
}

We’ll make this project(Create a Tic-Tac-Toe with HTML and JavaScript) responsive  using a small amount of our own code. Here for Responsive only headings have been resized or reduced.

@media only screen and (max-width: 600px) {

  h1 {
    font-size: 3rem;
    margin-bottom: 0.5em;
  }

  h2 {
    margin-top: 1em;
    font-size: 1.3rem;
  }
}

Create Tic Tac Toe with JavaScript

Hope from this tutorial you got to know how I made this Simple Tic-Tac-Toe JavaScript game.

Not only this but earlier I have shared more advanced game tutorials. Earlier I shared another JavaScript Tic-Tac-Toe which is basically made by Simple Code. Where you can play with two users rather than with the computer. Be sure to comment how you like this project(How to Recreate Tic-Tac-Toe in Vanilla JavaScript).

Original article source at: https://foolishdeveloper.com/

#javascript 

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Create Tic Tac toe with JavaScript (Free Code)
Monty  Boehm

Monty Boehm

1675304280

How to Use Hotwire Rails

Introduction

We are back with another exciting and much-talked-about Rails tutorial on how to use Hotwire with the Rails application. This Hotwire Rails tutorial is an alternate method for building modern web applications that consume a pinch of JavaScript.

Rails 7 Hotwire is the default front-end framework shipped with Rails 7 after it was launched. It is used to represent HTML over the wire in the Rails application. Previously, we used to add a hotwire-rails gem in our gem file and then run rails hotwire: install. However, with the introduction of Rails 7, the gem got deprecated. Now, we use turbo-rails and stimulus rails directly, which work as Hotwire’s SPA-like page accelerator and Hotwire’s modest JavaScript framework.

What is Hotwire?

Hotwire is a package of different frameworks that help to build applications. It simplifies the developer’s work for writing web pages without the need to write JavaScript, and instead sending HTML code over the wire.

Introduction to The Hotwire Framework:

1. Turbo:

It uses simplified techniques to build web applications while decreasing the usage of JavaScript in the application. Turbo offers numerous handling methods for the HTML data sent over the wire and displaying the application’s data without actually loading the entire page. It helps to maintain the simplicity of web applications without destroying the single-page application experience by using the below techniques:

Turbo Frames: Turbo Frames help to load the different sections of our markup without any dependency as it divides the page into different contexts separately called frames and updates these frames individually.
Turbo Drive: Every link doesn’t have to make the entire page reload when clicked. Only the HTML contained within the tag will be displayed.
Turbo Streams: To add real-time features to the application, this technique is used. It helps to bring real-time data to the application using CRUD actions.

2. Stimulus

It represents the JavaScript framework, which is required when JS is a requirement in the application. The interaction with the HTML is possible with the help of a stimulus, as the controllers that help those interactions are written by a stimulus.

3. Strada

Not much information is available about Strada as it has not been officially released yet. However, it works with native applications, and by using HTML bridge attributes, interaction is made possible between web applications and native apps.

Simple diagrammatic representation of Hotwire Stack:

Hotwire Stack

Prerequisites For Hotwire Rails Tutorial

As we are implementing the Ruby on Rails Hotwire tutorial, make sure about the following installations before you can get started.

  • Ruby on Rails
  • Hotwire gem
  • PostgreSQL/SQLite (choose any one database)
  • Turbo Rails
  • Stimulus.js

Looking for an enthusiastic team of ROR developers to shape the vision of your web project?
Contact Bacancy today and hire Ruby developers to start building your dream project!

Create a new Rails Project

Find the following commands to create a rails application.

mkdir ~/projects/railshotwire
cd ~/projects/railshotwire
echo "source 'https://rubygems.org'" > Gemfile
echo "gem 'rails', '~> 7.0.0'" >> Gemfile
bundle install  
bundle exec rails new . --force -d=postgresql

Now create some files for the project, up till now no usage of Rails Hotwire can be seen.
Fire the following command in your terminal.

  • For creating a default controller for the application
echo "class HomeController < ApplicationController" > app/controllers/home_controller.rb
echo "end" >> app/controllers/home_controller.rb
  • For creating another controller for the application
echo "class OtherController < ApplicationController" > app/controllers/other_controller.rb
echo "end" >> app/controllers/home_controller.rb
  • For creating routes for the application
echo "Rails.application.routes.draw do" > config/routes.rb
echo '  get "home/index"' >> config/routes.rb
echo '  get "other/index"' >> config/routes.rb
echo '  root to: "home#index"' >> config/routes.rb
echo 'end' >> config/routes.rb
  • For creating a default view for the application
mkdir app/views/home
echo '<h1>This is Rails Hotwire homepage</h1>' > app/views/home/index.html.erb
echo '<div><%= link_to "Enter to other page", other_index_path %></div>' >> app/views/home/index.html.erb
  • For creating another view for the application
mkdir app/views/other
echo '<h1>This is Another page</h1>' > app/views/other/index.html.erb
echo '<div><%= link_to "Enter to home page", root_path %></div>' >> app/views/other/index.html.erb
  • For creating a database and schema.rb file for the application
bin/rails db:create
bin/rails db:migrate
  • For checking the application run bin/rails s and open your browser, your running application will have the below view.

Rails Hotwire Home Page

Additionally, you can clone the code and browse through the project. Here’s the source code of the repository: Rails 7 Hotwire application

Now, let’s see how Hotwire Rails can work its magic with various Turbo techniques.

Hotwire Rails: Turbo Drive

Go to your localhost:3000 on your web browser and right-click on the Inspect and open a Network tab of the DevTools of the browser.

Now click on go to another page link that appears on the home page to redirect from the home page to another page. In our Network tab, we can see that this action of navigation is achieved via XHR. It appears only the part inside HTML is reloaded, here neither the CSS is reloaded nor the JS is reloaded when the navigation action is performed.

Hotwire Rails Turbo Drive

By performing this action we can see that Turbo Drive helps to represent the HTML response without loading the full page and only follows redirect and reindeer HTML responses which helps to make the application faster to access.

Hotwire Rails: Turbo Frame

This technique helps to divide the current page into different sections called frames that can be updated separately independently when new data is added from the server.
Below we discuss the different use cases of Turbo frame like inline edition, sorting, searching, and filtering of data.

Let’s perform some practical actions to see the example of these use cases.

Make changes in the app/controllers/home_controller.rb file

#CODE

class HomeController < ApplicationController
   def turbo_frame_form
   end
   
   def turbo_frame submit
      extracted_anynumber = params[:any][:anynumber]
      render :turbo_frame_form, status: :ok, locals: {anynumber: extracted_anynumber,      comment: 'turbo_frame_submit ok' }
   end
end

Turbo Frame

Add app/views/home/turbo_frame_form.html.erb file to the application and add this content inside the file.

#CODE

<section>

    <%= turbo_frame_tag 'anyframe' do %>
            
      <div>
          <h2>Frame view</h2>
          <%= form_with scope: :any, url: turbo_frame_submit_path, local: true do |form| %>
              <%= form.label :anynumber, 'Type an integer (odd or even)', 'class' => 'my-0  d-inline'  %>
              <%= form.text_field :anynumber, type: 'number', 'required' => 'true', 'value' => "#{local_assigns[:anynumber] || 0}",  'aria-describedby' => 'anynumber' %>
              <%= form.submit 'Submit this number', 'id' => 'submit-number' %>
          <% end %>
      </div>
      <div>
        <h2>Data of the view</h2>
        <pre style="font-size: .7rem;"><%= JSON.pretty_generate(local_assigns) %></pre> 
      </div>
      
    <% end %>

</section>

Add the content inside file

Make some adjustments in routes.rb

#CODE

Rails.application.routes.draw do
  get 'home/index'
  get 'other/index'

  get '/home/turbo_frame_form' => 'home#turbo_frame_form', as: 'turbo_frame_form'
  post '/home/turbo_frame_submit' => 'home#turbo_frame_submit', as: 'turbo_frame_submit'


  root to: "home#index"
end
  • Next step is to change homepage view in app/views/home/index.html.erb

#CODE

<h1>This is Rails Hotwire home page</h1>
<div><%= link_to "Enter to other page", other_index_path %></div>

<%= turbo_frame_tag 'anyframe' do %>        
  <div>
      <h2>Home view</h2>
      <%= form_with scope: :any, url: turbo_frame_submit_path, local: true do |form| %>
          <%= form.label :anynumber, 'Type an integer (odd or even)', 'class' => 'my-0  d-inline'  %>
          <%= form.text_field :anynumber, type: 'number', 'required' => 'true', 'value' => "#{local_assigns[:anynumber] || 0}",  'aria-describedby' => 'anynumber' %>
          <%= form.submit 'Submit this number', 'id' => 'submit-number' %>
      <% end %>
  <div>
<% end %>

Change HomePage

After making all the changes, restart the rails server and refresh the browser, the default view will appear on the browser.

restart the rails serverNow in the field enter any digit, after entering the digit click on submit button, and as the submit button is clicked we can see the Turbo Frame in action in the below screen, we can observe that the frame part changed, the first title and first link didn’t move.

submit button is clicked

Hotwire Rails: Turbo Streams

Turbo Streams deliver page updates over WebSocket, SSE or in response to form submissions by only using HTML and a series of CRUD-like operations, you are free to say that either

  • Update the piece of HTML while responding to all the other actions like the post, put, patch, and delete except the GET action.
  • Transmit a change to all users, without reloading the browser page.

This transmit can be represented by a simple example.

  • Make changes in app/controllers/other_controller.rb file of rails application

#CODE

class OtherController < ApplicationController

  def post_something
    respond_to do |format|
      format.turbo_stream {  }
    end
  end

   end

file of rails application

Add the below line in routes.rb file of the application

#CODE

post '/other/post_something' => 'other#post_something', as: 'post_something'
Add the below line

Superb! Rails will now attempt to locate the app/views/other/post_something.turbo_stream.erb template at any moment the ‘/other/post_something’ endpoint is reached.

For this, we need to add app/views/other/post_something.turbo_stream.erb template in the rails application.

#CODE

<turbo-stream action="append" target="messages">
  <template>
    <div id="message_1">This changes the existing message!</div>
  </template>
</turbo-stream>
Add template in the rails application

This states that the response will try to append the template of the turbo frame with ID “messages”.

Now change the index.html.erb file in app/views/other paths with the below content.

#CODE

<h1>This is Another page</h1>
<div><%= link_to "Enter to home page", root_path %></div>

<div style="margin-top: 3rem;">
  <%= form_with scope: :any, url: post_something_path do |form| %>
      <%= form.submit 'Post any message %>
  <% end %>
  <turbo-frame id="messages">
    <div>An empty message</div>
  </turbo-frame>
</div>
change the index.html.erb file
  • After making all the changes, restart the rails server and refresh the browser, and go to the other page.

go to the other page

  • Once the above screen appears, click on the Post any message button

Post any message button

This action shows that after submitting the response, the Turbo Streams help the developer to append the message, without reloading the page.

Another use case we can test is that rather than appending the message, the developer replaces the message. For that, we need to change the content of app/views/other/post_something.turbo_stream.erb template file and change the value of the action attribute from append to replace and check the changes in the browser.

#CODE

<turbo-stream action="replace" target="messages">
  <template>
    <div id="message_1">This changes the existing message!</div>
  </template>
</turbo-stream>

change the value of the action attributeWhen we click on Post any message button, the message that appear below that button will get replaced with the message that is mentioned in the app/views/other/post_something.turbo_stream.erb template

click on Post any message button

Stimulus

There are some cases in an application where JS is needed, therefore to cover those scenarios we require Hotwire JS tool. Hotwire has a JS tool because in some scenarios Turbo-* tools are not sufficient. But as we know that Hotwire is used to reduce the usage of JS in an application, Stimulus considers HTML as the single source of truth. Consider the case where we have to give elements on a page some JavaScript attributes, such as data controller, data-action, and data target. For that, a stimulus controller that can access elements and receive events based on those characteristics will be created.

Make a change in app/views/other/index.html.erb template file in rails application

#CODE

<h1>This is Another page</h1>
<div><%= link_to "Enter to home page", root_path %></div>

<div style="margin-top: 2rem;">
  <%= form_with scope: :any, url: post_something_path do |form| %>
      <%= form.submit 'Post something' %>
  <% end %>
  <turbo-frame id="messages">
    <div>An empty message</div>
  </turbo-frame>
</div>

<div style="margin-top: 2rem;">
  <h2>Stimulus</h2>  
  <div data-controller="hello">
    <input data-hello-target="name" type="text">
    <button data-action="click->hello#greet">
      Greet
    </button>
    <span data-hello-target="output">
    </span>
  </div>
</div>

Make A changeMake changes in the hello_controller.js in path app/JavaScript/controllers and add a stimulus controller in the file, which helps to bring the HTML into life.

#CODE

import { Controller } from "@hotwired/stimulus"

export default class extends Controller {
  static targets = [ "name", "output" ]

  greet() {
    this.outputTarget.textContent =
      `Hello, ${this.nameTarget.value}!`
  }
}

add a stimulus controller in the fileGo to your browser after making the changes in the code and click on Enter to other page link which will navigate to the localhost:3000/other/index page there you can see the changes implemented by the stimulus controller that is designed to augment your HTML with just enough behavior to make it more responsive.

With just a little bit of work, Turbo and Stimulus together offer a complete answer for applications that are quick and compelling.

Using Rails 7 Hotwire helps to load the pages at a faster speed and allows you to render templates on the server, where you have access to your whole domain model. It is a productive development experience in ROR, without compromising any of the speed or responsiveness associated with SPA.

Conclusion

We hope you were satisfied with our Rails Hotwire tutorial. Write to us at service@bacancy.com for any query that you want to resolve, or if you want us to share a tutorial on your query.

For more such solutions on RoR, check out our Ruby on Rails Tutorials. We will always strive to amaze you and cater to your needs.

Original article source at: https://www.bacancytechnology.com/

#rails #ruby 

Easter  Deckow

Easter Deckow

1655630160

PyTumblr: A Python Tumblr API v2 Client

PyTumblr

Installation

Install via pip:

$ pip install pytumblr

Install from source:

$ git clone https://github.com/tumblr/pytumblr.git
$ cd pytumblr
$ python setup.py install

Usage

Create a client

A pytumblr.TumblrRestClient is the object you'll make all of your calls to the Tumblr API through. Creating one is this easy:

client = pytumblr.TumblrRestClient(
    '<consumer_key>',
    '<consumer_secret>',
    '<oauth_token>',
    '<oauth_secret>',
)

client.info() # Grabs the current user information

Two easy ways to get your credentials to are:

  1. The built-in interactive_console.py tool (if you already have a consumer key & secret)
  2. The Tumblr API console at https://api.tumblr.com/console
  3. Get sample login code at https://api.tumblr.com/console/calls/user/info

Supported Methods

User Methods

client.info() # get information about the authenticating user
client.dashboard() # get the dashboard for the authenticating user
client.likes() # get the likes for the authenticating user
client.following() # get the blogs followed by the authenticating user

client.follow('codingjester.tumblr.com') # follow a blog
client.unfollow('codingjester.tumblr.com') # unfollow a blog

client.like(id, reblogkey) # like a post
client.unlike(id, reblogkey) # unlike a post

Blog Methods

client.blog_info(blogName) # get information about a blog
client.posts(blogName, **params) # get posts for a blog
client.avatar(blogName) # get the avatar for a blog
client.blog_likes(blogName) # get the likes on a blog
client.followers(blogName) # get the followers of a blog
client.blog_following(blogName) # get the publicly exposed blogs that [blogName] follows
client.queue(blogName) # get the queue for a given blog
client.submission(blogName) # get the submissions for a given blog

Post Methods

Creating posts

PyTumblr lets you create all of the various types that Tumblr supports. When using these types there are a few defaults that are able to be used with any post type.

The default supported types are described below.

  • state - a string, the state of the post. Supported types are published, draft, queue, private
  • tags - a list, a list of strings that you want tagged on the post. eg: ["testing", "magic", "1"]
  • tweet - a string, the string of the customized tweet you want. eg: "Man I love my mega awesome post!"
  • date - a string, the customized GMT that you want
  • format - a string, the format that your post is in. Support types are html or markdown
  • slug - a string, the slug for the url of the post you want

We'll show examples throughout of these default examples while showcasing all the specific post types.

Creating a photo post

Creating a photo post supports a bunch of different options plus the described default options * caption - a string, the user supplied caption * link - a string, the "click-through" url for the photo * source - a string, the url for the photo you want to use (use this or the data parameter) * data - a list or string, a list of filepaths or a single file path for multipart file upload

#Creates a photo post using a source URL
client.create_photo(blogName, state="published", tags=["testing", "ok"],
                    source="https://68.media.tumblr.com/b965fbb2e501610a29d80ffb6fb3e1ad/tumblr_n55vdeTse11rn1906o1_500.jpg")

#Creates a photo post using a local filepath
client.create_photo(blogName, state="queue", tags=["testing", "ok"],
                    tweet="Woah this is an incredible sweet post [URL]",
                    data="/Users/johnb/path/to/my/image.jpg")

#Creates a photoset post using several local filepaths
client.create_photo(blogName, state="draft", tags=["jb is cool"], format="markdown",
                    data=["/Users/johnb/path/to/my/image.jpg", "/Users/johnb/Pictures/kittens.jpg"],
                    caption="## Mega sweet kittens")

Creating a text post

Creating a text post supports the same options as default and just a two other parameters * title - a string, the optional title for the post. Supports markdown or html * body - a string, the body of the of the post. Supports markdown or html

#Creating a text post
client.create_text(blogName, state="published", slug="testing-text-posts", title="Testing", body="testing1 2 3 4")

Creating a quote post

Creating a quote post supports the same options as default and two other parameter * quote - a string, the full text of the qote. Supports markdown or html * source - a string, the cited source. HTML supported

#Creating a quote post
client.create_quote(blogName, state="queue", quote="I am the Walrus", source="Ringo")

Creating a link post

  • title - a string, the title of post that you want. Supports HTML entities.
  • url - a string, the url that you want to create a link post for.
  • description - a string, the desciption of the link that you have
#Create a link post
client.create_link(blogName, title="I like to search things, you should too.", url="https://duckduckgo.com",
                   description="Search is pretty cool when a duck does it.")

Creating a chat post

Creating a chat post supports the same options as default and two other parameters * title - a string, the title of the chat post * conversation - a string, the text of the conversation/chat, with diablog labels (no html)

#Create a chat post
chat = """John: Testing can be fun!
Renee: Testing is tedious and so are you.
John: Aw.
"""
client.create_chat(blogName, title="Renee just doesn't understand.", conversation=chat, tags=["renee", "testing"])

Creating an audio post

Creating an audio post allows for all default options and a has 3 other parameters. The only thing to keep in mind while dealing with audio posts is to make sure that you use the external_url parameter or data. You cannot use both at the same time. * caption - a string, the caption for your post * external_url - a string, the url of the site that hosts the audio file * data - a string, the filepath of the audio file you want to upload to Tumblr

#Creating an audio file
client.create_audio(blogName, caption="Rock out.", data="/Users/johnb/Music/my/new/sweet/album.mp3")

#lets use soundcloud!
client.create_audio(blogName, caption="Mega rock out.", external_url="https://soundcloud.com/skrillex/sets/recess")

Creating a video post

Creating a video post allows for all default options and has three other options. Like the other post types, it has some restrictions. You cannot use the embed and data parameters at the same time. * caption - a string, the caption for your post * embed - a string, the HTML embed code for the video * data - a string, the path of the file you want to upload

#Creating an upload from YouTube
client.create_video(blogName, caption="Jon Snow. Mega ridiculous sword.",
                    embed="http://www.youtube.com/watch?v=40pUYLacrj4")

#Creating a video post from local file
client.create_video(blogName, caption="testing", data="/Users/johnb/testing/ok/blah.mov")

Editing a post

Updating a post requires you knowing what type a post you're updating. You'll be able to supply to the post any of the options given above for updates.

client.edit_post(blogName, id=post_id, type="text", title="Updated")
client.edit_post(blogName, id=post_id, type="photo", data="/Users/johnb/mega/awesome.jpg")

Reblogging a Post

Reblogging a post just requires knowing the post id and the reblog key, which is supplied in the JSON of any post object.

client.reblog(blogName, id=125356, reblog_key="reblog_key")

Deleting a post

Deleting just requires that you own the post and have the post id

client.delete_post(blogName, 123456) # Deletes your post :(

A note on tags: When passing tags, as params, please pass them as a list (not a comma-separated string):

client.create_text(blogName, tags=['hello', 'world'], ...)

Getting notes for a post

In order to get the notes for a post, you need to have the post id and the blog that it is on.

data = client.notes(blogName, id='123456')

The results include a timestamp you can use to make future calls.

data = client.notes(blogName, id='123456', before_timestamp=data["_links"]["next"]["query_params"]["before_timestamp"])

Tagged Methods

# get posts with a given tag
client.tagged(tag, **params)

Using the interactive console

This client comes with a nice interactive console to run you through the OAuth process, grab your tokens (and store them for future use).

You'll need pyyaml installed to run it, but then it's just:

$ python interactive-console.py

and away you go! Tokens are stored in ~/.tumblr and are also shared by other Tumblr API clients like the Ruby client.

Running tests

The tests (and coverage reports) are run with nose, like this:

python setup.py test

Author: tumblr
Source Code: https://github.com/tumblr/pytumblr
License: Apache-2.0 license

#python #api 

Samanta  Moore

Samanta Moore

1623402799

Tic Tac Toe Game in Java [source code included]

Tic Tac Toe Game in Java [source code included]

Tic-Tac-Toe is a simple classic famous game which is played mostly by kids. The java tic tac toe game also helps to improve the concentration of the kids.

The objective of this tic-tac-toe game java project is to build a tic-tac-toe game so anyone can play it without wasting paper. The Tic-Tac-Toe game is also called the X and O game. The player who succeeds in placing their marks in a diagonal, horizontal, or vertical row is the winner.

Java Tic Tac Toe – Project Details

The interesting java project will be build using the AWT and Swings libraries. We will be explaining all the steps as well as methods that are used in this project. Swings is a popular java library that is used to develop beautiful GUI applications.

Tic Tac Toe Project Prerequisites:

  • IDE Used: NetBeans 11.2.
  • Java should be installed on the machine.
  • To build a tic-tac-toe game using java we require basic knowledge of java.
  • Abstract Window Toolkit (AWT) & Swing packages are standard graphical user interfaces used to render graphics. By default, these packages are installed by java.

Download Tic Tac Toe Project Code

Please download the full source code of tic-tac-toe java project: Tic Tac Toe Java Project

Step to build Tic-Tac-Toe game using java:

  1. Import packages
  2. Initialize User Interface
  3. Adding Actions to buttons
  4. Function to check the winner

#java tutorials #java project #tic tac toe game #tic tac toe java #tic tac toe game in java [source code included]

How to Write an Unbeatable Tic-Tac-Toe in JavaScript

Writing small puzzle games is a nice way of improving your programming skills as those games tend to present you with challenge after challenge and force you to really put tremendous thought into writing your code.

One such game is the classic Tic-Tac-Toe.

In this little walk-through (read long and descriptive) about writing an unbeatable tic-tac-toe, I will be using Vanilla JavaScript for logic and HTML/CSS for UI. I won’t be concentrating much on UI part of it, because, duh!

Another little disclaimer — we will be concentrating on logic primarily and code will come second to that. Again, if you want to skip the “walk-through” and jump right to the code, I have a public repository on GitHub at https://github.com/FaisalST32/tic-tac-toe. I also have a live version of the game available at http://games.faisalrashid.xyz/tictactoe/

So, let’s dive in.

First of all you need to create the UI. Just use simple HTML to create 9 input boxes, or divs even to hold your X’s and O’s. The id’s of these input boxes are important as they will be our reference to the X’s and O’s. To keep it consistent with the positioning of our boxes, I have given the input boxes the id’s “0–0” to “2–2”. To visualize:

0–0 0–1 0–2

1–0 1–1 1–2

2–0 2–1 2–2

This will give us an easy to use 3x3 matrix. You can design your UI whatever way you want. It should simply employ this form of queryable HTML elements.

Here’s a screenshot of my UI. Simple boxes with a little gloss of CSS.

Now, the logic! First of all, whenever a user, or a participant in this case, clicks or taps an empty box, the value of that box should change to either an X or an O, depending upon whose turn it is.

Implementing that is simple. I use a global variable to hold the ‘currentPlayer’. This variable has a value of either X or O. Then I simply write a method to toggle current player, whenever a box is tapped. I call the method changePlayer.

All this is started by tapping a box. So, we need a function to get us started. We write a function that marks the box with X or O and changes player. We call the function onCheckBox. So far, the function checks a box and and then changes player.

#unbeatable-tic-tac-toe #vanilla-javascript #javascript-game #faisal-rashid #tic-tac-toe

Tamale  Moses

Tamale Moses

1669003576

Exploring Mutable and Immutable in Python

In this Python article, let's learn about Mutable and Immutable in Python. 

Mutable and Immutable in Python

Mutable is a fancy way of saying that the internal state of the object is changed/mutated. So, the simplest definition is: An object whose internal state can be changed is mutable. On the other hand, immutable doesn’t allow any change in the object once it has been created.

Both of these states are integral to Python data structure. If you want to become more knowledgeable in the entire Python Data Structure, take this free course which covers multiple data structures in Python including tuple data structure which is immutable. You will also receive a certificate on completion which is sure to add value to your portfolio.

Mutable Definition

Mutable is when something is changeable or has the ability to change. In Python, ‘mutable’ is the ability of objects to change their values. These are often the objects that store a collection of data.

Immutable Definition

Immutable is the when no change is possible over time. In Python, if the value of an object cannot be changed over time, then it is known as immutable. Once created, the value of these objects is permanent.

List of Mutable and Immutable objects

Objects of built-in type that are mutable are:

  • Lists
  • Sets
  • Dictionaries
  • User-Defined Classes (It purely depends upon the user to define the characteristics) 

Objects of built-in type that are immutable are:

  • Numbers (Integer, Rational, Float, Decimal, Complex & Booleans)
  • Strings
  • Tuples
  • Frozen Sets
  • User-Defined Classes (It purely depends upon the user to define the characteristics)

Object mutability is one of the characteristics that makes Python a dynamically typed language. Though Mutable and Immutable in Python is a very basic concept, it can at times be a little confusing due to the intransitive nature of immutability.

Objects in Python

In Python, everything is treated as an object. Every object has these three attributes:

  • Identity – This refers to the address that the object refers to in the computer’s memory.
  • Type – This refers to the kind of object that is created. For example- integer, list, string etc. 
  • Value – This refers to the value stored by the object. For example – List=[1,2,3] would hold the numbers 1,2 and 3

While ID and Type cannot be changed once it’s created, values can be changed for Mutable objects.

Check out this free python certificate course to get started with Python.

Mutable Objects in Python

I believe, rather than diving deep into the theory aspects of mutable and immutable in Python, a simple code would be the best way to depict what it means in Python. Hence, let us discuss the below code step-by-step:

#Creating a list which contains name of Indian cities  

cities = [‘Delhi’, ‘Mumbai’, ‘Kolkata’]

# Printing the elements from the list cities, separated by a comma & space

for city in cities:
		print(city, end=’, ’)

Output [1]: Delhi, Mumbai, Kolkata

#Printing the location of the object created in the memory address in hexadecimal format

print(hex(id(cities)))

Output [2]: 0x1691d7de8c8

#Adding a new city to the list cities

cities.append(‘Chennai’)

#Printing the elements from the list cities, separated by a comma & space 

for city in cities:
	print(city, end=’, ’)

Output [3]: Delhi, Mumbai, Kolkata, Chennai

#Printing the location of the object created in the memory address in hexadecimal format

print(hex(id(cities)))

Output [4]: 0x1691d7de8c8

The above example shows us that we were able to change the internal state of the object ‘cities’ by adding one more city ‘Chennai’ to it, yet, the memory address of the object did not change. This confirms that we did not create a new object, rather, the same object was changed or mutated. Hence, we can say that the object which is a type of list with reference variable name ‘cities’ is a MUTABLE OBJECT.

Let us now discuss the term IMMUTABLE. Considering that we understood what mutable stands for, it is obvious that the definition of immutable will have ‘NOT’ included in it. Here is the simplest definition of immutable– An object whose internal state can NOT be changed is IMMUTABLE.

Again, if you try and concentrate on different error messages, you have encountered, thrown by the respective IDE; you use you would be able to identify the immutable objects in Python. For instance, consider the below code & associated error message with it, while trying to change the value of a Tuple at index 0. 

#Creating a Tuple with variable name ‘foo’

foo = (1, 2)

#Changing the index[0] value from 1 to 3

foo[0] = 3
	
TypeError: 'tuple' object does not support item assignment 

Immutable Objects in Python

Once again, a simple code would be the best way to depict what immutable stands for. Hence, let us discuss the below code step-by-step:

#Creating a Tuple which contains English name of weekdays

weekdays = ‘Sunday’, ‘Monday’, ‘Tuesday’, ‘Wednesday’, ‘Thursday’, ‘Friday’, ‘Saturday’

# Printing the elements of tuple weekdays

print(weekdays)

Output [1]:  (‘Sunday’, ‘Monday’, ‘Tuesday’, ‘Wednesday’, ‘Thursday’, ‘Friday’, ‘Saturday’)

#Printing the location of the object created in the memory address in hexadecimal format

print(hex(id(weekdays)))

Output [2]: 0x1691cc35090

#tuples are immutable, so you cannot add new elements, hence, using merge of tuples with the # + operator to add a new imaginary day in the tuple ‘weekdays’

weekdays  +=  ‘Pythonday’,

#Printing the elements of tuple weekdays

print(weekdays)

Output [3]: (‘Sunday’, ‘Monday’, ‘Tuesday’, ‘Wednesday’, ‘Thursday’, ‘Friday’, ‘Saturday’, ‘Pythonday’)

#Printing the location of the object created in the memory address in hexadecimal format

print(hex(id(weekdays)))

Output [4]: 0x1691cc8ad68

This above example shows that we were able to use the same variable name that is referencing an object which is a type of tuple with seven elements in it. However, the ID or the memory location of the old & new tuple is not the same. We were not able to change the internal state of the object ‘weekdays’. The Python program manager created a new object in the memory address and the variable name ‘weekdays’ started referencing the new object with eight elements in it.  Hence, we can say that the object which is a type of tuple with reference variable name ‘weekdays’ is an IMMUTABLE OBJECT.

Also Read: Understanding the Exploratory Data Analysis (EDA) in Python

Where can you use mutable and immutable objects:

Mutable objects can be used where you want to allow for any updates. For example, you have a list of employee names in your organizations, and that needs to be updated every time a new member is hired. You can create a mutable list, and it can be updated easily.

Immutability offers a lot of useful applications to different sensitive tasks we do in a network centred environment where we allow for parallel processing. By creating immutable objects, you seal the values and ensure that no threads can invoke overwrite/update to your data. This is also useful in situations where you would like to write a piece of code that cannot be modified. For example, a debug code that attempts to find the value of an immutable object.

Watch outs:  Non transitive nature of Immutability:

OK! Now we do understand what mutable & immutable objects in Python are. Let’s go ahead and discuss the combination of these two and explore the possibilities. Let’s discuss, as to how will it behave if you have an immutable object which contains the mutable object(s)? Or vice versa? Let us again use a code to understand this behaviour–

#creating a tuple (immutable object) which contains 2 lists(mutable) as it’s elements

#The elements (lists) contains the name, age & gender 

person = (['Ayaan', 5, 'Male'], ['Aaradhya', 8, 'Female'])

#printing the tuple

print(person)

Output [1]: (['Ayaan', 5, 'Male'], ['Aaradhya', 8, 'Female'])

#printing the location of the object created in the memory address in hexadecimal format

print(hex(id(person)))

Output [2]: 0x1691ef47f88

#Changing the age for the 1st element. Selecting 1st element of tuple by using indexing [0] then 2nd element of the list by using indexing [1] and assigning a new value for age as 4

person[0][1] = 4

#printing the updated tuple

print(person)

Output [3]: (['Ayaan', 4, 'Male'], ['Aaradhya', 8, 'Female'])

#printing the location of the object created in the memory address in hexadecimal format

print(hex(id(person)))

Output [4]: 0x1691ef47f88

In the above code, you can see that the object ‘person’ is immutable since it is a type of tuple. However, it has two lists as it’s elements, and we can change the state of lists (lists being mutable). So, here we did not change the object reference inside the Tuple, but the referenced object was mutated.

Also Read: Real-Time Object Detection Using TensorFlow

Same way, let’s explore how it will behave if you have a mutable object which contains an immutable object? Let us again use a code to understand the behaviour–

#creating a list (mutable object) which contains tuples(immutable) as it’s elements

list1 = [(1, 2, 3), (4, 5, 6)]

#printing the list

print(list1)

Output [1]: [(1, 2, 3), (4, 5, 6)]

#printing the location of the object created in the memory address in hexadecimal format

print(hex(id(list1)))

Output [2]: 0x1691d5b13c8	

#changing object reference at index 0

list1[0] = (7, 8, 9)

#printing the list

Output [3]: [(7, 8, 9), (4, 5, 6)]

#printing the location of the object created in the memory address in hexadecimal format

print(hex(id(list1)))

Output [4]: 0x1691d5b13c8

As an individual, it completely depends upon you and your requirements as to what kind of data structure you would like to create with a combination of mutable & immutable objects. I hope that this information will help you while deciding the type of object you would like to select going forward.

Before I end our discussion on IMMUTABILITY, allow me to use the word ‘CAVITE’ when we discuss the String and Integers. There is an exception, and you may see some surprising results while checking the truthiness for immutability. For instance:
#creating an object of integer type with value 10 and reference variable name ‘x’ 

x = 10
 

#printing the value of ‘x’

print(x)

Output [1]: 10

#Printing the location of the object created in the memory address in hexadecimal format

print(hex(id(x)))

Output [2]: 0x538fb560

#creating an object of integer type with value 10 and reference variable name ‘y’

y = 10

#printing the value of ‘y’

print(y)

Output [3]: 10

#Printing the location of the object created in the memory address in hexadecimal format

print(hex(id(y)))

Output [4]: 0x538fb560

As per our discussion and understanding, so far, the memory address for x & y should have been different, since, 10 is an instance of Integer class which is immutable. However, as shown in the above code, it has the same memory address. This is not something that we expected. It seems that what we have understood and discussed, has an exception as well.

Quick checkPython Data Structures

Immutability of Tuple

Tuples are immutable and hence cannot have any changes in them once they are created in Python. This is because they support the same sequence operations as strings. We all know that strings are immutable. The index operator will select an element from a tuple just like in a string. Hence, they are immutable.

Exceptions in immutability

Like all, there are exceptions in the immutability in python too. Not all immutable objects are really mutable. This will lead to a lot of doubts in your mind. Let us just take an example to understand this.

Consider a tuple ‘tup’.

Now, if we consider tuple tup = (‘GreatLearning’,[4,3,1,2]) ;

We see that the tuple has elements of different data types. The first element here is a string which as we all know is immutable in nature. The second element is a list which we all know is mutable. Now, we all know that the tuple itself is an immutable data type. It cannot change its contents. But, the list inside it can change its contents. So, the value of the Immutable objects cannot be changed but its constituent objects can. change its value.

FAQs

1. Difference between mutable vs immutable in Python?

Mutable ObjectImmutable Object
State of the object can be modified after it is created.State of the object can’t be modified once it is created.
They are not thread safe.They are thread safe
Mutable classes are not final.It is important to make the class final before creating an immutable object.

2. What are the mutable and immutable data types in Python?

  • Some mutable data types in Python are:

list, dictionary, set, user-defined classes.

  • Some immutable data types are: 

int, float, decimal, bool, string, tuple, range.

3. Are lists mutable in Python?

Lists in Python are mutable data types as the elements of the list can be modified, individual elements can be replaced, and the order of elements can be changed even after the list has been created.
(Examples related to lists have been discussed earlier in this blog.)

4. Why are tuples called immutable types?

Tuple and list data structures are very similar, but one big difference between the data types is that lists are mutable, whereas tuples are immutable. The reason for the tuple’s immutability is that once the elements are added to the tuple and the tuple has been created; it remains unchanged.

A programmer would always prefer building a code that can be reused instead of making the whole data object again. Still, even though tuples are immutable, like lists, they can contain any Python object, including mutable objects.

5. Are sets mutable in Python?

A set is an iterable unordered collection of data type which can be used to perform mathematical operations (like union, intersection, difference etc.). Every element in a set is unique and immutable, i.e. no duplicate values should be there, and the values can’t be changed. However, we can add or remove items from the set as the set itself is mutable.

6. Are strings mutable in Python?

Strings are not mutable in Python. Strings are a immutable data types which means that its value cannot be updated.

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Original article source at: https://www.mygreatlearning.com

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