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You can give these arguments any argument names you like.When writing a short play, you will have no time to ‘set up’ the story. The first argument of structure should be an R object or set of values, and the remaining arguments should be named attributes for structure to add to the object. structure creates an object with a set of attributes. You can also generate a prize and set its attributes in one step with the structure function. We can work on tidying up the display in a minute: play() The results may not look pretty, but the symbols stick with the prize when we copy it to a new object. Now play returns both the prize and the symbols associated with the prize.
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play can then return the enhanced version of the output: You can create a new version of play by capturing the output of score(symbols) and assigning an attribute to it. For example, R will ignore the symbols attribute of one_play as you manipulate one_play: one_play + 1 R will generally ignore an object’s attributes unless you give them a name that an R function looks for, like names or class. However, if the attribute changes the vector’s class, R may display all of the information in the vector in a new way (as we saw with POSIXct objects): one_play If you give an attribute to an atomic vector, like one_play, R will usually display the attribute beneath the vector’s values. To look up the value of any attribute, give attr an R object and the name of the attribute you would like to look up: attr(one_play, "symbols") Let’s give one_play an attribute named symbols that contains a vector of character strings: attr(one_play, "symbols") <- c( "B", "0", "B") To give the R object an attribute of the specified name, save a value to the output of attr. Let’s see how this works with one_play, the result of playing our slot machine one time: one_play <- play()Īttr takes two arguments: an R object and the name of an attribute (as a character string). You can add any general attribute to an object with attr you can also use attr to look up the value of any attribute of an object. The only time R will complain is when a function needs to find an attribute and it is not there.
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It will let you add any attributes that you like to an object (and then it will usually ignore them). R is very laissez faire when it comes to attributes. Or to give an object a new attribute altogether: levels(deck) <- c( "level 1", "level 2", "level 3") Or to change an attribute’s value: row.names(deck) <- 101 : 152 You can use any of these functions to retrieve an attribute’s value: row.names(deck) However, R also has row.names, levels, and many other attribute-based helper functions. You’ve already met the names, dim, and class functions, which each work with an eponymously named attribute. R comes with many helper functions that let you set and access the most common attributes used in R. If you run attribute on the deck data frame that you created in Project 2: Playing Cards, you will see: attributes(deck) You can see an object’s attributes with attribute. Data frames also store their class, "ame", as an attribute. For example, a data frame stores its row and column names as attributes. Attributes do not affect the values of the object, but stick to the object as a type of metadata that R can use to handle the object.
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In Attributes, you learned that many R objects come with attributes, pieces of extra information that are given a name and appended to the object.