Iterators and Generators

This post is an attempt to explain what iterators and generators are in Python, defend the yield statement, and reveal why a library like SimPy is possible. But first some terminology (that specifically targets my friends who Java). Iteration is a syntactic construct that implements a loop over an iterable object. The for statement provides iteration, the while statement may provide iteration. An iterable object is something that implements the iteration protocol (Java folks, read interface). A generator is a function that produces a sequence of results instead of a single value and is designed to make writing iterable objects easier.


Iterable objects are constructed by the built-in function, iter, which takes an iterable object and returns an iterator. The Python data model allows you to define custom objects that implement double underscore methods related to the built-in functions and operators. Therefore if you implement an object with an __iter__ method, your object can be passed to the iter built-in.

The __iter__ method must return an iterable object, which if it is the same object, can simply return self. Iterable objects must have a next method that is called on every pass of the loop. When iteration is complete, the next method should raise StopIteration. Here is an example of a Dealer iterator that shuffles a deck of cards on iter then deals out cards on each call of next, until there are no more cards left in the deck:

The thing to note here is that the object keeps track of its own state, through it’s own pointer value (the “shoe”). This means that the iterable can be “exhausted” without returning any more data. Try the following and see what happens:

dealer = Dealer()
for card in dealer:
    for card in dealer:
        print card

Note that I also used the shorthand and didn’t call the iter function directly, but let the syntax of the for loop handle it for me. Also note that other built-in functions consume iterables like list which will take the contents of the iterable and store it in memory in a list, or enumerate which will also provide an index of each value in the iterator.


Generators are designed to allow you to easily create iterables without having to deal with the iterator interface. Instead you can create a function that does not return but rather yield values. When the yield keyword is used inside a function, a generator is immediately returned that has a next method. Look how simple our dealer is using a generator function:

def dealer():
    cards = [
        u"{: >2}{}".format(*card)
        for card in zip(FACES * len(SUITS), SUITS * len(FACES))
    for card in cards:
        yield card

The generator allows us to forget about how to implement an iterable, keep track of state, etc. which greatly simplifies the process. You can get access to the generator directly from the function:

dealer_generator = dealer()

Or you can simply loop over the function as we’ve been doing so far:

for card in dealer():
    print card

The yield statement is often mistaken for yielding a value instead of simply returning one. What the generator is actually doing is yielding the execution context back to the caller. Whenever the caller calls next() on the generator, the execution is returned directly to the line where the yield was executed. Consider the following example:

def surround(n):
    for idx in xrange(n):
        print "above {}".format(idx)
        yield idx
        print "below {}".format(idx)

for idx in surround(4):
    print "around {}".format(idx)

You get output that appears as follows:

above 0
around 0
below 0
above 1
around 1
below 1
above 2
around 2
below 2
above 3
around 3
below 3

What is happening here? On the for loop call, a generator is returned, the “above” print statement happens, then control is yielded to the executing context, which prints “around”. That block complete, the loop continues, going to the next cycle, and calls next on the generator, which returns control right after the yield, printing the “below” statement, continuing to the next “above” then yielding, so on and so forth.

SimPy and Context

Generators are incredibly handy for things like comprehensions, memory safe iteration, reading from multiple files simultaneously, and more. However, I want to talk about their ingenious use in the discrete event simulation library, SimPy.

SimPy allows you to create processes which are essentially generators. These processes can run forever, but they must yield events that occur in the simulation. One very important event is the timeout event that allows time to pass in the simulation. So how would we implement a simple SimPy environment using generators? Consider a blinking light generator:

def blinker(env):
    while True:
        print 'Blink at {}!'.format(
        yield 5

The desired effect is that this prints “Blink” every 5 time steps in the simulation (env in this case is just a SimPy environment). The offset allows us to start blinking lights that blink at different times. Note that this while loop doesn’t terminate, so if we just hit go on this thing, even if we manage to wait 5 (however we do that) then this will go forever, how do we cancel it? Moreover, how do we cancel multiple blinking lights?

Basically what we can do is we can simply manage the generators for our simulation and call next on them when appropriate, and if we want to terminate, then simply don’t call their next method. Here is a simple implementation:

from collections import defaultdict

class BlinkerEnvironment(object):

    def __init__(self, blinkers=4): = 0
        self.blinkers = defaultdict(list)
        for idx in xrange(blinkers):
            # schedule blinkers by offset

    def run(self, until=100):
        while < until:

            if in self.blinkers:

                for blinker in self.blinkers.pop(
                    timeout = +

   = min(self.blinkers.keys())

As you can see in this code, the blinkers dictionary is a list of blinkers keyed to the time value that they are supposed to be called again. The environment keeps track of the current timestamp, and initializes 4 blinkers that are offset so that the blinkers aren’t all blinking at the same time.

The run method is passed an until argument, which limits how long the simulation goes on. If the current timestamp is in the blinkers schedule, then we go and fetch all the generators for the now value, then call their next method. We reschedule the blinker based on the timeout number that it yields to us, then we increment now by the next scheduled blink to take place (skipping over time steps that don’t matter is what gives discrete event simulation its desired properties). And voila, we’ve implemented a simple simulation using generators!