Book Image

Learning Python Application Development

By : Ninad Sathaye
Book Image

Learning Python Application Development

By: Ninad Sathaye

Overview of this book

Python is one of the most widely used dynamic programming languages, supported by a rich set of libraries and frameworks that enable rapid development. But fast paced development often comes with its own baggage that could bring down the quality, performance, and extensibility of an application. This book will show you ways to handle such problems and write better Python applications. From the basics of simple command-line applications, develop your skills all the way to designing efficient and advanced Python apps. Guided by a light-hearted fantasy learning theme, overcome the real-world problems of complex Python development with practical solutions. Beginning with a focus on robustness, packaging, and releasing application code, you’ll move on to focus on improving application lifetime by making code extensible, reusable, and readable. Get to grips with Python refactoring, design patterns and best practices. Techniques to identify the bottlenecks and improve performance are covered in a series of chapters devoted to performance, before closing with a look at developing Python GUIs.
Table of Contents (18 chapters)
Learning Python Application Development
Credits
Disclaimers
About the Author
About the Reviewer
www.PacktPub.com
Preface
Index

Strategy pattern


A strategy design pattern is a behavioral pattern that is used to represent a family of algorithms. An algorithm within such a family is represented as a strategy object. The pattern enables easy switching between different strategies (algorithms) of a particular family. This is generally useful when you want to switch to a different strategy at runtime. We will revisit this definition towards the end of the discussion on strategy pattern.

Strategy scenario – The jump feature

There is a high priority feature request. Rather, it is a complaint. The users just hate the movement restriction imposed by the fence. Now even Sir Foo has joined the protest...

Rather than removing the fence from the scenario, how about a new feature that enables units to jump over the fence or any similar obstacle?

You have introduced a new method, jump(), in the superclass AbstractGameUnit. All the classes inherit this method, as shown in the following class diagram:

The fence no longer prevents...