Book Image

Learning Object-Oriented Programming

By : Gaston C. Hillar
Book Image

Learning Object-Oriented Programming

By: Gaston C. Hillar

Overview of this book

Table of Contents (16 chapters)
Learning Object-Oriented Programming
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
Index

Preface

Object-oriented programming, also known as OOP, is a required skill in absolutely any modern software developer job. It makes a lot of sense because object-oriented programming allows you to maximize code reuse and minimize the maintenance costs. However, learning object-oriented programming is challenging because it includes too many abstract concepts that require real-life examples to make it easy to understand. In addition, object-oriented code that doesn't follow best practices can easily become a maintenance nightmare.

Nowadays, you need to work with more than one programming language at the same time to develop applications. For example, a modern Internet of Things project may require the Python code running on a board and a combination of C#, JavaScript, and HTML code to develop both the web and mobile apps that allow users to control the Internet of Things device. Thus, learning object-oriented programming for a single programming language is usually not enough.

This book allows you to develop high-quality reusable object-oriented code in Python, JavaScript, and C#. You will learn the object-oriented programming principles and how they are or will be used in each of the three covered programming languages. You will also learn how to capture objects from real-world elements and create object-oriented code that represents them. This book will help you understand the different approaches of Python, JavaScript, and C# toward object-oriented code. You will maximize code reuse in the three programming languages and reduce maintenance costs. Your code will become easy to understand and it will work with representations of real-life elements.

What this book covers

Chapter 1, Objects Everywhere, covers the principles of object-oriented paradigms and some of the differences in the approaches toward object-oriented code in each of the three covered programming languages: Python, JavaScript, and C#. You will understand how real-world objects can become part of fundamental elements in the code.

Chapter 2, Classes and Instances, tells you how to generate blueprints in order to create objects. You will understand the difference between classes, prototypes, and instances in object-oriented programming.

Chapter 3, Encapsulation of Data, teaches you how to organize data in the blueprints that generate objects. You will understand the different members of a class, learn the difference between mutability and immutability, and customize methods and fields to protect them against undesired access.

Chapter 4, Inheritance and Specialization, explores how to create a hierarchy of blueprints that generate objects. We will take advantage of inheritance and many related features to specialize behavior.

Chapter 5, Interfaces, Multiple Inheritance, and Composition, works with more complex scenarios in which we have to use instances that belong to more than one blueprint. We will use the different features included in each of the three covered programming languages to code an application that requires the combination of multiple blueprints in a single instance.

Chapter 6, Duck Typing and Generics, covers how to maximize code reuse by writing code capable of working with objects of different types. In this chapter, you will learn parametric polymorphism, generics, and duck typing.

Chapter 7, Organization of Object-Oriented Code, provides information on how to write code for a complex application that requires dozens of classes, interfaces, and constructor functions according to the programing language that you use. It will help you understand the importance of organizing object-oriented code and think about the best solution to organize object-oriented code.

Chapter 8, Taking Full Advantage of Object-Oriented Programming, talks about how to refactor existing code to take advantage of all the object-oriented programming techniques that you learned so far. The difference between writing object-oriented code from scratch and refactoring existing code is explained in this chapter. It will also help you prepare object-oriented code for future requirements.

What you need for this book

You will need a computer with at least an Intel Core i3 CPU or equivalent with 4 GB RAM, running on Windows 7 or a higher version, Mac OS X Mountain Lion or a higher version, or any Linux version that is capable of running Python 3.4, and a browser with JavaScript support.

You will need Python 3.4.3 installed on your computer. You can work with your favorite editor or use any Python IDE that is compatible with the mentioned Python version.

In order to work with the C# examples, you will need Visual Studio 2015 or 2013. You can use the free Express editions to run all the examples. If you aren't working on Windows, you can use Xamarin Studio 5.5 or higher.

In order to work with the JavaScript examples, you will need web browsers such as Chrome 40.x or higher, Firefox 37.x or higher, Safari 8.x or higher, Internet Explorer 10 or higher that provides a JavaScript console.

Who this book is for

If you're a Python, JavaScript, or C# developer and want to learn the basics of object-oriented programming with real-world examples, this book is for you.

Conventions

In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.

Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: "We can use a rectangle class as a blueprint to generate the four different rectangle instances."

A block of code is set as follows:

function calculateArea(width, height) {
  return new Rectangle(width, height).calculateArea();
}

calculateArea(143, 187);

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

function Mammal() {}
Mammal.prototype = new Animal();
Mammal.prototype.constructor = Mammal;
Mammal.prototype.isPregnant = false;
Mammal.prototype.pairsOfEyes = 1;

Any command-line input or output is written as follows:

Rectangle {width: 293, height: 117}
Rectangle {width: 293, height: 137}

New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: "The following line prints "System.Object" as a result in the Immediate Window in the IDE."

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

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