Book Image

Python Object-Oriented Programming - Fourth Edition

By : Steven F. Lott, Dusty Phillips
2 (1)
Book Image

Python Object-Oriented Programming - Fourth Edition

2 (1)
By: Steven F. Lott, Dusty Phillips

Overview of this book

Object-oriented programming (OOP) is a popular design paradigm in which data and behaviors are encapsulated in such a way that they can be manipulated together. Python Object-Oriented Programming, Fourth Edition dives deep into the various aspects of OOP, Python as an OOP language, common and advanced design patterns, and hands-on data manipulation and testing of more complex OOP systems. These concepts are consolidated by open-ended exercises, as well as a real-world case study at the end of every chapter, newly written for this edition. All example code is now compatible with Python 3.9+ syntax and has been updated with type hints for ease of learning. Steven and Dusty provide a comprehensive, illustrative tour of important OOP concepts, such as inheritance, composition, and polymorphism, and explain how they work together with Python’s classes and data structures to facilitate good design. In addition, the book also features an in-depth look at Python’s exception handling and how functional programming intersects with OOP. Two very powerful automated testing systems, unittest and pytest, are introduced. The final chapter provides a detailed discussion of Python's concurrent programming ecosystem. By the end of the book, you will have a thorough understanding of how to think about and apply object-oriented principles using Python syntax and be able to confidently create robust and reliable programs.
Table of Contents (17 chapters)
15
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16
Index

Recall

Often, we'll spot really good ideas that are repeated; the repetition can form a recognizable pattern. Exploiting a pattern-based approach to software design can save the developer from wasting time trying to reinvent something already well understood. In this chapter, we looked at a few more advanced design patterns:

  • An Adapter class is a way to insert an intermediary so a client can make use of an existing class even when the class is not a perfect match. The software adapter parallels the idea of USB hardware adapters between various kinds of devices with various USB interface connectors.
  • The Façade pattern is a way to create a unified interface over a number of objects. The idea parallels the façade of a building that unifies separate floors, rooms, and halls into a single space.
  • We can leverage the Flyweight pattern to implement a kind of lazy initialization. Instead of copying objects, we can design Flyweight classes that share a...