Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Python 3 Object-Oriented Programming - Second Edition

You're reading from   Python 3 Object-Oriented Programming - Second Edition Building robust and maintainable software with object oriented design patterns in Python

Arrow left icon
Product type Paperback
Published in Aug 2015
Publisher Packt
ISBN-13 9781784398781
Length 460 pages
Edition 1st Edition
Languages
Arrow right icon
Author (1):
Arrow left icon
Dusty Phillips Dusty Phillips
Author Profile Icon Dusty Phillips
Dusty Phillips
Arrow right icon
View More author details
Toc

Table of Contents (15) Chapters Close

Preface 1. Object-oriented Design FREE CHAPTER 2. Objects in Python 3. When Objects Are Alike 4. Expecting the Unexpected 5. When to Use Object-oriented Programming 6. Python Data Structures 7. Python Object-oriented Shortcuts 8. Strings and Serialization 9. The Iterator Pattern 10. Python Design Patterns I 11. Python Design Patterns II 12. Testing Object-oriented Programs 13. Concurrency Index

Specifying attributes and behaviors

We now have a grasp of some basic object-oriented terminology. Objects are instances of classes that can be associated with each other. An object instance is a specific object with its own set of data and behaviors; a specific orange on the table in front of us is said to be an instance of the general class of oranges. That's simple enough, but what are these data and behaviors that are associated with each object?

Data describes objects

Let's start with data. Data typically represents the individual characteristics of a certain object. A class can define specific sets of characteristics that are shared by all objects of that class. Any specific object can have different data values for the given characteristics. For example, our three oranges on the table (if we haven't eaten any) could each weigh a different amount. The orange class could then have a weight attribute. All instances of the orange class have a weight attribute, but each orange has a different value for this attribute. Attributes don't have to be unique, though; any two oranges may weigh the same amount. As a more realistic example, two objects representing different customers might have the same value for a first name attribute.

Attributes are frequently referred to as members or properties. Some authors suggest that the terms have different meanings, usually that attributes are settable, while properties are read-only. In Python, the concept of "read-only" is rather pointless, so throughout this book, we'll see the two terms used interchangeably. In addition, as we'll discuss in Chapter 5, When to Use Object-oriented Programming, the property keyword has a special meaning in Python for a particular kind of attribute.

Data describes objects

In our fruit inventory application, the fruit farmer may want to know what orchard the orange came from, when it was picked, and how much it weighs. They might also want to keep track of where each basket is stored. Apples might have a color attribute, and barrels might come in different sizes. Some of these properties may also belong to multiple classes (we may want to know when apples are picked, too), but for this first example, let's just add a few different attributes to our class diagram:

Data describes objects

Depending on how detailed our design needs to be, we can also specify the type for each attribute. Attribute types are often primitives that are standard to most programming languages, such as integer, floating-point number, string, byte, or Boolean. However, they can also represent data structures such as lists, trees, or graphs, or most notably, other classes. This is one area where the design stage can overlap with the programming stage. The various primitives or objects available in one programming language may be somewhat different from what is available in other languages.

Usually, we don't need to be overly concerned with data types at the design stage, as implementation-specific details are chosen during the programming stage. Generic names are normally sufficient for design. If our design calls for a list container type, the Java programmers can choose to use a LinkedList or an ArrayList when implementing it, while the Python programmers (that's us!) can choose between the list built-in and a tuple.

In our fruit-farming example so far, our attributes are all basic primitives. However, there are some implicit attributes that we can make explicit—the associations. For a given orange, we might have an attribute containing the basket that holds that orange.

Behaviors are actions

Now, we know what data is, but what are behaviors? Behaviors are actions that can occur on an object. The behaviors that can be performed on a specific class of objects are called methods. At the programming level, methods are like functions in structured programming, but they magically have access to all the data associated with this object. Like functions, methods can also accept parameters and return values.

Parameters to a method are a list of objects that need to be passed into the method that is being called (the objects that are passed in from the calling object are usually referred to as arguments). These objects are used by the method to perform whatever behavior or task it is meant to do. Returned values are the results of that task.

We've stretched our "comparing apples and oranges" example into a basic (if far-fetched) inventory application. Let's stretch it a little further and see if it breaks. One action that can be associated with oranges is the pick action. If you think about implementation, pick would place the orange in a basket by updating the basket attribute of the orange, and by adding the orange to the oranges list on the Basket. So, pick needs to know what basket it is dealing with. We do this by giving the pick method a basket parameter. Since our fruit farmer also sells juice, we can add a squeeze method to Orange. When squeezed, squeeze might return the amount of juice retrieved, while also removing the Orange from the basket it was in.

Basket can have a sell action. When a basket is sold, our inventory system might update some data on as-yet unspecified objects for accounting and profit calculations. Alternatively, our basket of oranges might go bad before we can sell them, so we add a discard method. Let's add these methods to our diagram:

Behaviors are actions

Adding models and methods to individual objects allows us to create a system of interacting objects. Each object in the system is a member of a certain class. These classes specify what types of data the object can hold and what methods can be invoked on it. The data in each object can be in a different state from other objects of the same class, and each object may react to method calls differently because of the differences in state.

Object-oriented analysis and design is all about figuring out what those objects are and how they should interact. The next section describes principles that can be used to make those interactions as simple and intuitive as possible.

You have been reading a chapter from
Python 3 Object-Oriented Programming - Second Edition
Published in: Aug 2015
Publisher: Packt
ISBN-13: 9781784398781
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime