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Python 3 Object-Oriented Programming
Python 3 Object-Oriented Programming

Python 3 Object-Oriented Programming: Build robust and maintainable software with object-oriented design patterns in Python 3.8 , Third Edition

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Python 3 Object-Oriented Programming

Object-Oriented Design

In software development, design is often considered as the step done before programming. This isn't true; in reality, analysis, programming, and design tend to overlap, combine, and interweave. In this chapter, we will cover the following topics:

  • What object-oriented means
  • The difference between object-oriented design and object-oriented programming
  • The basic principles of object-oriented design
  • Basic Unified Modeling Language (UML) and when it isn't evil

Introducing object-oriented

Everyone knows what an object is: a tangible thing that we can sense, feel, and manipulate. The earliest objects we interact with are typically baby toys. Wooden blocks, plastic shapes, and over-sized puzzle pieces are common first objects. Babies learn quickly that certain objects do certain things: bells ring, buttons are pressed, and levers are pulled.

The definition of an object in software development is not terribly different. Software objects may not be tangible things that you can pick up, sense, or feel, but they are models of something that can do certain things and have certain things done to them. Formally, an object is a collection of data and associated behaviors.

So, knowing what an object is, what does it mean to be object-oriented? In the dictionary, oriented means directed toward. So object-oriented means functionally directed toward modeling objects. This is one of many techniques used for modeling complex systems. It is defined by describing a collection of interacting objects via their data and behavior.

If you've read any hype, you've probably come across the terms object-oriented analysis, object-oriented design, object-oriented analysis and design, and object-oriented programming. These are all highly related concepts under the general object-oriented umbrella.

In fact, analysis, design, and programming are all stages of software development. Calling them object-oriented simply specifies what level of software development is being pursued.

Object-oriented analysis (OOA) is the process of looking at a problem, system, or task (that somebody wants to turn into an application) and identifying the objects and interactions between those objects. The analysis stage is all about what needs to be done.

The output of the analysis stage is a set of requirements. If we were to complete the analysis stage in one step, we would have turned a task, such as I need a website, into a set of requirements.  As an example, here or some requirements as to what a website visitor might need to do (italic represents actions, bold represents objects):

  • Review our history
  • Apply for jobs
  • Browse, compare, and order products

In some ways, analysis is a misnomer. The baby we discussed earlier doesn't analyze the blocks and puzzle pieces. Instead, she explores her environment, manipulates shapes, and sees where they might fit. A better turn of phrase might be object-oriented exploration. In software development, the initial stages of analysis include interviewing customers, studying their processes, and eliminating possibilities.

Object-oriented design (OOD) is the process of converting such requirements into an implementation specification. The designer must name the objects, define the behaviors, and formally specify which objects can activate specific behaviors on other objects. The design stage is all about how things should be done.

The output of the design stage is an implementation specification. If we were to complete the design stage in a single step, we would have turned the requirements defined during object-oriented analysis into a set of classes and interfaces that could be implemented in (ideally) any object-oriented programming language.

Object-oriented programming (OOP) is the process of converting this perfectly-defined design into a working program that does exactly what the CEO originally requested.

Yeah, right! It would be lovely if the world met this ideal and we could follow these stages one by one, in perfect order, like all the old textbooks told us to. As usual, the real world is much murkier. No matter how hard we try to separate these stages, we'll always find things that need further analysis while we're designing. When we're programming, we find features that need clarification in the design.

Most twenty-first century development happens in an iterative development model. In iterative development, a small part of the task is modeled, designed, and programmed, and then the program is reviewed and expanded to improve each feature and include new features in a series of short development cycles.

The rest of this book is about object-oriented programming, but in this chapter, we will cover the basic object-oriented principles in the context of design. This allows us to understand these (rather simple) concepts without having to argue with software syntax or Python tracebacks.

Objects and classes

So, an object is a collection of data with associated behaviors. How do we differentiate between types of objects? Apples and oranges are both objects, but it is a common adage that they cannot be compared. Apples and oranges aren't modeled very often in computer programming, but let's pretend we're doing an inventory application for a fruit farm. To facilitate the example, we can assume that apples go in barrels and oranges go in baskets.

Now, we have four kinds of objects: apples, oranges, baskets, and barrels. In object-oriented modeling, the term used for a kind of object is class. So, in technical terms, we now have four classes of objects.

It's important to understand the difference between an object and a class. Classes describe objects. They are like blueprints for creating an object. You might have three oranges sitting on the table in front of you. Each orange is a distinct object, but all three have the attributes and behaviors associated with one class: the general class of oranges.

The relationship between the four classes of objects in our inventory system can be described using a Unified Modeling Language (invariably referred to as UML, because three-letter acronyms never go out of style) class diagram. Here is our first class diagram:

This diagram shows that an Orange is somehow associated with a Basket and that an Apple is also somehow associated with a Barrel. Association is the most basic way for two classes to be related.

UML is very popular among managers, and occasionally disparaged by programmers. The syntax of a UML diagram is generally pretty obvious; you don't have to read a tutorial to (mostly) understand what is going on when you see one. UML is also fairly easy to draw, and quite intuitive. After all, many people, when describing classes and their relationships, will naturally draw boxes with lines between them. Having a standard based on these intuitive diagrams makes it easy for programmers to communicate with designers, managers, and each other.

However, some programmers think UML is a waste of time. Citing iterative development, they will argue that formal specifications done up in fancy UML diagrams are going to be redundant before they're implemented, and that maintaining these formal diagrams will only waste time and not benefit anyone.

Depending on the corporate structure involved, this may or may not be true. However, every programming team consisting of more than one person will occasionally have to sit down and hash out the details of the subsystem it is currently working on. UML is extremely useful in these brainstorming sessions for quick and easy communication. Even those organizations that scoff at formal class diagrams tend to use some informal version of UML in their design meetings or team discussions.

Furthermore, the most important person you will ever have to communicate with is yourself. We all think we can remember the design decisions we've made, but there will always be the Why did I do that? moments hiding in our future. If we keep the scraps of papers we did our initial diagramming on when we started a design, we'll eventually find them a useful reference.

This chapter, however, is not meant to be a tutorial on UML. There are many of those available on the internet, as well as numerous books on the topic. UML covers far more than class and object diagrams; it also has a syntax for use cases, deployment, state changes, and activities. We'll be dealing with some common class diagram syntax in this discussion of object-oriented design. You can pick up the structure by example, and you'll subconsciously choose the UML-inspired syntax in your own team or personal design sessions.

Our initial diagram, while correct, does not remind us that apples go in barrels or how many barrels a single apple can go in. It only tells us that apples are somehow associated with barrels. The association between classes is often obvious and needs no further explanation, but we have the option to add further clarification as needed.

The beauty of UML is that most things are optional. We only need to specify as much information in a diagram as makes sense for the current situation. In a quick whiteboard session, we might just quickly draw lines between boxes. In a formal document, we might go into more detail. In the case of apples and barrels, we can be fairly confident that the association is many apples go in one barrel, but just to make sure nobody confuses it with one apple spoils one barrel, we can enhance the diagram as shown:

This diagram tells us that oranges go in baskets, with a little arrow showing what goes in what. It also tells us the number of that object that can be used in the association on both sides of the relationship. One Basket can hold many (represented by a *) Orange objects. Any one Orange can go in exactly one Basket. This number is referred to as the multiplicity of the object. You may also hear it described as the cardinality. These are actually slightly distinct terms. Cardinality refers to the actual number of items in the set, whereas multiplicity specifies how small or how large the set could be.

I sometimes forget which end of the relationship line is supposed to have which multiplicity number. The multiplicity nearest to a class is the number of objects of that class that can be associated with any one object at the other end of the association. For the apple goes in barrel association, reading from left to right, many instances of the Apple class (that is many Apple objects) can go in any one Barrel. Reading from right to left, exactly one Barrel can be associated with any one Apple.

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 let's dive into the meaning of those two words, data and behaviors.

Data describes objects

Let's start with data. Data represents the individual characteristics of a certain object. A class can define specific sets of characteristics that are shared by all objects from that class. Any specific object can have different data values for the given characteristics. For example, the three oranges on our table (if we haven't eaten any) could each weigh a different amount. The orange class could have a weight attribute to represent that datum. 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.

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:

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 different from what is available in another:

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, Java programmers can choose to use a LinkedList or an ArrayList when implementing it, while Python programmers (that's us!) might 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 referring to the basket that holds that orange.

Behaviors are actions

Now that we know what data is, the last undefined term is behaviors. Behaviors are actions that can occur on an object. The behaviors that can be performed on a specific class of object 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.

A method's parameters are provided to it as a list of objects that need to be passed into that method. The actual object instances that are passed into a method during a specific invocation 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 whether it breaks. One action that can be associated with oranges is the pick action. If you think about implementation, pick would need to do two things:

  • Place the orange in a basket by updating the Basket attribute of the orange
  • Add the orange to the Orange list on the given 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 the Orange class. When called, the squeeze method might return the amount of juice retrieved, while also removing the Orange from the Basket it was in.

The class 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:

Adding attributes 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 instances of the same class; 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.

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Key benefits

  • In-depth analysis of many common object-oriented design patterns that are more suitable to Python's unique style
  • Learn the latest Python syntax and libraries
  • Explore abstract design patterns and implement them in Python 3.8

Description

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. This third edition of Python 3 Object-Oriented Programming fully explains classes, data encapsulation, and exceptions with an emphasis on when you can use each principle to develop well-designed software. Starting with a detailed analysis of object-oriented programming, you will use the Python programming language to clearly grasp key concepts from the object-oriented paradigm. You will learn how to create maintainable applications by studying higher level design patterns. The book will show you the complexities of string and file manipulation, and how Python distinguishes between binary and textual data. Not one, but two very powerful automated testing systems, unittest and pytest, will be introduced in this book. You'll get a comprehensive introduction to Python's concurrent programming ecosystem. By the end of the book, you will have thoroughly learned object-oriented principles using Python syntax and be able to create robust and reliable programs confidently.

Who is this book for?

If you're new to object-oriented programming techniques, or if you have basic Python skills and wish to learn in depth how and when to correctly apply OOP in Python, this is the book for you. If you are an object-oriented programmer for other languages or seeking a leg up in the new world of Python 3.8, you too will find this book a useful introduction to Python. Previous experience with Python 3 is not necessary.

What you will learn

  • Implement objects in Python by creating classes and defining methods
  • Grasp common concurrency techniques and pitfalls in Python 3
  • Extend class functionality using inheritance
  • Understand when to use object-oriented features, and more importantly when not to use them
  • Discover what design patterns are and why they are different in Python
  • Uncover the simplicity of unit testing and why it s so important in Python
  • Explore concurrent object-oriented programming

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Table of Contents

14 Chapters
Object-Oriented Design Chevron down icon Chevron up icon
Objects in Python Chevron down icon Chevron up icon
When Objects Are Alike Chevron down icon Chevron up icon
Expecting the Unexpected Chevron down icon Chevron up icon
When to Use Object-Oriented Programming Chevron down icon Chevron up icon
Python Data Structures Chevron down icon Chevron up icon
Python Object-Oriented Shortcuts Chevron down icon Chevron up icon
Strings and Serialization Chevron down icon Chevron up icon
The Iterator Pattern Chevron down icon Chevron up icon
Python Design Patterns I Chevron down icon Chevron up icon
Python Design Patterns II Chevron down icon Chevron up icon
Testing Object-Oriented Programs Chevron down icon Chevron up icon
Concurrency Chevron down icon Chevron up icon
Other Books You May Enjoy Chevron down icon Chevron up icon

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David Nov 19, 2019
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Any developer interested in OOP by Python should read this book before learning other topics by Python; strongly recommended.
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Wilfried Feb 06, 2019
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Das Buch stellt keine Einführung in Python dar, sondern erwartet vom Leser schon einige Python Programm geschrieben zu haben. Dabei wird das Hauptaugenmerk darauf gelegt, besser verständliche und wartbare Programme zu schreiben durch den Einsatz der Konzepte der Objekt Orientierter Programmierung (OOP).In den ersten Kapiteln, die zunächst keinen Bezug zur Sprache Python haben, werden auch Objekt Orientiertes Analyse und Objekt Orientiertes Design, sowie die a Unified Modeling Language (UML) Sprache nicht ausgelassen.Der Rest des Buches behandelt die Themen immer anhand der Implementierung in Python. Hier werden aber auch die Grenzen des sinnvollen Einsatzes von OOP aufgezeigt und Alternativen erwähnt, wie zum Beispiel im Kapitel 8 die regulären Ausdrücke.Jedes Kapitel enthält viele Programmbeispiele und eine größere Fall Studie, die detailliert besprochen wird.Das Buch ist sehr konsequent und sinnvoll aufgebaut.
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Beth Jun 04, 2020
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I have been working with Python three for a couple of years now in data analysis, but lacked complete mastery in a software sense. This book is the perfect solution . It has helped me learn what I needed to know grow my career! Solid foundation of object oriented programming that is simple to understand and deploy.
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gopi Apr 26, 2023
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I tried to learn Python by watching videos on YouTube and looking up information online. However, I found myself feeling lost when it came to understanding functions, for loops, tuples, lists, and other topics. because was unable to connect the dots between everything. This ebook provides a clear summary of each topic related to Python. for eg: if you are reading for loops then you will see a table that outline commonly used variables within for loops, among other helpful information.
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Arghyadeep Pradhan Apr 03, 2023
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It's a good product
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