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Modern Python Cookbook

You're reading from   Modern Python Cookbook 130+ updated recipes for modern Python 3.12 with new techniques and tools

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Product type Paperback
Published in Jul 2024
Publisher Packt
ISBN-13 9781835466384
Length 818 pages
Edition 3rd Edition
Languages
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Author (1):
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Steven F. Lott Steven F. Lott
Author Profile Icon Steven F. Lott
Steven F. Lott
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Toc

Table of Contents (20) Chapters Close

Preface 1. Chapter 1 Numbers, Strings, and Tuples FREE CHAPTER 2. Chapter 2 Statements and Syntax 3. Chapter 3 Function Definitions 4. Chapter 4 Built-In Data Structures Part 1: Lists and Sets 5. Chapter 5 Built-In Data Structures Part 2: Dictionaries 6. Chapter 6 User Inputs and Outputs 7. Chapter 7 Basics of Classes and Objects 8. Chapter 8 More Advanced Class Design 9. Chapter 9 Functional Programming Features 10. Chapter 10 Working with Type Matching and Annotations 11. Chapter 11 Input/Output, Physical Format, and Logical Layout 12. Chapter 12 Graphics and Visualization with Jupyter Lab 13. Chapter 13 Application Integration: Configuration 14. Chapter 14 Application Integration: Combination 15. Chapter 15 Testing 16. Chapter 16 Dependencies and Virtual Environments 17. Chapter 17 Documentation and Style 18. Other Books You May Enjoy
19. Index

7
Basics of Classes and Objects

The point of computing is to process data. We often encapsulate the processing and the data into a single definition. We can organize objects into classes with a common collection of attributes to define their internal state and common behavior. Each instance of a class is a distinct object with unique internal state and behavior.

This concept of state and behavior applies particularly well to the way games work. When building something like an interactive game, the user’s actions update the game state. Each of the player’s possible actions is a method to change the state of the game. In many games this leads to a lot of animation to show the transition from state to state. In a single-player arcade-style game, the enemies or opponents will often be separate objects, each with an internal state that changes based on other enemy actions and the player’s actions.

On the other hand, if we consider a card or dice game...

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