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Beschreibung

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.

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Python 3 Object-Oriented ProgrammingThird Edition

 

Build robust and maintainable software with object-oriented design patterns in Python 3.8

 

 

 

 

 

 

 

 

 

Dusty Phillips

 

 

 

 

 

 

 

 

BIRMINGHAM - MUMBAI

Python 3 Object-Oriented Programming Third Edition

Copyright © 2018 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing or its dealers and distributors, will be held liable for any damages caused or alleged to have been caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

Commissioning Editor: Richa TripathiAcquisition Editor: Chaitanya NairContent Development Editor: Rohit Kumar SinghTechnical Editor: Ketan KambleCopy Editor: Safis EditingProject Coordinator: Vaidehi SawantProofreader: Safis EditingIndexer: Mariammal ChettiyarGraphics: Alishon MendonsaProduction Coordinator: Aparna Bhagat

First published: July 2010 Second edition: August 2015Third edition: October 2018

Production reference: 2051118

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ISBN 978-1-78961-585-2

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Contributors

About the author

Dusty Phillips is a Canadian software developer and author currently living in New Brunswick. He has been active in the open source community for two decades and has been programming in Python for nearly as long. He holds a master's degree in computer science and has worked for Facebook, the United Nations, and several start-ups. He's currently researching privacy-preserving technology at beanstalk.network.

Python 3 Object-Oriented Programming was his first book. He has also written Creating Apps in Kivy, and self-published Hacking Happy, a journey to mental wellness for the technically inclined. A work of fiction is coming as well, so stay tuned!

About the reviewers

Yogendra Sharma is a developer with experience of the architecture, design, and development of scalable and distributed applications. He was awarded a bachelor's degree from Rajasthan Technical University in computer science. With a core interest in microservices and Spring, he also has hands-on experience technologies such as AWS Cloud, Python, J2EE, Node.js, JavaScript, Angular, MongoDB, and Docker. Currently, he works as an IoT and cloud architect at Intelizign Engineering Services, Pune.

 

 

Josh Smith has been coding professionally in Python, JavaScript, and C# for over 5 years, but has loved programming since learning Pascal over 20 years ago. Python is his default language for personal and professional projects. He believes code should be simple, goal-oriented, and maintainable. Josh works in data automation and lives in St. Louis, Missouri, with his wife and two children.

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Table of Contents

Title Page

Copyright and Credits

Python 3 Object-Oriented Programming Third Edition

Packt Upsell

Why subscribe?

Packt.com

Contributors

About the author

About the reviewers

Packt is searching for authors like you

Preface

Who this book is for

What this book covers

To get the most out of this book

Download the example code files

Conventions used

Get in touch

Reviews

Object-Oriented Design

Introducing object-oriented

Objects and classes

Specifying attributes and behaviors

Data describes objects

Behaviors are actions

Hiding details and creating the public interface

Composition

Inheritance

Inheritance provides abstraction

Multiple inheritance

Case study

Exercises

Summary

Objects in Python

Creating Python classes

Adding attributes

Making it do something

Talking to yourself

More arguments

Initializing the object

Explaining yourself

Modules and packages

Organizing modules

Absolute imports

Relative imports

Organizing module content

Who can access my data?

Third-party libraries

Case study

Exercises

Summary

When Objects Are Alike

Basic inheritance

Extending built-ins

Overriding and super

Multiple inheritance

The diamond problem

Different sets of arguments

Polymorphism

Abstract base classes

Using an abstract base class

Creating an abstract base class

Demystifying the magic

Case study

Exercises

Summary

Expecting the Unexpected

Raising exceptions

Raising an exception

The effects of an exception

Handling exceptions

The exception hierarchy

Defining our own exceptions

Case study

Exercises

Summary

When to Use Object-Oriented Programming

Treat objects as objects

Adding behaviors to class data with properties

Properties in detail

Decorators – another way to create properties

Deciding when to use properties

Manager objects

Removing duplicate code

In practice

Case study

Exercises

Summary

Python Data Structures

Empty objects

Tuples and named tuples

Named tuples

Dataclasses

Dictionaries

Dictionary use cases

Using defaultdict

Counter

Lists

Sorting lists

Sets

Extending built-in functions

Case study

Exercises

Summary

Python Object-Oriented Shortcuts

Python built-in functions

The len() function

Reversed

Enumerate

File I/O

Placing it in context

An alternative to method overloading

Default arguments

Variable argument lists

Unpacking arguments

Functions are objects too

Using functions as attributes

Callable objects

Case study

Exercises

Summary

Strings and Serialization

Strings

String manipulation

String formatting

Escaping braces

f-strings can contain Python code

Making it look right

Custom formatters

The format method

Strings are Unicode

Converting bytes to text

Converting text to bytes

Mutable byte strings

Regular expressions

Matching patterns

Matching a selection of characters

Escaping characters

Matching multiple characters

Grouping patterns together

Getting information from regular expressions

Making repeated regular expressions efficient

Filesystem paths

Serializing objects

Customizing pickles

Serializing web objects

Case study

Exercises

Summary

The Iterator Pattern

Design patterns in brief

Iterators

The iterator protocol

Comprehensions

List comprehensions

Set and dictionary comprehensions

Generator expressions

Generators

Yield items from another iterable

Coroutines

Back to log parsing

Closing coroutines and throwing exceptions

The relationship between coroutines, generators, and functions

Case study

Exercises

Summary

Python Design Patterns I

The decorator pattern

A decorator example

Decorators in Python

The observer pattern

An observer example

The strategy pattern

A strategy example

Strategy in Python

The state pattern

A state example

State versus strategy

State transition as coroutines

The singleton pattern

Singleton implementation

Module variables can mimic singletons

The template pattern

A template example

Exercises

Summary

Python Design Patterns II

The adapter pattern

The facade pattern

The flyweight pattern

The command pattern

The abstract factory pattern

The composite pattern

Exercises

Summary

Testing Object-Oriented Programs

Why test?

Test-driven development

Unit testing

Assertion methods

Reducing boilerplate and cleaning up

Organizing and running tests

Ignoring broken tests

Testing with pytest

One way to do setup and cleanup

A completely different way to set up variables

Skipping tests with pytest

Imitating expensive objects

How much testing is enough?

Case study

Implementing it

Exercises

Summary

Concurrency

Threads

The many problems with threads

Shared memory

The global interpreter lock

Thread overhead

Multiprocessing

Multiprocessing pools

Queues

The problems with multiprocessing

Futures

AsyncIO

AsyncIO in action

Reading an AsyncIO Future

AsyncIO for networking

Using executors to wrap blocking code

Streams

Executors

AsyncIO clients

Case study

Exercises

Summary

Other Books You May Enjoy

Leave a review - let other readers know what you think

Preface

This book introduces the terminology of the object-oriented paradigm. It focuses on object-oriented design with step-by-step examples. It guides us from simple inheritance, one of the most useful tools in the object-oriented programmer's toolbox, through exception handling to design patterns, an object-oriented way of looking at object-oriented concepts.

Along the way, we'll learn how to integrate the object-oriented and the not-so-object-oriented aspects of the Python programming language. We will learn the complexities of string and file manipulation, emphasizing the difference between binary and textual data.

We'll then cover the joys of unit testing, using not one, but two unit testing frameworks. Finally, we'll explore, through Python's various concurrency paradigms, how to make objects work well together at the same time.

Each chapter includes relevant examples and a case study that collects the chapter's contents into a working (if not complete) program.

Who this book is for

This book specifically targets people who are new to object-oriented programming. It assumes you have basic Python skills. You'll learn object-oriented principles in depth. It is particularly useful for system administrators who have used Python as a glue language and would like to improve their programming skills.

Alternatively, if you are familiar with object-oriented programming in other languages, then this book will help you understand the idiomatic ways to apply your knowledge in the Python ecosystem.

What this book covers

This book is loosely divided into four major parts. In the first four chapters, we will dive into the formal principles of object-oriented programming and how Python leverages them. In Chapter 5, When to Use Object-Oriented Programming, through Chapter 8, Strings and Serialization, we will cover some of Python's idiosyncratic applications of these principles by learning how they are applied to a variety of Python's built-in functions. Chapter 9, The Iterator Pattern, through Chapter 11, Python Design Patterns II, cover design patterns, and the final two chapters discuss two bonus topics related to Python programming that may be of interest.

Chapter 1, Object-Oriented Design, covers important object-oriented concepts. It deals mainly with terminology such as abstraction, classes, encapsulation, and inheritance. We also briefly look at UML to model our classes and objects.

Chapter 2, Objects in Python, discusses classes and objects as they are used in Python. We will learn about attributes and behaviors of Python objects, and the organization of classes into packages and modules. Lastly, we will see how to protect our data.

Chapter 3, When Objects Are Alike, gives us a more in-depth look into inheritance. It covers multiple inheritance and shows us how to extend built-in. This chapter also covers how polymorphism and duck typing work in Python.

Chapter 4, Expecting the Unexpected, looks into exceptions and exception handling. We will learn how to create our own exceptions and how to use exceptions for program flow control.

Chapter 5, When to Use Object-Oriented Programming, deals with creating and using objects. We will see how to wrap data using properties and restrict data access. This chapter also discusses the DRY principle and how not to repeat code.

Chapter 6, Python Data Structures, covers the object-oriented features of Python's built-in classes. We'll cover tuples, dictionaries, lists, and sets, as well as a few more advanced collections. We'll also see how to extend these standard objects.

Chapter 7, Python Object-Oriented Shortcuts, as the name suggests, deals with time-savers in Python. We will look at many useful built-in functions, such as method overloading using default arguments. We'll also see that functions themselves are objects and how this is useful.

Chapter 8, Strings and Serialization, looks at strings, files, and formatting. We'll discuss the difference between strings, bytes, and byte arrays, as well as various ways to serialize textual, object, and binary data to several canonical representations.

Chapter 9, The Iterator Pattern, introduces the concept of design patterns and covers Python's iconic implementation of the iterator pattern. We'll learn about list, set, and dictionary comprehensions. We'll also demystify generators and coroutines.

Chapter 10, Python Design Patterns I, covers several design patterns, including the decorator, observer, strategy, state, singleton, and template patterns. Each pattern is discussed with suitable examples and programs implemented in Python.

Chapter 11, Python Design Patterns II, wraps up our discussion of design patterns with coverage of the adapter, facade, flyweight, command, abstract, and composite patterns. More examples of how idiomatic Python code differs from canonical implementations are provided.

Chapter 12, Testing Object-Oriented Programs, opens with why testing is so important in Python applications. It focuses on test-driven development and introduces two different testing suites: unittest and py.test. Finally, it discusses mocking test objects and code coverage.

Chapter 13, Concurrency, is a whirlwind tour of Python's support (and lack thereof) of concurrency patterns. It discusses threads, multiprocessing, futures, and the modern AsyncIO library.

To get the most out of this book

All the examples in this book rely on the Python 3 interpreter. Make sure you are not using Python 2.7 or earlier. At the time of writing, Python 3.7 was the latest release of Python. Many examples will work on earlier revisions of Python 3, but you'll likely experience a lot of frustration if you're using anything older than 3.5.

All of the examples should run on any operating system supported by Python. If this is not the case, please report it as a bug.

Some of the examples need a working internet connection. You'll probably want to have one of these for extracurricular research and debugging anyway!

In addition, some of the examples in this book rely on third-party libraries that do not ship with Python. They are introduced within the book at the time they are used, so you do not need to install them in advance.

Download the example code files

You can download the example code files for this book from your account at www.packt.com. If you purchased this book elsewhere, you can visit www.packt.com/support and register to have the files emailed directly to you.

You can download the code files by following these steps:

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.

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tab.

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The code bundle for the book is also hosted on GitHub at https://github.com/PacktPublishing/Python-3-Object-Oriented-Programming-Third-Edition. In case there's an update to the code, it will be updated on the existing GitHub repository.

We also have other code bundles from our rich catalog of books and videos available at https://github.com/PacktPublishing/. Check them out!

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Feedback from our readers is always welcome.

General feedback: Email [email protected] and mention the book title in the subject of your message. If you have questions about any aspect of this book, please email us at [email protected].

Errata: Although we have taken every care to ensure the accuracy of our content, mistakes do happen. If you have found a mistake in this book, we would be grateful if you would report this to us. Please visit www.packt.com/submit-errata, selecting your book, clicking on the Errata Submission Form link, and entering the details.

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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.

Hiding details and creating the public interface

The key purpose of modeling an object in object-oriented design is to determine what the public interface of that object will be. The interface is the collection of attributes and methods that other objects can access to interact with that object. They do not need, and are often not allowed, to access the internal workings of the object.

A common real-world example is the television. Our interface to the television is the remote control. Each button on the remote control represents a method that can be called on the television object. When we, as the calling object, access these methods, we do not know or care if the television is getting its signal from a cable connection, a satellite dish, or an internet-enabled device. We don't care what electronic signals are being sent to adjust the volume, or whether the sound is destined for speakers or headphones. If we open the television to access the internal workings, for example, to split the output signal to both external speakers and a set of headphones, we will void the warranty.

This process of hiding the implementation of an object is suitably called information hiding. It is also sometimes referred to as encapsulation, but encapsulation is actually a more all-encompassing term. Encapsulated data is not necessarily hidden. Encapsulation is, literally, creating a capsule (think of creating a time capsule). If you put a bunch of information into a time capsule, and lock and bury it, it is both encapsulated and the information is hidden. On the other hand, if the time capsule, has not been buried and is unlocked or made of clear plastic, the items inside it are still encapsulated, but there is no information hiding.

The distinction between encapsulation and information hiding is largely irrelevant, especially at the design level. Many practical references use these terms interchangeably. As Python programmers, we don't actually have or need true information hiding (we'll discuss the reasons for this in Chapter 2, Objects in Python), so the more encompassing definition for encapsulation is suitable.

The public interface, however, is very important. It needs to be carefully designed as it is difficult to change it in the future. Changing the interface will break any client objects that are accessing it. We can change the internals all we like, for example, to make it more efficient, or to access data over the network as well as locally, and the client objects will still be able to talk to it, unmodified, using the public interface. On the other hand, if we alter the interface by changing publicly accessed attribute names or the order or types of arguments that a method can accept, all client classes will also have to be modified. When designing public interfaces, keep it simple. Always design the interface of an object based on how easy it is to use, not how hard it is to code (this advice applies to user interfaces as well).

Remember, program objects may represent real objects, but that does not make them real objects. They are models. One of the greatest gifts of modeling is the ability to ignore irrelevant details. The model car I built as a child looked like a real 1956 Thunderbird on the outside, but it obviously doesn't run. When I was too young to drive, these details were overly complex and irrelevant. The model is an abstraction of a real concept.

Abstraction is another object-oriented term related to encapsulation and information hiding.  Abstraction means dealing with the level of detail that is most appropriate to a given task. It is the process of extracting a public interface from the inner details. A car's driver needs to interact with the steering, accelerator, and brakes. The workings of the motor, drive train, and brake subsystem don't matter to the driver. A mechanic, on the other hand, works at a different level of abstraction, tuning the engine and bleeding the brakes. Here's an example of two abstraction levels for a car:

Now, we have several new terms that refer to similar concepts. Let's summarize all this jargon in a couple of sentences: abstraction is the process of encapsulating information with separate public and private interfaces. The private interfaces can be subject to information hiding.

The important lesson to take from all these definitions is to make our models understandable to other objects that have to interact with them. This means paying careful attention to small details. Ensure methods and properties have sensible names. When analyzing a system, objects typically represent nouns in the original problem, while methods are normally verbs. Attributes may show up as adjectives or more nouns. Name your classes, attributes, and methods accordingly.

When designing the interface, imagine you are the object and that you have a very strong preference for privacy. Don't let other objects have access to data about you unless you feel it is in your best interest for them to have it. Don't give them an interface to force you to perform a specific task unless you are certain you want them to be able to do that to you.

Composition

So far, we have learned to design systems as a group of interacting objects, where each interaction involves viewing objects at an appropriate level of abstraction. But we don't know yet how to create these levels of abstraction. There are a variety of ways to do this; we'll discuss some advanced design patterns in Chapter 8, Strings and Serialization, and Chapter 9, The Iterator Pattern. But even most design patterns rely on two basic object-oriented principles known as composition and inheritance. Composition is simpler, so let's start with it.

Composition is the act of collecting several objects together to create a new one. Composition is usually a good choice when one object is part of another object. We've already seen a first hint of composition in the mechanic example. A fossil-fueled car is composed of an engine, transmission, starter, headlights, and windshield, among numerous other parts. The engine, in turn, is composed of pistons, a crank shaft, and valves. In this example, composition is a good way to provide levels of abstraction. The Car object can provide the interface required by a driver, while also giving access to its component parts, which offers the deeper level of abstraction suitable for a mechanic. Those component parts can, of course, be further broken down if the mechanic needs more information to diagnose a problem or tune the engine.

A car is a common introductory example of composition, but it's not overly useful when it comes to designing computer systems. Physical objects are easy to break into component objects. People have been doing this at least since the ancient Greeks originally postulated that atoms were the smallest units of matter (they, of course, didn't have access to particle accelerators). Computer systems are generally less complicated than physical objects, yet identifying the component objects in such systems does not happen as naturally.

The objects in an object-oriented system occasionally represent physical objects such as people, books, or telephones. More often, however, they represent abstract ideas. People have names, books have titles, and telephones are used to make calls. Calls, titles, accounts, names, appointments, and payments are not usually considered objects in the physical world, but they are all frequently-modeled components in computer systems.

Let's try modeling a more computer-oriented example to see composition in action. We'll be looking at the design of a computerized chess game. This was a very popular pastime among academics in the 80s and 90s. People were predicting that computers would one day be able to defeat a human chess master. When this happened in 1997 (IBM's Deep Blue defeated world chess champion, Gary Kasparov), interest in the problem waned. Nowadays, the computer always wins.

As a basic, high-level analysis, a game of chess is played between two players, using a chess set featuring a board containing sixty-four positions in an 8x8 grid. The board can have two sets of sixteen pieces that can be moved, in alternating turns by the two players in different ways. Each piece can take other pieces. The board will be required to draw itself on the computer screen after each turn.

I've identified some of the possible objects in the description using italics, and a few key methods using bold. This is a common first step in turning an object-oriented analysis into a design. At this point, to emphasize composition, we'll focus on the board, without worrying too much about the players or the different types of pieces.

Let's start at the highest level of abstraction possible. We have two players interacting with a Chess Set by taking turns making moves:

This doesn't quite look like our earlier class diagrams, which is a good thing since it isn't one! This is an object diagram, also called an instance diagram. It describes the system at a specific state in time, and is describing specific instances of objects, not the interaction between classes. Remember, both players are members of the same class, so the class diagram looks a little different:

The diagram shows that exactly two players can interact with one chess set. This also indicates that any one player can be playing with only one Chess Set at a time.

However, we're discussing composition, not UML, so let's think about what the Chess Set is composed of. We don't care what the player is composed of at this time. We can assume that the player has a heart and brain, among other organs, but these are irrelevant to our model. Indeed, there is nothing stopping said player from being Deep Blue itself, which has neither a heart nor a brain.

The chess set, then, is composed of a board and 32 pieces. The board further comprises 64 positions. You could argue that pieces are not part of the chess set because you could replace the pieces in a chess set with a different set of pieces. While this is unlikely or impossible in a computerized version of chess, it introduces us to aggregation.

Aggregation is almost exactly like composition. The difference is that aggregate objects can exist independently. It would be impossible for a position to be associated with a different chess board, so we say the board is composed of positions. But the pieces, which might exist independently of the chess set, are said to be in an aggregate relationship with that set.

Another way to differentiate between aggregation and composition is to think about the lifespan of the object. If the composite (outside) object controls when the related (inside) objects are created and destroyed, composition is most suitable. If the related object is created independently of the composite object, or can outlast that object, an aggregate relationship makes more sense. Also, keep in mind that composition is aggregation; aggregation is simply a more general form of composition. Any composite relationship is also an aggregate relationship, but not vice versa.

Let's describe our current Chess Set composition and add some attributes to the objects to hold the composite relationships:

The composition relationship is represented in UML as a solid diamond. The hollow diamond represents the aggregate relationship. You'll notice that the board and pieces are stored as part of the Chess Set in exactly the same way a reference to them is stored as an attribute on the chess set. This shows that, once again, in practice, the distinction between aggregation and composition is often irrelevant once you get past the design stage. When implemented, they behave in much the same way. However, it can help to differentiate between the two when your team is discussing how the different objects interact. Often, you can treat them as the same thing, but when you need to distinguish between them (usually when talking about how long related objects exist), it's great to know the difference.

Inheritance

We discussed three types of relationships between objects: association, composition, and aggregation. However, we have not fully specified our chess set, and these tools don't seem to give us all the power we need. We discussed the possibility that a player might be a human or it might be a piece of software featuring artificial intelligence. It doesn't seem right to say that a player is associated with a human, or that the artificial intelligence implementation is part of the player object. What we really need is the ability to say that Deep Blue is a player, or that Gary Kasparov is a player.

The is a relationship is formed by inheritance. Inheritance is the most famous, well-known, and over-used relationship in object-oriented programming. Inheritance is sort of like a family tree. My grandfather's last name was Phillips and my father inherited that name. I inherited it from him. In object-oriented programming, instead of inheriting features and behaviors from a person, one class can inherit attributes and methods from another class.

For example, there are 32 chess pieces in our chess set, but there are only six different types of pieces (pawns, rooks, bishops, knights, king, and queen), each of which behaves differently when it is moved. All of these classes of piece have properties, such as color and the chess set they are part of, but they also have unique shapes when drawn on the chess board, and make different moves. Let's see how the six types of pieces can inherit from a Piece class:

The hollow arrows indicate that the individual classes of pieces inherit from the Piece class. All the child classes automatically have a chess_set and color attribute inherited from the base class. Each piece provides a different shape property (to be drawn on the screen when rendering the board), and a different move method to move the piece to a new position on the board at each turn.

We actually know that all subclasses of the Piece class need to have a move method; otherwise, when the board tries to move the piece, it will get confused. It is possible that we would want to create a new version of the game of chess that has one additional piece (the wizard). Our current design will allow us to design this piece without giving it a move method. The board would then choke when it asked the piece to move itself.

We can fix this by creating a dummy move method on the Piece class. The subclasses can then override this method with a more specific implementation. The default implementation might, for example, pop up an error message that says That piece cannot be moved.

Overriding methods in subclasses allows very powerful object-oriented systems to be developed. For example, if we wanted to implement a Player class with artificial intelligence, we might provide a calculate_move method that takes a Board object and decides which piece to move where. A very basic class might randomly choose a piece and direction and move it accordingly. We could then override this method in a subclass with the Deep Blue implementation. The first class would be suitable for play against a raw beginner; the latter would challenge a grand master. The important thing is that other methods in the class, such as the ones that inform the board as to which move was chosen, need not be changed; this implementation can be shared between the two classes.

In the case of chess pieces, it doesn't really make sense to provide a default implementation of the move method. All we need to do is specify that the move method is required in any subclasses. This can be done by making Piece an abstract class with the move method declared abstract. Abstract methods basically say this:

We demand this method exist in any non-abstract subclass, but we are declining to specify an implementation in this class.

Indeed, it is possible to make a class that does not implement any methods at all. Such a class would simply tell us what the class should do, but provides absolutely no advice on how to do it. In object-oriented parlance, such classes are called interfaces.

Inheritance provides abstraction

Let's explore the longest word in object-oriented argot. Polymorphism is the ability to treat a class differently, depending on which subclass is implemented. We've already seen it in action with the pieces system we've described. If we took the design a bit further, we'd probably see that the Board object can accept a move from the player and call the move function on the piece. The board need not ever know what type of piece it is dealing with. All it has to do is call the move method, and the proper subclass will take care of moving it as a Knight or a Pawn.

Polymorphism is pretty cool, but it is a word that is rarely used in Python programming. Python goes an extra step past allowing a subclass of an object to be treated like a parent class. A board implemented in Python could take any object that has a move method, whether it is a bishop piece, a car, or a duck. When move is called, the Bishop will move diagonally on the board, the car will drive someplace, and the duck will swim or fly, depending on its mood.

This sort of polymorphism in Python is typically referred to as duck typing: if it walks like a duck or swims like a duck, it's a duck. We don't care if it really is a duck (is a being a cornerstone of inheritance), only that it swims or walks. Geese and swans might easily be able to provide the duck-like behavior we are looking for. This allows future designers to create new types of birds without actually specifying an inheritance hierarchy for aquatic birds. It also allows them to create completely different drop-in behaviors that the original designers never planned for. For example, future designers might be able to make a walking, swimming penguin that works with the same interface without ever suggesting that penguins are ducks.

Multiple inheritance

When we think of inheritance in our own family tree, we can see that we inherit features from more than just one parent. When strangers tell a proud mother that her son has his father's eyes, she will typically respond along the lines of, yes, but he got my nose.

Object-oriented design can also feature such multiple inheritance, which allows a subclass to inherit functionality from multiple parent classes. In practice, multiple inheritance can be a tricky business, and some programming languages (most famously, Java) strictly prohibit it. However, multiple inheritance can have its uses. Most often, it can be used to create objects that have two distinct sets of behaviors. For example, an object designed to connect to a scanner and send a fax of the scanned document might be created by inheriting from two separate scanner and faxer objects.

As long as two classes have distinct interfaces, it is not normally harmful for a subclass to inherit from both of them. However, it gets messy if we inherit from two classes that provide overlapping interfaces. For example, if we have a motorcycle class that has a move method, and a boat class also featuring a move method, and we want to merge them into the ultimate amphibious vehicle, how does the resulting class know what to do when we call move? At the design level, this needs to be explained, and, at the implementation level, each programming language has different ways of deciding which parent class's method is called, or in what order.

Often, the best way to deal with it is to avoid it. If you have a design showing up like this, you're probably doing it wrong. Take a step back, analyze the system again, and see if you can remove the multiple inheritance relationship in favor of some other association or composite design.

Inheritance is a very powerful tool for extending behavior. It is also one of the most marketable advancements of object-oriented design over earlier paradigms. Therefore, it is often the first tool that object-oriented programmers reach for. However, it is important to recognize that owning a hammer does not turn screws into nails. Inheritance is the perfect solution for obvious is a relationships, but it can be abused. Programmers often use inheritance to share code between two kinds of objects that are only distantly related, with no is a relationship in sight. While this is not necessarily a bad design, it is a terrific opportunity to ask just why they decided to design it that way, and whether a different relationship or design pattern would have been more suitable.

Case study

Let's tie all our new object-oriented knowledge together by going through a few iterations of object-oriented design on a somewhat real-world example. The system we'll be modeling is a library catalog. Libraries have been tracking their inventory for centuries, originally using card catalogs, and more recently, electronic inventories. Modern libraries have web-based catalogs that we can query from our homes.

Let's start with an analysis. The local librarian has asked us to write a new card catalog program because their ancient Windows XP-based program is ugly and out of date. That doesn't give us much detail, but before we start asking for more information, let's consider what we already know about library catalogs.

Catalogs contain lists of books. People search them to find books on certain subjects, with specific titles, or by a particular author. Books can be uniquely identified by an International Standard Book Number (ISBN). Each book has a Dewey Decimal System (DDS) number assigned to help find it on a particular shelf.

This simple analysis tells us some of the obvious objects in the system. We quickly identify Book as the most important object, with several attributes already mentioned, such as author, title, subject, ISBN, and DDS number, and catalog as a sort of manager for books.

We also notice a few other objects that may or may not need to be modeled in the system. For cataloging purposes, all we need to search a book by author is an author_name attribute on the book. However, authors are also objects, and we might want to store some other data about the author. As we ponder this, we might remember that some books have multiple authors. Suddenly, the idea of having a single author_name attribute on objects seems a bit silly. A list of authors associated with each book is clearly a better idea.

The relationship between author and book is clearly association, since you would never say a book is an author (it's not inheritance), and saying a book has an author, though grammatically correct, does not imply that authors are part of books (it's not aggregation). Indeed, any one author may be associated with multiple books.

We should also pay attention to the noun (nouns are always good candidates for objects) shelf. Is a shelf an object that needs to be modeled in a cataloging system? How do we identify an individual shelf? What happens if a book is stored at the end of one shelf, and later moved to the beginning of the next shelf because a new book was inserted in the previous shelf?

DDS was designed to help locate physical books in a library. As such, storing a DDS attribute with the book should be enough to locate it, regardless of which shelf it is stored on. So we can, at least for the moment, remove shelf from our list of contending objects.