beginners-step-by-step-coding-course-learn-computer-programming-the-easy-way

Page 156

Objects and classes One of Python’s most important features is that it is an object-oriented language (see p.25). This means that data in Python can be arranged in terms of classes and objects, which allows users to have one blueprint from which multiple objects can be created.

SELECT Class Programmers use classes to classify related things together. This is done using the keyword “class”, which is a grouping of object-oriented constructs. Here, the class Car defines the form the objects below should have.

Object An object is an instance of a class, just like a real car is an instance of the concept of a car. A car object’s fields and methods would contain data and code for a particular instance of the class Car. So the object named “sports” would have a higher “max_speed” than the “sedan” object.

CAR

BICYCLE

SEDAN

SPORTS

Fields Fields contain data about an object. In this example, fields are likely to include values that might feature in a car simulator program, such as current_speed, max_speed, and fuel_level.

current_speed

max_speed

fuel_level


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Other programming languages

5min
pages 344-347

PROJECT: Responsive website

52min
pages 304-343

ACKNOWLEDGMENTS

1min
page 360

INDEX

26min
pages 352-359

GLOSSARY

16min
pages 348-351

Graphic user interfaces

2min
pages 286-287

Libraries and frameworks

2min
pages 284-285

Object-oriented JavaScript

2min
pages 282-283

JavaScript debugging

3min
pages 280-281

Functions in JavaScript

2min
pages 278-279

Input and output

3min
pages 272-273

Loops in JavaScript

5min
pages 274-277

Logic and branching

2min
pages 270-271

Variables and data types

6min
pages 266-269

PROJECT: Styling the web

29min
pages 242-263

Code editors

4min
pages 208-209

Build a better website

4min
pages 214-215

Responsive layouts

2min
pages 240-241

HTML forms and hyperlinks

3min
pages 212-213

How the Web works

3min
pages 206-207

Exploring basic HTML

4min
pages 210-211

Pygame Zero

2min
pages 176-177

PROJECT: Budget manager

20min
pages 158-175

Logic operators and branching

3min
pages 104-105

Objects and classes

2min
pages 156-157

PROJECT: Team allocator

14min
pages 118-129

Libraries

3min
pages 116-117

What is Python?

3min
pages 94-95

Loops in Python

5min
pages 108-111

Installing Python

3min
pages 96-97

Using functions

3min
pages 50-51

Sending messages

3min
pages 48-49

Input

3min
pages 46-47

Logic and decisions

3min
pages 44-45

Managing program flow

4min
pages 40-41

Manipulating data

3min
pages 42-43

Output using movement

4min
pages 36-37

Output using looks and sounds

4min
pages 38-39

Coloured blocks and scripts

3min
pages 34-35

FOREWORD

2min
pages 10-11

What is programming?

3min
pages 16-17

Programming languages

6min
pages 22-27

What is Scratch?

2min
pages 28-29

About this book

3min
pages 12-15

Working as a software developer

2min
pages 20-21

Coding in the real world

1min
pages 18-19
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