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Showing posts with label Inheritance. Show all posts
Showing posts with label Inheritance. Show all posts

Wednesday, 23 July 2025

OOPs in Python

Python supports rich object-oriented programming (OOP) features that promote modularity, scalability, and readability. In this article, we’ll explore core OOP concepts using Python’s syntax and conventions—ideal for building GUI apps, REST APIs, and creative projects.

Classes: They are like a template to create new objects. Similar to the blueprint of a house plan created by the architect.


Constructor: 

Every class has a constructor. This ensures that the object is created and loaded in the application memory with its settings as provided in the constructor. This is similar to the architect of the house instructed the contractor how to lay the foundation with which material and how it needs to be placed etc.

This is done using python's built-in function __init__(self).
This is a special function which will be invoked by python at runtime. You can see the above example with the __init__(self, <parameters>)
where,
self : here indicates the current context of the object created

Inheritance
Inheritance lets one class absorb properties and behaviors of another.


Syntax: 

class Child(Parent):
            ... your code here ...

Let's take the example of senior developer:



** NOTE: Please note, the above class does not have __init__()

Here, we need to understand, that until the parent class is constructed the child class cannot be constructed. Hence order of construction of object in execution, in the case of inheritance is
1.  parent __init__() 
2. child __init__()

CASE: In case the parent constructor has parameters apart from self, then how can these be supplied in inhheritance case?

ANS: Use super().__init__(parent-parameter-values)

Hence the above code will be modified to call the parent class constructor as follows:



Access Specifiers:
The following conventions are used to specify access.


See the following example:
Here instance properties are created where values assigned are native to that specific object only.



Statics:These are shareable variables and function. They are invoked using

ClassName.<static_member>

See the following example:


Overriding: The concept of  changing the behaviour of a function (logic of the function) in the child class is known as overriding




Overloading: The concept of creating a function with the same name but different parameters is known as overloading. Python does not support overloading. This can be done by using *args, **kwargs kind of parametersin the function

Play around with the following trinket showing all the above explained operations as an example



Thursday, 9 March 2023

C# Basic Boiler plating code for absolute beginners

 The following syntaxes are helpful in boiler-plate coding of any application. Here, we shall focus on the C# language. Please note, we are speaking of the common syntaxes that are used in every application. This is not a cheatsheet of all possible C# syntaxes.

We have seen in the post: Coding Best Practices - Part 1 article, about writing boiler-plate code.

Boiler-plate code is just creating the structure of an application, without a logic.

In .Net, everything is an object, hence the basic operating paradigm happens to be OOPs.

C# is a modern language created for .Net and also operates on OOPs.

In any application developed using the OOPs paradigm, following entities become very important

  • Namespaces: Logical grouping of code entities such as class, interface, enum, delegate, events
  • Class: A blueprint of a real-world object
    • Properties: Special variables with getters, setters. The main purpose is to share information with other classes, assemblies (executable version of a project)
    • Methods: Functions that contain logic.
  • Interface: A code contract, that is agreed upon by classes as required
  • Relationships:
    • Inheritance: Parent-Child Relations. In C#, we use ":" to indicate an inheritance / contract implementation
      • Eg: class Circle : Shape{...}
        • Here Shape is a normal class
      • Eg: class Circle: Shape, IPaintContract{...}
        • Here, IPaintContract is an interface
    • Association: Here one class contains a property, parameter of another class
      • class Circle

        {

           //Property of type Compass. Here Compass is a class

           public Compass DrawingTool {get; set;}

        }

         

        Class Compass{ ... }

Lets take an example of an application such as Employee Management System

  • It would contain
    • Classes like Person, Employee, Project, Department etc.
    • Namespaces for grouping a category of classes
    • Relationships
    • Contracts like IEmployeeContract

Here are the syntaxes for

  • Namespace: Syntax: namespace <namespace_name>{ ... }

    • namespace EMP

      {

      }

  • Class: Syntax: <access-specifier> class <class_name>{ ... }

    • Here, <access-specifier> can be one out of
      • public
        • Shareable and accessible in a given assembly and across different assemblies
      • private
        • Not shareable / accessible outside the class scope
      • protected
        • Shareable / accessible only to classes related through inheritance
      • internal
        • Shareable and accessible only within the assembly where it is created.

    • public class Person {

                         

       }

       

      public class Employee {

                         

       }

       

  • Interface

    • interface IEmpContract

      {

      }

       

  • Relationship. In this case, the relationship of inheritance

    • Class Employee : Person, IEmpContract{

      ...

      }