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Undergraduate Topics in Computer Science
John Hunt
Advanced Guide
to Python 3
Programming
Second Edition
Undergraduate Topics in Computer Science
Series Editor
Ian Mackie, University of Sussex, Brighton, UK
Advisory Editors
Samson Abramsky , Department of Computer Science, University of Oxford,
Oxford, UK
Chris Hankin , Department of Computing, Imperial College London, London,
UK
Mike Hinchey , Lero – The Irish Software Research Centre, University of
Limerick, Limerick, Ireland
Dexter C. Kozen, Department of Computer Science, Cornell University, Ithaca,
NY, USA
Andrew Pitts , Department of Computer Science and Technology, University of
Cambridge, Cambridge, UK
Hanne Riis Nielson , Department of Applied Mathematics and Computer
Science, Technical University of Denmark, Kongens Lyngby, Denmark
Steven S. Skiena, Department of Computer Science, Stony Brook University,
Stony Brook, NY, USA
Iain Stewart , Department of Computer Science, Durham University, Durham,
UK
Joseph Migga Kizza, College of Engineering and Computer Science, The
University of Tennessee-Chattanooga, Chattanooga, TN, USA
‘Undergraduate Topics in Computer Science’ (UTiCS) delivers high-quality instruc-
tional content for undergraduates studying in all areas of computing and information
science. From core foundational and theoretical material to final-year topics and
applications, UTiCS books take a fresh, concise, and modern approach and are ideal
for self-study or for a one- or two-semester course. The texts are all authored by
established experts in their fields, reviewed by an international advisory board, and
contain numerous examples and problems, many of which include fully worked
solutions.
The UTiCS concept relies on high-quality, concise books in softback format, and
generally a maximum of 275–300 pages. For undergraduate textbooks that are likely
to be longer, more expository, Springer continues to offer the highly regarded Texts
in Computer Science series, to which we refer potential authors.
John Hunt
This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of
the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation,
broadcasting, reproduction on microfilms or in any other physical way, and transmission or information
storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology
now known or hereafter developed.
The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication
does not imply, even in the absence of a specific statement, that such names are exempt from the relevant
protective laws and regulations and therefore free for general use.
The publisher, the authors, and the editors are safe to assume that the advice and information in this book
are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or
the editors give a warranty, expressed or implied, with respect to the material contained herein or for any
errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional
claims in published maps and institutional affiliations.
This Springer imprint is published by the registered company Springer Nature Switzerland AG
The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland
For Denise, my wife, my soulmate, my best
friend.
Preface to the Second Edition
This second edition represents a significant expansion of the material in the first
edition, as well as an update of that book from Python 3.7 to 3.12.
This book includes whole new sections on advanced language features, Reactive
Programming in Python and data analysts. New chapters on working with Tkinter,
on event handling with Tkinter and a simple drawing application using Tkinter have
been added. A new chapter on performance monitoring and profiling has also been
added. A chapter on pip and conda is included at the end of the book.
In all there are 18 completely new chapters that take you far further on your Python
journey. Enjoy the book and I hope you find it useful.
vii
Preface to the First Edition
You can of course just read this book; however following the examples in this book
will ensure that you get as much as possible out of the content. For this you will need
a computer.
Python is a cross-platform programming language, and as such you can use Python
on a Windows PC, a Linux box, an Apple Mac, etc. So you are not tied to a particular
type of operating system; you can use whatever you have available.
However you will need to install some software on that computer. At a minimum
you will need Python. The focus of this book is Python 3 so that is the version that
is assumed for all examples and exercises. As Python is available for a wide range
ix
x Preface to the First Edition
of platforms from Windows, to Mac OS and Linux, you will need to ensure that you
download the version for your operating system.
Python can be downloaded from the main Python website which can be found at
http://www.python.org/.
You will also need some form of editor to write your programs. There are numerous
generic programming editors available for different operating systems with VIM on
Linux, Notepad++ on Windows and Sublime Text on windows and Macs being
popular choices.
However, using an Integrated Development Environment (IDE) editor such as
PyCharm, Visual Studio Code or Spyder can make writing and running your programs
much easier.
However, this book does not assume any particular editor, IDE or environment
(other than Python 3 itself).
Conventions
Throughout this book you will find a number of conventions used for text styles.
These text styles distinguish between different kinds of information. Code words,
variable and Python values, used within the main body of the text, are shown using
a Courier font. A block of Python code is set out as shown here:
Preface to the First Edition xi
Note that keywords and points of interest are shown in bold font.
Any command line or user input is shown in standard font as shown below, for
example:
Hello, world
Enter your name: John
Hello John
The examples used in this book (along with sample solutions for the exercises at the
end of most chapters) are available in a GitHub repository. GitHub provides a web
interface to Git, as well as a server environment hosting Git.
Git is a version control system typically used to manage source code files (such
as those used to create systems in programming languages such as Python but also
Java, C#, C++ and Scala). Systems such as Git are very useful for collaborative
development as they allow multiple people to work on an implementation and to
merge their work together. They also provide a useful historical view of the code
(which also allows developers to roll back changes if modifications prove to be
unsuitable).
The GitHub repository for this book can be found at:
• https://github.com/johnehunt/advancedpython3_2nd
If you already have Git installed on your computer, then you can clone (obtain a
copy of) the repository locally using:
git clone https://github.com/johnehunt/advancedpyth
on3_2nd.git
If you do not have Git, then you can obtain a zip file of the examples using
https://github.com/johnehunt/advancedpython3_2nd/arc
hive/refs/heads/main.zip
xii Preface to the First Edition
You can of course install Git yourself if you wish. To do this, see https://git-scm.
com/downloads. Versions of the Git client for Mac OS, Windows and Linux/Unix
are available here.
However, many IDEs such as PyCharm come with Git support and so offer another
approach to obtaining a Git repository.
For more information on Git see http://git-scm.com/doc. This Git guide
provides a very good primer and is highly recommended.
Acknowledgement I would like to thank Phoebe Hunt for creating the pixel images used for the
Starship Meteors game in Chap. 22.
Contents
1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.2 Useful Python Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
xiii
xiv Contents
Part IV Testing
23 Introduction to Testing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 247
23.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 247
23.2 Types of Testing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 247
23.3 What Should Be Tested? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248
23.4 Types of Testing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 249
23.4.1 Unit Testing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 250
23.4.2 Integration Testing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 251
23.4.3 System Testing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 251
23.4.4 Installation/Upgrade Testing . . . . . . . . . . . . . . . . . . . . . 252
23.4.5 Smoke Tests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 252
23.5 Automating Testing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 252
23.6 Test-Driven Development . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 253
23.6.1 The TDD Cycle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 253
23.6.2 Test Complexity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 254
23.6.3 Refactoring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255
23.7 Design for Testability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255
23.7.1 Testability Rules of Thumb . . . . . . . . . . . . . . . . . . . . . . 255
23.8 Online Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255
23.9 Book Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 256
xx Contents
1.1 Introduction
I have heard many people over the years say that Python is an easy language to learn
and that Python is also a simple language.
To some extent both of these statements are true; but only to some extent.
While the core of the Python language is easy to lean and relatively simple (in
part thanks to its consistency), the sheer richness of the language constructs and
flexibility available can be overwhelming. In addition the Python environment, its
eco system, the range of libraries available, the often competing options available,
etc., can make moving to the next-level daunting.
Once you have learned the core elements of the language such as how classes
and inheritance work, how functions work, what are protocols and Abstract Base
Classes, etc. where do you go next?
The aim of this book is to delve into those next steps. The book is organised into
eleven different topics:
1. Advanced Language Features. The first section in the book covers topics
that are often missed out from introductory Python books such as slots, weak
references __init__() versus __new__() and metaclasses.
2. Computer Graphics. The book covers Computer Graphics and Computer
Generated Art in Python as well as graphical user interfaces and graphing/
charting via Matplotlib.
3. Games Programming. This topic is covered using the pygame library.
4. Testing and Mocking. Testing is an important aspect of any software develop-
ment; this book introduces testing in general and the PyTest module in detail.
It also considers mocking within testing including what and when to mock.