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Python for Geeks

Python for Geeks

By : Asif
4.5 (20)
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Python for Geeks

Python for Geeks

4.5 (20)
By: Asif

Overview of this book

Python is a multipurpose language that can be used for multiple use cases. Python for Geeks will teach you how to advance in your career with the help of expert tips and tricks. You'll start by exploring the different ways of using Python optimally, both from the design and implementation point of view. Next, you'll understand the life cycle of a large-scale Python project. As you advance, you'll focus on different ways of creating an elegant design by modularizing a Python project and learn best practices and design patterns for using Python. You'll also discover how to scale out Python beyond a single thread and how to implement multiprocessing and multithreading in Python. In addition to this, you'll understand how you can not only use Python to deploy on a single machine but also use clusters in private as well as in public cloud computing environments. You'll then explore data processing techniques, focus on reusable, scalable data pipelines, and learn how to use these advanced techniques for network automation, serverless functions, and machine learning. Finally, you'll focus on strategizing web development design using the techniques and best practices covered in the book. By the end of this Python book, you'll be able to do some serious Python programming for large-scale complex projects.
Table of Contents (20 chapters)
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1
Section 1: Python, beyond the Basics
5
Section 2: Advanced Programming Concepts
9
Section 3: Scaling beyond a Single Thread
13
Section 4: Using Python for Web, Cloud, and Network Use Cases

Introducing classes and objects

A class is a blueprint for how something should be defined. It doesn't actually contain any data—it is a template that is used to create instances as per the specifications defined in a template or a blueprint.

An object of a class is an instance that is built from a class, and that is why it is also called an instance of a class. For the rest of this chapter and this book, we will refer to object and instance synonymously. Objects in OOP are occasionally represented by physical objects such as tables, chairs, or books. On most occasions, the objects in a software program represent abstracted entities that may not be physical, such as accounts, names, addresses, and payments.

To refresh ourselves with basic concepts of classes and objects, we will define these terminologies with code examples.

Distinguishing between class attributes and instance attributes

Class attributes are defined as part of the class definition, and their...

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