Welcome to Day 5 of your Python learning journey! Today, we’re delving into advanced concepts that will elevate your programming skills. Buckle up for a thrilling exploration of decorators, generators, and object-oriented programming (OOP).
1. Decorators: Elevating Functionality
Decorators in Python provide a powerful way to modify or enhance the behavior of functions. Let’s start by understanding the basics:
def my_decorator(func): def wrapper():
print(“Something is happening before the function is called.”)
func() print(“Something is happening after the function is called.”) return wrapper @my_decorator def say_hello(): print(“Hello!”) say_hello()
Explore creating your own decorators and applying them to functions. Experiment with decorators that accept parameters for increased flexibility.
2. Generators: Efficient Iteration
Generators offer a memory-efficient way to iterate over large datasets. Learn how to create generators using the yield keyword:
def square_numbers(n): for i in range(n): yield i ** 2 for num in square_numbers(5): print(num)
Experiment with generators for processing large datasets and understand how they differ from regular functions.
3. Object-Oriented Programming (OOP): Unleashing the Power of Classes
Object-oriented programming is a paradigm that organizes code into classes and objects. Let’s explore the fundamentals:
class Dog: def __init__(self, name, age): self.name = name self.age = age def bark(self): print(“Woof!”) my_dog = Dog(“Buddy”, 3) print(my_dog.name) my_dog.bark()
Understand the concepts of encapsulation, inheritance, and polymorphism. Create your own classes and experiment with building relationships between them.
Assignments for Day 5: Advanced Concepts
- Part 1: Decorators
Write a decorator that measures the time a function takes to execute.
Create a decorator that logs the parameters and return value of a function.
Part 2: Generators
3. Implement a generator that produces a Fibonacci sequence up to a given limit.
Write a generator that reads lines from a large text file and yields them one at a time.
Part 3: Object-Oriented Programming
5. Define a class representing a geometric shape with methods to calculate area and perimeter.
Create a subclass of the shape class for a specific shape (e.g., rectangle or circle) and override the necessary methods.