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Defining Classes

  • Kent D. LeeEmail author
Part of the Undergraduate Topics in Computer Science book series (UTICS)

Abstract

The final chapter draws the reader into defining classes. With this knowledge they are ready to build applications that combine Tkinter widgets with turtle graphics screens through the use of inheritance. It turns out that a turtle graphics screen is just another Tkinter widget. As an example, a simple drawing application is developed.

Other topics include polymorphism which is demonstrated using a bouncing ball example. The “self” reference is introduced and class definition and implementation in Python is covered. With the information covered in this chapter many interesting and fun final projects are possible including a blackjack game, an improved reminder application, an asteroids game, and an address book program, all of which are described in the exercises for this final chapter.

Keywords

Rational Number Base Class Class Definition Practice Problem Move Method 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Copyright information

© Springer-Verlag London Limited 2011

Authors and Affiliations

  1. 1.Dept. Computer ScienceLuther CollegeDecorahUSA

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