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Classes and Objects

Summary

This chapter introduces object-oriented programming in Python. Students will learn to define classes, create objects, work with instance and class attributes, write constructors and methods, and understand the self parameter. The chapter covers encapsulation through private attributes, getter/setter methods, and the property decorator. These concepts enable students to model real-world entities in their programs.

Concepts Covered

This chapter covers the following 20 concepts from the learning graph:

  1. Object-Oriented Programming
  2. Classes
  3. Objects
  4. Class Definition
  5. Class Instantiation
  6. Instance Attributes
  7. Class Attributes
  8. The Self Parameter
  9. Init Method
  10. Constructor
  11. Methods
  12. Instance Methods
  13. Str Method
  14. Repr Method
  15. Encapsulation
  16. Private Attributes
  17. Getter Methods
  18. Setter Methods
  19. Property Decorator
  20. Class Methods

Prerequisites

This chapter builds on concepts from:


Monty says: Let's code this!

Monty Welcome back, coders! Up until now, you've been storing data in variables, lists, and dictionaries, and organizing your logic with functions. That's powerful stuff. But today we're unlocking a whole new way of thinking about your programs. Get ready to meet classes and objects — the building blocks of modern software!

What Is Object-Oriented Programming?

Imagine you're building a video game with dozens of characters. Each character has a name, a health level, and a special ability. Each character can attack, defend, and move. You could store all of that in separate lists and write a bunch of loose functions to manage everything — but it would get messy fast. There has to be a better way.

There is. It's called Object-Oriented Programming (OOP for short), and it's one of the most important ideas in all of computer science. OOP is a programming style where you bundle related data and behavior together into a single unit called an object. Instead of scattering your character's data across multiple lists and writing unrelated functions, you create a self-contained "character package" that knows its own name, tracks its own health, and has its own methods for attacking and defending.

Why does this matter? Because the real world is full of objects. A car has attributes (color, speed, fuel level) and behaviors (accelerate, brake, turn). A student has attributes (name, grade, GPA) and behaviors (enroll, study, graduate). OOP lets you model real-world things in your code in a way that feels natural and organized.

Here's the big-picture analogy that will carry us through the entire chapter:

Real World OOP Concept
Cookie cutter Class
Cookie Object
Shape, flavor, size Attributes
Eating, decorating Methods

A class is like a cookie cutter — it's the template or blueprint that defines what a cookie looks like. An object is the actual cookie you press out of the dough. You can make dozens of different cookies from the same cutter, just like you can create many objects from one class. Each cookie can have different sprinkles on top (different data), but they all share the same basic shape (the same structure).

Let's keep this cookie-cutter analogy in our back pocket. We'll use it throughout the chapter.

Defining Your First Class

Time to write some code. A class definition tells Python the name of your new type and what data and behavior it should have. Here's the simplest possible class:

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class Dog:
    pass

That's it! The class keyword followed by a name (capitalized by convention) and a colon creates a brand-new type called Dog. The pass statement is just a placeholder that means "nothing here yet." Think of this as building an empty cookie cutter — it exists, but it doesn't do much.

Let's make it more interesting by adding some real structure. We're going to build a Dog class throughout this chapter and keep adding features as we learn new concepts.

Diagram: Class vs. Object Visual

Class vs. Object Cookie Cutter Diagram

Type: infographic sim-id: class-vs-object-diagram
Library: p5.js
Status: Specified

Bloom Level: Understand (L2) Bloom Verb: compare, explain

Learning Objective: Students will be able to distinguish between a class (blueprint/template) and an object (instance) by seeing a visual analogy of a cookie cutter producing multiple cookies with different attributes.

Purpose: A visual diagram showing a class as a cookie cutter on the left and multiple objects (cookies) on the right, each with different attribute values. Arrows show the "instantiation" process from class to objects.

Layout:

  • Left side: A single "cookie cutter" shape labeled "Dog class" with a list of attributes (name, breed, age) and methods (bark, sit, fetch)
  • Right side: Three "cookie" shapes, each labeled as a Dog object with different values:
  • Dog 1: name="Buddy", breed="Golden Retriever", age=3
  • Dog 2: name="Luna", breed="Poodle", age=5
  • Dog 3: name="Max", breed="Beagle", age=1
  • Arrows from the cookie cutter to each cookie labeled "instantiation"

Interactive elements:

  • Hover over the class to highlight all shared structure
  • Hover over any object to see its unique attribute values
  • Click a "Create New Dog" button to animate a new cookie being "pressed out" with random attributes

Color scheme: Class in blue, objects in warm cookie-brown tones with colored sprinkle accents Responsive: Layout adjusts from horizontal (wide screens) to vertical (narrow screens)

Instructional Rationale: The concrete visual analogy of cookie cutter to cookies makes the abstract class-vs-object distinction tangible. Interactive creation of new objects reinforces that many instances come from one class.

Creating Objects: Class Instantiation

Now that we have a class, let's make some objects. Class instantiation is the process of creating an actual object from a class. You "call" the class like a function:

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class Dog:
    pass

my_dog = Dog()
your_dog = Dog()

Each call to Dog() creates a brand-new, independent object — a specific instance of the Dog class. Right now our dogs are pretty boring (they have no data), but we've proven the concept: one class, multiple objects.

Think of it this way: Dog is the blueprint, my_dog and your_dog are two separate houses built from that blueprint. They share the same layout, but they're different houses on different streets.

The Constructor: The __init__ Method

When you buy a new phone, it doesn't come blank — it has some starting setup. A constructor does the same thing for objects. It's a special method that runs automatically every time you create a new object, setting up its initial data.

In Python, the constructor is the __init__ method (that's two underscores on each side of "init," short for "initialize"). Let's give our dogs some personality:

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class Dog:
    def __init__(self, name, breed, age):
        self.name = name
        self.breed = breed
        self.age = age

Now when we create a Dog, we pass in the starting values:

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buddy = Dog("Buddy", "Golden Retriever", 3)
luna = Dog("Luna", "Poodle", 5)

Each dog gets its own name, breed, and age. These are stored right inside the object, and we can access them anytime:

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print(buddy.name)   # Output: Buddy
print(luna.breed)    # Output: Poodle
print(luna.age)      # Output: 5

Monty says: You've got this!

Monty You might be wondering about those double underscores around __init__. In Python, methods with double underscores on both sides are called "dunder" methods (short for "double underscore"). They have special powers — Python calls them automatically at certain moments. __init__ is called when an object is born. You'll meet more dunder methods later in this chapter!

Understanding the self Parameter

You probably noticed that weird first parameter in the __init__ method — self. What is that? The self parameter is how an object refers to itself. When you write self.name = name, you're saying "store this value inside me."

Here's the key insight: when you call Dog("Buddy", "Golden Retriever", 3), Python automatically passes the new object as the first argument. You never type self in the function call — Python handles it behind the scenes. You only see self in the method definition.

Think of self like the word "my" in everyday speech. When Buddy the dog says "my name is Buddy," the word "my" refers to Buddy himself. When Luna says "my name is Luna," the same word "my" refers to Luna. self works the same way — it points to whichever object is running the code.

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# You write this:
buddy = Dog("Buddy", "Golden Retriever", 3)

# Python sees it as:
Dog.__init__(buddy, "Buddy", "Golden Retriever", 3)
#             ^^^^^ this becomes "self"

Instance Attributes vs. Class Attributes

The name, breed, and age that we set in __init__ are called instance attributes — they belong to one specific object. Buddy's name is "Buddy" and Luna's name is "Luna." Each instance carries its own copy.

But sometimes you want a piece of data shared by all objects of a class. That's a class attribute. It lives on the class itself, not on any individual object:

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class Dog:
    species = "Canis familiaris"  # Class attribute — shared by ALL dogs

    def __init__(self, name, breed, age):
        self.name = name    # Instance attribute — unique to each dog
        self.breed = breed   # Instance attribute
        self.age = age       # Instance attribute

Every Dog object can access species, but it's defined once and shared:

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buddy = Dog("Buddy", "Golden Retriever", 3)
luna = Dog("Luna", "Poodle", 5)

print(buddy.species)  # Output: Canis familiaris
print(luna.species)    # Output: Canis familiaris
print(buddy.name)     # Output: Buddy
print(luna.name)      # Output: Luna

Here's a handy comparison:

Feature Instance Attribute Class Attribute
Defined in __init__ using self. Directly inside the class body
Belongs to One specific object The class itself (shared by all)
Can differ between objects? Yes No (unless overridden)
Example self.name = "Buddy" species = "Canis familiaris"

Diagram: Instance vs. Class Attributes

Instance vs. Class Attributes Memory Diagram

Type: diagram sim-id: instance-vs-class-attributes
Library: p5.js
Status: Specified

Bloom Level: Understand (L2) Bloom Verb: differentiate, explain

Learning Objective: Students will be able to differentiate between instance attributes (unique per object) and class attributes (shared across all objects) by viewing a memory diagram.

Purpose: An interactive memory model showing a Dog class with a shared class attribute (species) and multiple Dog objects, each with unique instance attributes (name, breed, age). Arrows show that class attributes are referenced from the class, not duplicated per object.

Layout:

  • Top: A blue box representing the Dog class, showing species = "Canis familiaris"
  • Below: Three green boxes representing Dog instances (buddy, luna, max)
  • Each instance box shows its own name, breed, age values
  • Dashed arrows from each instance to the class attribute box for species
  • Solid borders around instance attributes to show they are "owned" by the object

Interactive elements:

  • Hover over species in the class box to highlight all dashed arrows connecting to instances
  • Hover over any instance attribute to see it highlighted only on that one object
  • Click "Add Dog" to create a new instance box with random attributes and a new dashed arrow
  • Toggle "Show Memory Addresses" to reveal that all instances reference the same class attribute location

Color scheme: Class box in blue, instance boxes in green, shared attribute arrows in orange dashed lines Responsive: Boxes reflow vertically on narrow screens

Instructional Rationale: Memory diagrams make the invisible visible. Seeing that class attributes live in one place (the class) while instance attributes are stored per object reinforces the conceptual difference. Interactive arrows clarify the reference relationship.

Writing Methods

Data is only half the story. Objects don't just have information — they do things. A method is a function that lives inside a class and describes the behavior of an object.

Instance Methods

An instance method is the most common type of method. It operates on a specific object and has access to that object's data through self:

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class Dog:
    species = "Canis familiaris"

    def __init__(self, name, breed, age):
        self.name = name
        self.breed = breed
        self.age = age

    def bark(self):
        return f"{self.name} says: Woof!"

    def describe(self):
        return f"{self.name} is a {self.age}-year-old {self.breed}."

    def birthday(self):
        self.age += 1
        return f"Happy birthday, {self.name}! You're now {self.age}."

Now our dogs can do things:

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buddy = Dog("Buddy", "Golden Retriever", 3)

print(buddy.bark())       # Output: Buddy says: Woof!
print(buddy.describe())   # Output: Buddy is a 3-year-old Golden Retriever.
print(buddy.birthday())   # Output: Happy birthday, Buddy! You're now 4.
print(buddy.describe())   # Output: Buddy is a 4-year-old Golden Retriever.

Notice that birthday() actually changes the object's data — it increments self.age. Methods can both read and modify an object's attributes. That's the beauty of bundling data and behavior together.

Monty says: Let's debug this together!

Monty Every instance method must take self as its first parameter. If you forget it, Python will throw an error like TypeError: bark() takes 0 positional arguments but 1 was given. That error message is confusing until you realize Python is secretly passing the object as the first argument. Always include self!

Special Methods: __str__ and __repr__

What happens when you try to print an object?

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buddy = Dog("Buddy", "Golden Retriever", 3)
print(buddy)
# Output: <__main__.Dog object at 0x7f8b8c0d2e90>

Yikes. That memory address isn't helpful at all. Python doesn't magically know how to display your custom object — you need to tell it. That's where the __str__ method comes in.

The __str__ Method

The __str__ method defines the "user-friendly" string version of your object. It's what Python uses when you call print() or str() on your object:

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class Dog:
    def __init__(self, name, breed, age):
        self.name = name
        self.breed = breed
        self.age = age

    def __str__(self):
        return f"{self.name} the {self.breed}, age {self.age}"

Now printing works beautifully:

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buddy = Dog("Buddy", "Golden Retriever", 3)
print(buddy)  # Output: Buddy the Golden Retriever, age 3

The __repr__ Method

The __repr__ method is similar, but it's meant for developers, not end users. It should return a string that could recreate the object. Think of __str__ as the "pretty" version and __repr__ as the "technical" version:

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class Dog:
    def __init__(self, name, breed, age):
        self.name = name
        self.breed = breed
        self.age = age

    def __str__(self):
        return f"{self.name} the {self.breed}, age {self.age}"

    def __repr__(self):
        return f"Dog('{self.name}', '{self.breed}', {self.age})"

Here's the difference in action:

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buddy = Dog("Buddy", "Golden Retriever", 3)

print(str(buddy))    # Output: Buddy the Golden Retriever, age 3
print(repr(buddy))   # Output: Dog('Buddy', 'Golden Retriever', 3)

When you type an object's name in the Python interactive shell (without print), Python uses __repr__. When you use print(), Python uses __str__. If you only define one, define __repr__ — Python will fall back to it when __str__ isn't available.

Method Audience Called by Purpose
__str__ End users print(), str() Readable, friendly display
__repr__ Developers Interactive shell, repr() Precise, recreatable representation

Diagram: Dog Class Complete Structure

Dog Class UML-Style Diagram

Type: diagram sim-id: dog-class-uml-diagram
Library: p5.js
Status: Specified

Bloom Level: Understand (L2) Bloom Verb: describe, summarize

Learning Objective: Students will be able to read a class diagram showing the structure of a Python class, identifying its attributes and methods.

Purpose: A UML-style class diagram for the Dog class showing the class name, attributes (instance and class), and methods in a clear three-section box format.

Layout:

  • A single box divided into three horizontal sections:
  • Top section (header): Class name "Dog"
  • Middle section: Attributes listed with types
    • species: str (labeled "class attribute")
    • name: str (labeled "instance")
    • breed: str (labeled "instance")
    • age: int (labeled "instance")
  • Bottom section: Methods
    • __init__(name, breed, age)
    • bark() -> str
    • describe() -> str
    • birthday() -> str
    • __str__() -> str
    • __repr__() -> str

Interactive elements:

  • Hover over any attribute to see its description and whether it is instance or class level
  • Hover over any method to see a brief description of what it does
  • Click "Show Code" to toggle a code panel beside the diagram showing the full Python class definition

Color scheme: Header in dark blue, attributes in light blue, methods in light green Responsive: Box scales with window width; minimum readable size maintained

Instructional Rationale: Class diagrams are a standard tool in software design. Introducing students to this visual format early helps them plan classes before coding and read documentation that uses UML notation.

A Complete Example: Building It Up

Let's see our full Dog class with everything we've learned so far in one place:

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class Dog:
    # Class attribute — shared by all dogs
    species = "Canis familiaris"

    def __init__(self, name, breed, age):
        """Constructor: initialize a new Dog."""
        self.name = name
        self.breed = breed
        self.age = age

    def bark(self):
        """Make the dog bark."""
        return f"{self.name} says: Woof!"

    def describe(self):
        """Return a description of the dog."""
        return f"{self.name} is a {self.age}-year-old {self.breed}."

    def birthday(self):
        """Celebrate the dog's birthday."""
        self.age += 1
        return f"Happy birthday, {self.name}! You're now {self.age}."

    def __str__(self):
        """User-friendly string representation."""
        return f"{self.name} the {self.breed}, age {self.age}"

    def __repr__(self):
        """Developer-friendly string representation."""
        return f"Dog('{self.name}', '{self.breed}', {self.age})"

Let's take it for a spin:

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# Create two dog objects
buddy = Dog("Buddy", "Golden Retriever", 3)
luna = Dog("Luna", "Poodle", 5)

# Use instance methods
print(buddy.bark())       # Buddy says: Woof!
print(luna.describe())    # Luna is a 5-year-old Poodle.

# Access class attribute
print(Dog.species)        # Canis familiaris
print(buddy.species)     # Canis familiaris (same thing)

# Use special methods
print(buddy)             # Buddy the Golden Retriever, age 3
print(repr(luna))        # Dog('Luna', 'Poodle', 5)

# Modify an object
buddy.birthday()
print(buddy.describe())  # Buddy is a 4-year-old Golden Retriever.

This is the power of OOP: all of Buddy's data and behavior live together in one tidy package. You don't need to track separate lists of names, breeds, and ages. Everything is organized and self-contained.

Encapsulation: Protecting Your Data

Here's a question: what stops someone from doing this?

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buddy = Dog("Buddy", "Golden Retriever", 3)
buddy.age = -5  # Uh oh... a dog with negative age?

Nothing! Right now, anyone can reach in and set buddy.age to any value, even one that makes no sense. That's a problem if you're building real software.

Encapsulation is the OOP principle of hiding an object's internal data and controlling access to it. Instead of letting the outside world poke around directly, you provide controlled doors (methods) that validate changes before allowing them. Think of it like a bank vault — you don't let customers walk in and grab cash. They go through a teller who checks their identity and balance first.

Private Attributes

In Python, you signal that an attribute is "private" — meaning it shouldn't be accessed directly from outside the class — by prefixing its name with an underscore. These are called private attributes:

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class Dog:
    def __init__(self, name, breed, age):
        self.name = name
        self.breed = breed
        self._age = age  # Private attribute (single underscore)

The single underscore _age is a convention, not a hard rule. Python won't actually prevent someone from accessing buddy._age, but the underscore is a clear signal: "Hey, this is internal. Don't touch it directly."

For stronger privacy, you can use a double underscore, which triggers name mangling — Python renames the attribute internally to make it harder to access from outside:

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class Dog:
    def __init__(self, name, breed, age):
        self.name = name
        self.breed = breed
        self.__age = age  # "Mangled" private attribute

buddy = Dog("Buddy", "Golden Retriever", 3)
# print(buddy.__age)  # AttributeError! Can't access it directly.

Monty says: Watch out, coders!

Monty Python's privacy system is based on trust, not enforcement. The single underscore convention (_age) is like a "Do Not Disturb" sign on a hotel door — polite but not a physical barrier. The double underscore (__age) is more like a locked door, but a determined person can still pick the lock. In Python culture, we follow the conventions because we're good citizens, not because we're forced to.

Getter Methods

If attributes are private, how do we read them? We write getter methods — methods that return the value of a private attribute:

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class Dog:
    def __init__(self, name, breed, age):
        self.name = name
        self.breed = breed
        self._age = age

    def get_age(self):
        """Getter: return the dog's age."""
        return self._age

Now outside code reads the age through the getter:

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buddy = Dog("Buddy", "Golden Retriever", 3)
print(buddy.get_age())  # Output: 3

Setter Methods

To change a private attribute safely, we write setter methods — methods that validate the new value before applying it:

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class Dog:
    def __init__(self, name, breed, age):
        self.name = name
        self.breed = breed
        self._age = age

    def get_age(self):
        """Getter: return the dog's age."""
        return self._age

    def set_age(self, new_age):
        """Setter: update the dog's age with validation."""
        if new_age < 0:
            print("Error: Age can't be negative!")
        elif new_age > 30:
            print("Error: That's too old for a dog!")
        else:
            self._age = new_age

Now we get protection:

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buddy = Dog("Buddy", "Golden Retriever", 3)

buddy.set_age(4)    # Works fine
print(buddy.get_age())  # Output: 4

buddy.set_age(-5)   # Output: Error: Age can't be negative!
print(buddy.get_age())  # Output: 4 (unchanged)

The setter acts as a gatekeeper, only allowing valid changes through.

Diagram: Encapsulation Bank Vault Analogy

Encapsulation Bank Vault Analogy

Type: infographic sim-id: encapsulation-bank-vault
Library: p5.js
Status: Specified

Bloom Level: Understand (L2) Bloom Verb: explain, illustrate

Learning Objective: Students will be able to explain how encapsulation protects an object's internal data by restricting direct access and using getter/setter methods as controlled access points.

Purpose: A visual analogy showing a bank vault (the object) with a teller window (getter/setter methods) as the only way to interact with the money inside (private attributes). Direct access to the vault is blocked.

Layout:

  • Center: A large "vault" box representing the Dog object, with private attributes (_age, _breed) shown inside
  • Front of vault: Two windows labeled "Getter" and "Setter"
  • Outside: A figure representing "outside code" trying to access the vault
  • Path 1 (green, allowed): Outside code -> Getter window -> receives age value
  • Path 2 (green, allowed): Outside code -> Setter window -> value validated -> stored in vault
  • Path 3 (red, blocked): Outside code -> tries to reach directly into vault -> big red X

Interactive elements:

  • Click "Try Direct Access" to animate the blocked attempt with a red flash and error message
  • Click "Use Getter" to animate a successful read through the getter window
  • Click "Use Setter (valid)" to animate a successful write with a green checkmark
  • Click "Use Setter (invalid)" to animate a blocked write with a validation error

Color scheme: Vault in dark gray, getter window in green, setter window in blue, blocked paths in red Responsive: Single-column layout on narrow screens

Instructional Rationale: The bank vault analogy makes the abstract concept of encapsulation concrete. Animating both allowed and blocked access paths helps students understand why getters and setters exist and how they protect data integrity.

The Property Decorator: The Best of Both Worlds

Getters and setters work, but calling buddy.get_age() and buddy.set_age(4) feels clunky compared to the clean buddy.age syntax. Wouldn't it be great if you could write buddy.age but still get the protection of a setter?

That's exactly what the property decorator does. It lets you define getter and setter methods that look like regular attribute access. It's the best of both worlds — clean syntax and data validation:

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class Dog:
    def __init__(self, name, breed, age):
        self.name = name
        self.breed = breed
        self._age = age  # Store privately

    @property
    def age(self):
        """Getter using @property."""
        return self._age

    @age.setter
    def age(self, new_age):
        """Setter with validation."""
        if new_age < 0:
            raise ValueError("Age can't be negative!")
        elif new_age > 30:
            raise ValueError("That's too old for a dog!")
        self._age = new_age

Now you get clean, natural syntax with hidden protection:

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buddy = Dog("Buddy", "Golden Retriever", 3)

# Reads like a regular attribute (but calls the getter behind the scenes)
print(buddy.age)    # Output: 3

# Writes like a regular attribute (but calls the setter behind the scenes)
buddy.age = 4
print(buddy.age)    # Output: 4

# Validation still works!
buddy.age = -5      # Raises ValueError: Age can't be negative!

The @property decorator is a favorite tool among Python developers. It keeps your code clean on the outside while maintaining all the safety checks on the inside. You'll see it in professional Python code everywhere.

Here's a summary of the three approaches to attribute access:

Approach Read Write Validation? Pythonic?
Public attribute buddy.age buddy.age = 4 No Simple but risky
Getter/setter methods buddy.get_age() buddy.set_age(4) Yes Works but verbose
Property decorator buddy.age buddy.age = 4 Yes Clean and safe

Class Methods

So far, every method we've written operates on an individual object — it uses self to access that specific dog's data. But sometimes you want a method that belongs to the class itself, not to any particular object. That's a class method.

A class method is created using the @classmethod decorator, and its first parameter is cls (the class) instead of self (the object):

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class Dog:
    species = "Canis familiaris"
    _dog_count = 0  # Track how many dogs have been created

    def __init__(self, name, breed, age):
        self.name = name
        self.breed = breed
        self._age = age
        Dog._dog_count += 1  # Increment the counter

    @classmethod
    def get_dog_count(cls):
        """Return the total number of Dog objects created."""
        return cls._dog_count

    @classmethod
    def from_string(cls, dog_string):
        """Create a Dog from a string like 'Buddy-Golden Retriever-3'."""
        name, breed, age = dog_string.split("-")
        return cls(name, breed, int(age))

Class methods are useful for two main things:

  1. Factory methods — Alternate ways to create objects (like from_string above)
  2. Class-level operations — Working with class attributes rather than instance attributes
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# Regular creation
buddy = Dog("Buddy", "Golden Retriever", 3)
luna = Dog("Luna", "Poodle", 5)

# Factory method — creates a Dog from a string
max_dog = Dog.from_string("Max-Beagle-1")
print(max_dog.name)  # Output: Max

# Class method — tracks all dogs
print(Dog.get_dog_count())  # Output: 3

Notice that you call class methods on the class itself (Dog.get_dog_count()) rather than on an object. They don't need a specific instance to do their work.

Monty says: Let's debug this together!

Monty If all these decorators and special methods feel like a lot, take a breath. You don't need to memorize every detail right now. The most important things are: __init__ sets up your object, self means "me," and methods define what your object can do. Start with those three ideas, and everything else will click as you practice!

Bringing It All Together: The Complete Dog Class

Here's our finished Dog class with everything from this chapter — class attributes, instance attributes, instance methods, special methods, encapsulation with the property decorator, and a class method:

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class Dog:
    """A class representing a dog."""

    species = "Canis familiaris"  # Class attribute
    _dog_count = 0               # Class attribute (private)

    def __init__(self, name, breed, age):
        """Constructor: initialize a new Dog."""
        self.name = name
        self.breed = breed
        self._age = age          # Private instance attribute
        Dog._dog_count += 1

    @property
    def age(self):
        """Getter: return the dog's age."""
        return self._age

    @age.setter
    def age(self, new_age):
        """Setter: update age with validation."""
        if not isinstance(new_age, int) or new_age < 0:
            raise ValueError("Age must be a non-negative integer.")
        if new_age > 30:
            raise ValueError("Age seems unrealistic for a dog.")
        self._age = new_age

    def bark(self):
        """Instance method: make the dog bark."""
        return f"{self.name} says: Woof!"

    def describe(self):
        """Instance method: describe the dog."""
        return f"{self.name} is a {self._age}-year-old {self.breed}."

    def birthday(self):
        """Instance method: celebrate a birthday."""
        self._age += 1
        return f"Happy birthday, {self.name}! You're now {self._age}."

    def __str__(self):
        """User-friendly string representation."""
        return f"{self.name} the {self.breed}, age {self._age}"

    def __repr__(self):
        """Developer-friendly string representation."""
        return f"Dog('{self.name}', '{self.breed}', {self._age})"

    @classmethod
    def get_dog_count(cls):
        """Class method: return total number of dogs created."""
        return cls._dog_count

    @classmethod
    def from_string(cls, dog_string):
        """Class method (factory): create a Dog from a formatted string."""
        name, breed, age = dog_string.split("-")
        return cls(name, breed, int(age))

Let's exercise every feature:

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# Create dogs using the constructor
buddy = Dog("Buddy", "Golden Retriever", 3)
luna = Dog("Luna", "Poodle", 5)

# Create a dog using the factory class method
max_dog = Dog.from_string("Max-Beagle-1")

# Instance methods
print(buddy.bark())          # Buddy says: Woof!
print(luna.describe())       # Luna is a 5-year-old Poodle.
print(max_dog.birthday())   # Happy birthday, Max! You're now 2.

# Special methods
print(buddy)                 # Buddy the Golden Retriever, age 3
print(repr(luna))           # Dog('Luna', 'Poodle', 5)

# Property with validation
buddy.age = 4               # Works fine
# buddy.age = -1            # Raises ValueError!

# Class attribute and class method
print(Dog.species)           # Canis familiaris
print(Dog.get_dog_count())  # 3

Diagram: Object Interaction Playground

Dog Class Interactive Playground MicroSim

Type: microsim sim-id: dog-class-playground
Library: p5.js
Status: Specified

Bloom Level: Apply (L3) Bloom Verb: construct, demonstrate

Learning Objective: Students will be able to create Dog objects, call methods, and observe results in an interactive playground that demonstrates class instantiation, method calls, and attribute access.

Purpose: An interactive code playground where students can create Dog objects by filling in attribute fields, then click buttons to call various methods and see the output — without needing to switch to a separate Python environment.

Layout:

  • Top section: "Create a Dog" form with input fields for name, breed, and age, plus a "Create" button
  • Middle section: A visual "kennel" area showing all created Dog objects as card-style boxes
  • Each card shows the dog's name, breed, age, and buttons for bark(), describe(), birthday()
  • Bottom section: Output console showing the results of method calls
  • A "Dog Count" badge in the corner showing the class method result

Interactive elements:

  • Fill in name/breed/age and click "Create" to add a new Dog card to the kennel
  • Click "Bark" on any dog card to see the bark() output
  • Click "Birthday" to increment that dog's age (visually updates the card)
  • Click "Describe" to see the describe() output
  • Click "Print" to see the str output
  • Click "Repr" to see the repr output
  • "Dog Count" badge auto-updates when new dogs are created

Visual style: Colorful dog cards with breed-themed icons, console area with monospace font Color scheme: Cards in warm tones, console in dark theme Responsive: Cards wrap to multiple rows on narrow screens

Instructional Rationale: A no-code playground lets students experiment with OOP concepts interactively. Creating objects and calling methods provides immediate visual feedback, reinforcing the relationship between classes, objects, attributes, and methods without the overhead of setting up a development environment.

Why OOP Matters

You might be thinking: "This is cool, but why go through all this trouble? I could just use dictionaries and functions." That's fair! For small programs, you absolutely could. But OOP really shines as programs grow larger:

  • Organization: All related data and behavior live in one place. A Dog class bundles everything about dogs together.
  • Reusability: Once you've written a Dog class, you can create as many dogs as you want without rewriting anything.
  • Encapsulation: You can protect your data from accidental corruption and provide clean interfaces for interacting with objects.
  • Real-world modeling: OOP lets you represent real-world things (students, bank accounts, game characters) in a natural way.
  • Teamwork: When building software with a team, OOP makes it easier to divide work. One person builds the Dog class, another builds the Cat class, and they connect through well-defined methods.

In the next chapter, you'll learn about inheritance — creating new classes based on existing ones. That's where OOP gets really powerful.

Diagram: OOP Benefits Concept Map

OOP Benefits Concept Map

Type: infographic sim-id: oop-benefits-concept-map
Library: p5.js
Status: Specified

Bloom Level: Understand (L2) Bloom Verb: summarize, explain

Learning Objective: Students will be able to summarize the key benefits of OOP (organization, reusability, encapsulation, real-world modeling, teamwork) and explain why OOP is preferred for larger programs.

Purpose: A concept map with "OOP" at the center and five benefit nodes radiating outward, each with a brief description and a concrete example from the Dog class.

Layout:

  • Central node: "Object-Oriented Programming" in a large circle
  • Five satellite nodes arranged in a star pattern:
  • Organization: "All Dog data + behavior in one class"
  • Reusability: "Create unlimited Dog objects from one class"
  • Encapsulation: "Property decorators protect age from invalid values"
  • Real-world modeling: "Dogs in code match dogs in real life"
  • Teamwork: "Each teammate builds a different class"
  • Connecting lines from center to each node

Interactive elements:

  • Hover over any benefit node to see an expanded explanation and code snippet
  • Click a benefit node to highlight the relevant parts of a miniature Dog class code block shown at the bottom

Color scheme: Center in green, benefit nodes in five distinct colors Responsive: Star layout collapses to vertical list on narrow screens

Instructional Rationale: Concept maps help students see the big picture and connect individual concepts to overarching themes. Linking each benefit to a concrete code example from the chapter grounds abstract principles in familiar code.

Monty says: You've got this!

Monty Amazing work, coder! You just learned one of the most important concepts in all of programming. You can now define classes, create objects, write constructors and methods, control access to data, and use Python's property decorator like a pro. You're officially thinking in objects. Next stop: inheritance and polymorphism!

Key Takeaways

  • Object-Oriented Programming (OOP) bundles related data (attributes) and behavior (methods) into objects for cleaner, more organized code.
  • A class is a blueprint or template. An object is a specific instance created from that class.
  • The __init__ method (constructor) runs automatically when you create an object, setting up its initial attributes.
  • self is how an object refers to itself inside its methods.
  • Instance attributes belong to individual objects. Class attributes are shared across all objects of a class.
  • Instance methods operate on a specific object's data. Class methods operate on the class itself.
  • __str__ gives you a user-friendly string. __repr__ gives you a developer-friendly, recreatable string.
  • Encapsulation protects data by making attributes private and using getter/setter methods or the property decorator to control access.
  • The property decorator (@property) gives you clean attribute-style syntax (buddy.age) with hidden validation logic.
  • Class methods (@classmethod) belong to the class rather than any instance, useful for factory methods and class-level operations.
Check Your Understanding: What is the difference between a class and an object?

A class is a blueprint or template that defines the structure (attributes) and behavior (methods) for a type of thing. An object is a specific instance created from that class. For example, Dog is a class, and buddy = Dog("Buddy", "Golden Retriever", 3) creates an object. You can think of a class as a cookie cutter and an object as a cookie — many objects can come from one class, each with its own data.

Check Your Understanding: Why do we use encapsulation and the property decorator?

Encapsulation protects an object's internal data from being changed to invalid values. Without it, anyone could set buddy.age = -5, which doesn't make sense. The property decorator lets you add validation (like checking that age is non-negative) while keeping the syntax clean — you still write buddy.age = 4 instead of buddy.set_age(4). It's the best of both worlds: safety and readability.

Check Your Understanding: What is the difference between __str__ and __repr__?

Both return string representations of an object, but for different audiences. __str__ is for end users — it returns a readable, friendly string and is called by print(). __repr__ is for developers — it returns a precise string that ideally could recreate the object, and is called in the interactive shell. For example: str(buddy) might return "Buddy the Golden Retriever, age 3" while repr(buddy) returns "Dog('Buddy', 'Golden Retriever', 3)".