Classes and Objects in OOP πŸ—οΈ

What is a Class? πŸ›οΈ

A class is a blueprint or template for creating objects. It defines the attributes (data) and behaviors (methods) that the objects will have.

Example πŸ“Œ:

Think of a Car Factory 🏭. The factory (class) defines the design, but the actual cars (objects) are made from that design.

Java Example:

class Car {
    String brand;
    int speed;

    void accelerate() {
        System.out.println(brand + " is accelerating!");
    }
}

What is an Object? πŸ”Ή

An object is an instance of a class. It represents a specific entity created from the class blueprint.

Example πŸ“Œ:

From the Car Factory analogy, an actual Tesla Model S or Ford Mustang is an object of the Car class.

Java Example:

public class Main {
    public static void main(String[] args) {
        Car myCar = new Car();  // Object creation
        myCar.brand = "Tesla";
        myCar.speed = 200;
        myCar.accelerate();  // Calling method
    }
}

Output:

Tesla is accelerating!

Key Differences: Class vs Object πŸ†š

FeatureClass πŸ›οΈObject πŸš—
DefinitionA blueprint/templateAn actual instance
Memory UsageDoesn’t take memoryTakes memory space
PurposeDefines structureRepresents real entity

Why Use Classes & Objects? πŸ€”

βœ… Modularity: Breaks down complex systems into manageable parts.
βœ… Code Reusability: The same class can be used to create multiple objects.
βœ… Scalability: New features can be added easily by modifying classes.


Conclusion 🎯

Classes and objects form the foundation of OOP. By defining reusable blueprints (classes), we can efficiently create and manipulate objects in our programs! πŸš€


πŸ’¬ **What objects have you created in your programs?

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