Classes and Objects in OOP ποΈ
What is a Class? ποΈ
A class is a blueprint or template for creating objects. It defines the attributes (data) and behaviors (methods) that the objects will have.
Example π:
Think of a Car Factory π. 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? πΉ
An object is an instance of a class. It represents a specific entity created from the class blueprint.
Example π:
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 π
Feature | Class ποΈ | Object π |
Definition | A blueprint/template | An actual instance |
Memory Usage | Doesnβt take memory | Takes memory space |
Purpose | Defines structure | Represents real entity |
Why Use Classes & Objects? π€
β
Modularity: Breaks down complex systems into manageable parts.
β
Code Reusability: The same class can be used to create multiple objects.
β
Scalability: New features can be added easily by modifying classes.
Conclusion π―
Classes and objects form the foundation of OOP. By defining reusable blueprints (classes), we can efficiently create and manipulate objects in our programs! π
π¬ **What objects have you created in your programs?
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