17 Oct 2023




Beginner

In simple terms, an object is a real-world entity.

In object-oriented programming (OOP), an object is a specific instance of a class. It's a complete entity that combines data (attributes) and behavior (methods).

An object is an instance of a class. A class is a blueprint or template that defines the structure and behavior of objects.

Examples:

  • In OOP, a "Car" class can define the blueprint for creating car objects. Each car object, in turn, would have specific attributes like color, make, and model, and methods like "start" and "stop."
  • Think of a "Person" class that can be used to create person objects, each with attributes such as name, age, and methods like "speak" and "walk."

Here are a few more examples to illustrate the concept of objects:

  1. Animal Kingdom:

    • Class: "Animal"
    • Objects: "Lion," "Elephant," "Giraffe"
    • Attributes: For "Lion," attributes might include "species" (Panthera leo) and "habitat" (savannah). "Elephant" would have attributes like "species" (Loxodonta africana) and "diet" (herbivore).
  2. Online Shopping:

    • Class: "Product"
    • Objects: "Laptop," "Smartphone," "Headphones"
    • Attributes: Each product object would have attributes such as "name," "price," and "manufacturer."
  3. Geometry:

    • Class: "Shape"
    • Objects: "Circle," "Rectangle," "Triangle"
    • Attributes: A "Circle" object could have attributes like "radius," while a "Rectangle" might have "length" and "width."
  4. Banking System:

    • Class: "Account"
    • Objects: "Savings Account," "Checking Account"
    • Attributes: Each account object could have attributes such as "account number," "balance," and "account holder."