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:
-
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).
-
Online Shopping:
- Class: "Product"
- Objects: "Laptop," "Smartphone," "Headphones"
- Attributes: Each product object would have attributes such as "name," "price," and "manufacturer."
-
Geometry:
- Class: "Shape"
- Objects: "Circle," "Rectangle," "Triangle"
- Attributes: A "Circle" object could have attributes like "radius," while a "Rectangle" might have "length" and "width."
-
Banking System:
- Class: "Account"
- Objects: "Savings Account," "Checking Account"
- Attributes: Each account object could have attributes such as "account number," "balance," and "account holder."