17.1. Classes and Objects: Introduction to Classes and Objects

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One of the fundamental concepts of object-oriented programming (OOP) is the idea of ​​classes and objects. This concept is crucial to understanding programming logic and is one of the core topics of this e-book. So let's start our journey into the world of classes and objects.

17.1. Classes and Objects: Introduction to Classes and Objects

A class is a data structure that contains data and functions, which are called methods when inside a class. The class is like a blueprint or blueprint that describes what an object should contain. In the simplest terms, a class is like a building blueprint, while an object is like the house that was built from that blueprint.

For example, let's consider a class called 'Car'. The 'Car' class can have properties like 'color', 'make', 'model' and 'year'. These properties are called class attributes. Also, the 'Car' class can have methods like 'accelerate', 'brake' and 'turn'. These methods represent the actions that an object of the 'Car' class can perform.

An object is an instance of a class. This means that an object is a specific example of a class. For example, if we have a 'Car' class, an object of that class could be a specific car, like a '2020 Red Ferrari'. This object has the attributes and methods defined in the 'Car' class, but the attribute values ​​are specific to this object.

Now that we have a basic understanding of what classes and objects are, let's look at how they are used in programming.

In object-oriented programming, code is organized around objects and data rather than functions and logic. This means that instead of writing code that executes a series of instructions, you define a set of objects and interact with them.

To create an object from a class, you need to instantiate the class. Instantiation is the process of creating an object from a class. For example, to create an object of the 'Car' class, you can use the following code:

Car myCar = new Car();

This code creates a new object called 'myCar' from the 'Car' class. Now you can use the 'myCar' object to call methods and access attributes defined in the 'Car' class.

For example, you can set the color of 'myCar' using the following code:

myCar.color = "red";

And you can call the 'accelerate' method of 'myCar' using the following code:

myCar.accelerate();

As you can see, classes and objects allow you to organize your code in a more intuitive and flexible way. You can define classes to represent real-world concepts in your code, and create objects from those classes to interact with those concepts. This makes your code easier to understand, easier to maintain, and more versatile.

In short, classes and objects are powerful tools that help you write better and more efficient code. They are one of the foundations of object-oriented programming and a crucial topic for any newcomer to programming. So make sure you understand this concept well before moving on to the next topics in this e-book.

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What are classes and objects in object-oriented programming (OOP)?

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4617.2. Classes and Objects: Attributes and methods of a class

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