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In the world of object-oriented programming (OOP), the concepts of classes and objects are fundamental building blocks that allow developers to model real-world entities and their behaviors in a structured and reusable way. They are the core of a paradigm that aims to make code more modular, organized, and scalable.

A class can be thought of as a blueprint, a template, or a prototype. It is a logical construct that defines a set of properties (variables or attributes) and behaviors (functions or methods) that an entity will have. For example, if you were to model a “Car,” the Car class would define common attributes like color, model, and year, and common behaviors like accelerate(), brake(), and turn(). The class itself is not a real-world object; it’s just the definition of what a car should look like and what it can do. It doesn’t take up memory for its data until an object is created from it. The class is a static description, a user-defined data type that provides the structure for its future instances.

An object, on the other hand, is a tangible, concrete instance of a class. When you create an object from a class, you are “instantiating” it. Using the Car example, an object would be a specific car—a red Ford Mustang from 2023. This object would have its own unique set of data for its attributes (e.g., color = "red", model = "Mustang", year = 2023) but would still be able to perform the behaviors defined in the Car class, such as accelerate(). You can create many different objects from the same class, each with its own state. For instance, you could have another Car object that is a blue Honda Civic from 2024. Both objects share the same blueprint (the Car class) but possess distinct data, representing two different cars.

The relationship between classes and objects is essential for key OOP principles like encapsulation, inheritance, and polymorphism. Encapsulation is the bundling of data and the methods that operate on that data into a single unit (the object), with the class acting as the container. This prevents direct access to the data, protecting it from accidental modification. By using classes and objects, developers can create clean, organized, and maintainable code, making it easier to manage complex software systems and collaborate on large projects.

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