Components in OOPS
A class is like a blueprint or a template that defines the characteristics (attributes) and behaviors (methods) of an object.
For example, consider a “Dog” class that defines how a dog should behave and what it can do. Think of a “Dog” class as a blueprint for different dog breeds. Each breed of dog (e.g., Labrador Retriever, Poodle, etc.) can be represented as an object of the “Dog” class.
An object is an instance of a class. It represents a specific entity that has its own unique set of attributes and can perform actions.
For example, a specific dog like “my_dog” is an object of the “Dog” class. “my_dog” can be an object representing an actual dog, such as “Bravo” which has its own attributes (e.g., name, breed, age) and can perform actions (e.g., bark, eat, fetch).
Methods:
A method is a function associated with an object that defines the actions or behaviors it can perform.
For example, a dog object can have methods like “bark()” or “eat()”. A dog object can have methods such as “bark()” to make a sound or “eat()” to consume food.
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