8.1 Introduction to OOP

8.1 Introduction to OOP

An introduction to the fundamental principles of Object-Oriented Programming (OOP), explaining the concepts of classes, objects, attributes, and methods.

Object-Oriented Programming (OOP) is not just a set of techniques, but a powerful programming paradigm, a software design philosophy that allows modeling real-world entities and their interactions as "objects" within the code. Instead of thinking of a program as a series of commands, we think of it as a collection of objects that collaborate with each other.

Class

Imagine the class as a blueprint or a template for creating objects. It defines the general properties and behaviors that every object created from it will have. For example, the "Car" class would define that every car has a brand, model, color, and that it can accelerate, brake, and turn. It is not the car itself, but the general idea of it.

Object

An object is a specific, real instance of a class. If the class is the blueprint, the object is the house built from that blueprint. For example, "my red 2022 Ford Focus" is an object of the "Car" class. Each object has its own unique state (e.g., my car is red, yours might be blue).

Attributes

These are the data that describe an object's state. They are like variables that belong to an object. For the object "my red Ford Focus," the attributes would be: `brand = "Ford"`, `model = "Focus"`, `color = "red"`.

Methods

These are the functions that belong to an object and describe the behavior or actions the object can perform. Methods often modify the object's state (its attributes). For the "Car" object, methods could be `start_engine()`, `accelerate()`, and `brake()`.

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