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Today, weβll discuss what a class is in Java. Can anyone tell me what a class represents?
Isn't it like a blueprint for creating objects?
Great! Yes, a class acts like a blueprint or template. It defines the properties and behaviors of the objects created from it. Remember the acronym *PB* for Properties and Behaviors.
What do you mean by properties and behaviors?
Properties are the attributes of the class, while behaviors are what the class can do or the methods it defines. For example, in a `Student` class, the properties could be `id` and `name`, while a behavior could be a method named `display`.
Can you show us how this looks in code?
"Certainly! Here's a simple example:
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Now that we've covered classes, letβs move on to objects. What do we call the real-world entities created based on a class?
Those would be objects, right?
Exactly! An object is an instance of a class with actual values. If we look at our `Student` class, how can we create an object of that class?
We can use the `new` keyword, right?
Correct! We create an object using the syntax `Student s1 = new Student();`. This creates an instance of `Student`. Letβs say we assign values to `id` and `name`, how would we display them?
We would call the `display` method, like this: `s1.display();`.
Exactly! And it will print the id and name. Can anyone tell me what the output would be if we set `id` to 101 and `name` to 'Aman'?
It would display 'ID: 101' and 'Name: Aman'.
Fantastic! Remember, classes are blueprints, while objects are the real instances with actual data.
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In this section, we explore the concepts of classes and objects in Java programming. A class serves as a template for creating objects, defining their properties and behaviors. An object is a specific instance of a class, containing actual values that represent real-world entities. Examples and syntax are provided for further clarification.
In the realm of Object-Oriented Programming (OOP) in Java, the concepts of Classes and Objects are fundamental. A class is defined as a blueprint or template for creating objects. It encapsulates data in the form of properties (often referred to as fields or attributes) and functionalities through behaviors (known as methods or functions).
The syntax for declaring a class in Java is as follows:
An object, on the other hand, is a concrete instance of a class. It holds actual values corresponding to the properties defined in the class. For instance, consider the following class definition for a Student
:
This class can be instantiated to create objects that store real student information:
The output generated would be:
ID: 101 Name: Aman
This demonstrates how classes serve as templates and how objects are utilized to bring the data and methods to life, encapsulating the concept of representation in OOP.
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A class is a blueprint or template for creating objects. It defines:
β Properties (also called fields or attributes)
β Behaviors (also called methods or functions)
π Syntax of a Class:
class ClassName {
// variables
// methods
}
In programming, a class serves as a blueprint for creating objects. Think of a class as a template for models. Just like a blueprint details the dimensions and features of a building, a class specifies the properties (attributes) and behaviors (methods) an object will have. The syntax for defining a class in Java starts with the keyword 'class', followed by the name of the class, and includes detailed definitions of variables and methods within curly braces.
Imagine you have a blueprint for a car. This blueprint describes the car's features, like its color, size, and engine type (these are the properties). It also describes what the car can do, such as start, stop, or honk (these are the behaviors). Just like multiple cars can be built from the same blueprint but with different colors or sizes, you can create multiple objects from the same class.
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An object is a real-world entity based on a class. It holds actual values.
π§ͺ Example:
class Student {
int id;
String name;
void display() {
System.out.println("ID: " + id);
System.out.println("Name: " + name);
}
}
public class Main {
public static void main(String[] args) {
Student s1 = new Student(); // Creating object
s1.id = 101;
s1.name = "Aman";
s1.display(); // Calling method
}
}
π¬ Output:
ID: 101
Name: Aman
An object represents an instance of a class that holds actual data. Continuing with the blueprint analogy, if the class is the blueprint for a car, then an object is the physical car that you drive. In the example provided, a class named 'Student' is defined with properties 'id' and 'name', and a method 'display' that outputs the student's details. When we create an object (for example, 's1') from the 'Student' class, we can set values for 'id' and 'name' and utilize the 'display' method to see those values.
Consider the Student class as a template for students in a school. Each student (like Aman) has unique featuresβhis own ID and name. When we talk about 'Student s1 = new Student();', we are deciding to create a student (an object) based on the template (class) with the specific details we want to use (like Aman with ID 101).
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Key Concepts
Class: A blueprint defining properties and behaviors for creating objects.
Object: An instance of a class representing a real-world entity.
Properties: Attributes defined in a class that represent characteristics of an object.
Behaviors: Methods defined in a class that allow an object to perform actions.
See how the concepts apply in real-world scenarios to understand their practical implications.
The Student
class serves as a template with properties id
and name
, and a method display()
to output the student's details.
When Student s1 = new Student();
is executed, s1
is an object or instance of the Student
class with its individual values.
Use mnemonics, acronyms, or visual cues to help remember key information more easily.
In Java's code, a class will show, properties and behaviors in a neat row.
Imagine a blueprint for a house (the class) - without it, you can't visualize the house (the object) you want to build.
Think of 'CPB': Class - Properties - Behaviors to remember how a class structures objects.
Review key concepts with flashcards.
Review the Definitions for terms.
Term: Class
Definition:
A blueprint or template for creating objects that defines properties (fields) and behaviors (methods).
Term: Object
Definition:
A real-world entity based on a class that holds actual values.
Term: Properties
Definition:
Attributes or fields defined in a class that define the characteristics of an object.
Term: Behaviors
Definition:
Methods or functions defined in a class that describe what operations can be performed by an object.