OOP is a design philosophy. It stands for Object Oriented Programming. Object-Oriented Programming (OOP) uses a different set of programming languages than old procedural programming languages (C, Pascal, etc.). Everything in OOP is grouped as self sustainable "objects". Hence, you gain reusability by means of four main object-oriented programming concepts.
In order to clearly understand the object orientation model, let’s take your “hand” as an example. The “hand” is a class. Your body has two objects of the type "hand", named "left hand" and "right hand". Their main functions are controlled or managed by a set of electrical signals sent through your shoulders (through an interface). So the shoulder is an interface that your body uses to interact with your hands. The hand is a well-architected class. The hand is being reused to create the left hand and the right hand by slightly changing the properties of it.
What is an Object?
An object can be considered a "thing" that can perform a set of related activities. The set of activities that the object performs defines the object's behavior. For example, the Hand (object) can grip something, or a Student (object) can give their name or address.
In pure OOP terms an object is an instance of a class.
so we can say that, object is a part of class which can access anything which is belongs with in class.
What is a Class?
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A class is simply a representation of a type of object. It is the blueprint, or plan, or template, that describes the details of an object. A class is the blueprint from which the individual objects are created. Class is composed of three things: a name, attributes, and operations.
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public class Student
{
}
According to the sample given below we can say that the Student object, named objectStudent, has been created out of the Student class.
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Student objectStudent = new Student();
In real world, you'll often find many individual objects all of the same kind. As an example, there may be thousands of other bicycles in existence, all of the same make and model. Each bicycle has built from the same blueprint. In object-oriented terms, we say that the bicycle is an instance of the class of objects known as bicycles.
In the software world, though you may not have realized it, you have already used classes. For example, the TextBox control, you always used, is made out of the TextBox class, which defines its appearance and capabilities. Each time you drag a TextBox control, you are actually creating a new instance of the TextBox class.