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11 CLASS AS THE BASIS OF
ALL COMPUTATION
Learning Objectives
11.1 Object 11.2 Class
11.3 Difference between Class and Object 11.4 Creating Objects of a Class
11.5 Different Component of a Class 11.6 Nested Class
11.7 Class as an Object Factory 11.8 Using this Keyword
When you see around yourself, you will find several objects like a pencil, mobile, car, bicycle, book, eraser, etc. These
objects are called real-world objects. Each of these objects has its own properties like size and colour. Every object has
a different purpose and performs a specific action.
Similarly, object-oriented programming is based on the objects. These objects are known as software objects. To solve
a problem using object-oriented programming, the first step is to identify the objects in it. For example, if you want to
bake a cheese pizza, then you need to identify the ingredients (objects) first.
11.1 OBJECT
An object is a fundamental unit of object-oriented programming. It has state, attributes (characteristics) and behaviour.
In the real world, an object is an entity that has a definite shape and is visible to us. The different components of an
object are:
• Characteristics or attributes: The properties of an object are called characteristics or attributes. It is also known as
the state of an object.
• Behaviour or methods: The action that an object can perform is called its behaviour.
Object name: Computer
Characteristics: Speed
Memory
Accuracy
Behaviour: Processing
Storing
While programming, attributes of an object are represented by the data members known as member variables, like
speed and storage. The behaviour of an object is represented by the member method like processing( ).
260260 Touchpad Computer Applications-X

