Programming is about solving real-life problems. Imagine you’re designing a software to manage a car showroom, or a student database. In both cases, you deal with real-world entities like cars and students. Each of these has data (like name, color, roll number) and behavior (like start the car, register a course). You can visit the detailed tutorial here.
To represent such entities in programming, we use two powerful tools:
- Class (the blueprint)
- Object (the actual entity created from the blueprint)
Let’s break this down step by step.
What is a Class?
Contents
A class is a template or blueprint that describes what data (attributes) and what actions (functions/methods) an object of that type will have.
In real life:
Class is like a design of a car—you define what all cars will have: engine, color, model, and what they can do: start, stop, accelerate.
In code, it looks like this (Java):
public class Car {
// Attributes (data)
String color;
String model;
int year;
// Function (behavior)
void startEngine() {
System.out.println("Engine started!");
}
void displayDetails() {
System.out.println("Model: " + model + ", Year: " + year + ", Color: " + color);
}
}
Explanation:
Car
is the class name.color
,model
,year
are attributes.startEngine()
anddisplayDetails()
are functions (also called methods).
What is an Object?
An object is a real instance of a class. It’s like building an actual car from the design.
You can create multiple cars (objects) from one class.

public class Main {
public static void main(String[] args) {
// Create object car1
Car car1 = new Car();
car1.color = "Red";
car1.model = "Toyota Corolla";
car1.year = 2022;
car1.startEngine();
car1.displayDetails();
// Create another object car2
Car car2 = new Car();
car2.color = "Blue";
car2.model = "Honda Civic";
car2.year = 2021;
car2.startEngine();
car2.displayDetails();
}
Output:
Engine started!
Model: Toyota Corolla, Year: 2022, Color: Red
Engine started!
Model: Honda Civic, Year: 2021, Color: Blue
Key points:
car1
andcar2
are two different objects with their own values.- But they share the same structure because they were created from the same class.
Structure of a Class
Every class has:
- Attributes (Data) – These are the characteristics.
- Functions (Methods) – These define behavior.
Let’s now apply this to another example: a Student.
public class Student {
String name;
int rollNumber;
String course;
void introduce() {
System.out.println("Hello, my name is " + name + " and I study " + course);
}
}
Now create student objects:
public static void main(String[] args) {
Student s1 = new Student();
s1.name = "Ali";
s1.rollNumber = 101;
s1.course = "Computer Science";
s1.introduce();
Student s2 = new Student();
s2.name = "Sara";
s2.rollNumber = 102;
s2.course = "Software Engineering";
s2.introduce();
}
Output:
Hello, my name is Ali and I study Computer Science
Hello, my name is Sara and I study Software Engineering
Real-World Mapping
Real Life Concept | Programming Equivalent |
---|---|
Design of a car | Class |
A specific car in showroom | Object (car1 , car2 ) |
Name, color, engine | Attributes (model , year ) |
Start engine, drive | Functions (startEngine() ) |
Student record form | Class Student |
A real student | Object (s1 , s2 ) |
Why is it Useful?
Classes and objects bring many advantages that make programs more efficient, organized, and easier to manage. Here are some of the main reasons why they are useful:
Reusability
You can define a class once and use it to create multiple objects. This reduces code duplication and improves efficiency.
Modularity
Classes keep related data and behavior together, making the code easier to understand, debug, and modify.
Scalability
You can build large applications by managing many objects in a structured way. This is essential for real-world systems like banking or healthcare software.
Encapsulation
Encapsulation hides internal data and allows interaction through methods only. This protects data and prevents accidental changes.
Practice Task for Students
- Create a class
Book
with attributes:title
,author
, andyear
. - Add a method
showDetails()
to print the book’s information. - Create two book objects and show their details.