General and Web Programming Fundamentals
  • Introduction
  • Program creation and design
    • Program design
      • Algorithms
      • Pseudocode
    • Programming conventions
    • Writing programs
      • Source code editors
      • Integrated Development Environments
      • Code repositories/Version control
      • Compilers/Interpreters
  • Programming Fundamentals
    • Operators
      • Arithmetic
      • Logical
      • Assignment
    • Constants and Variables
    • Datatypes
      • Primitive Datatypes
        • Character
        • Integer
        • Boolean
        • Floating point
        • Nothing (Null)
      • Composite Datatypes
        • Arrays
        • Strings
        • Classes
        • Structs
      • Literals
    • Data structures
      • Lists
      • Queues
      • Stacks
      • Map/dictionary
      • Trees
      • Graphs
    • Control structures
      • Selection (Conditional)
        • If/Else
        • Ternary
        • Switch
      • Iteration (Loops)
        • For loops
        • While loops
        • Do-While loops
        • For-Each loops
    • Functions
      • Parameters and arguments
      • Lambda expressions
      • Higher Order Functions
    • Space and Time
    • Scope
    • Standard libraries
  • Programming Paradigms
    • Procedural (Imperative) Programming
    • Object-oriented programming
    • Functional Programming
    • Declarative Programming
    • Event Driven programming
  • Programming Languages
    • Short history of programming
    • Low-level programming languages
    • High-level programming languages
  • Web Development
    • What is the web?
      • Web browsers (clients)
      • Webservers (serving web pages)
      • W3C
    • Markup languages
      • HTML
        • HTML Tags
      • Cascading Style Sheets (CSS)
        • CSS Properties
      • XML
      • Markdown
    • Scripting Languages
      • JavaScript
      • TypeScript
    • JSON
    • JavaScript Frameworks
  • Acknowledgements
    • About the author(s)
  • License
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  1. Programming Fundamentals
  2. Datatypes
  3. Composite Datatypes

Classes

Classes in Computer Programming

A class in computer programming is a blueprint for creating objects. Objects are instances of classes and encapsulate data for the object and methods to manipulate that data. Essentially, a class combines data and functions that operate on the data under a single name, enabling the developer to define a new data type that models real-world entities or concepts in a program. Classes support the principles of encapsulation, inheritance, and polymorphism, making them foundational to object-oriented programming (OOP).

Example in Python

In Python, defining a class is simple and straightforward. Here's an example of a basic class named Car that models a car's properties and behaviors:

class Car:
    def __init__(self, make, model, year):
        self.make = make
        self.model = model
        self.year = year

    def display_car(self):
        return f"{self.year} {self.make} {self.model}"

# Creating an instance of Car
my_car = Car("Toyota", "Corolla", "2015")
print(my_car.display_car())

Example in C#

C# is a strongly typed, object-oriented programming language, and creating classes in C# is also straightforward. Here's how you might define a similar Car class in C#:

using System;

public class Car
{
    public string Make;
    public string Model;
    public string Year;

    public Car(string make, string model, string year)
    {
        Make = make;
        Model = model;
        Year = year;
    }

    public void DisplayCar()
    {
        Console.WriteLine($"{Year} {Make} {Model}");
    }
}

class Program
{
    static void Main(string[] args)
    {
        Car myCar = new Car("Ford", "Focus", "2018");
        myCar.DisplayCar();
    }
}

In both examples, the Car class is defined with attributes to hold data (like make, model, and year) and methods to perform operations on the data (like displaying the car's details). Instances of the class are then created with specific values, demonstrating how classes serve as templates for creating objects in programming.

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