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Chapter 8: Classes & Objects in Java ๐Ÿš€

Mentor's Note: In Chapter 7, we learned about basic variables. Now, we learn how to group those variables and functions together into "Objects." This is how professional software is built! ๐Ÿ’ก

๐Ÿ“š Educational Content: This template ensures consistent, high-quality educational materials for VD Computer Tuition students.

๐ŸŽฏ Learning Objectives

By the end of this lesson, students will be able to: - [x] Understand the difference between a Class and an Object. - [x] Visualize the "Blueprint" concept using a Mobile Factory story. - [x] Create and use classes, attributes, and methods in Java. - [x] Solve board-exam MCQs related to Class definitions and Object creation.


๐ŸŒŸ The Scenario: The Mobile Phone Factory ๐Ÿญ

Mental Model for beginners: Explain the concept using a real-world story. Imagine you own a factory that makes smartphones.

  • The Class (The Blueprint): Before making any phone, engineers create a detailed design on paper. This design says every phone must have a color, a model name, and a price. The design itself isn't a phone you can use; it's just a plan. ๐Ÿ“ฆ
  • The Object (The Phone): Using that blueprint, the factory produces thousands of actual phones. One is Red (iPhone 15), another is Blue (Galaxy S24). These are the "Objects" you can actually hold and use. โœ…

๐Ÿ“– Concept Explanation

What is a Class?

A class is a user-defined blueprint or prototype from which objects are created. It represents the set of properties or methods that are common to all objects of one type.

What is an Object?

An object is a basic unit of Object-Oriented Programming and represents the real-life entities. A typical Java program creates many objects, which as you know, interact by invoking methods.

Why is it important?

In GSEB exams, understanding that "Class is a logical entity" and "Object is a physical entity" is crucial for MCQs.

Where is it used?

  • Mobile Applications ๐Ÿ“ฑ: Every button, screen, and user profile is an object.
  • Game Development ๐ŸŽฎ: Every character (Player, Enemy) is an object created from a class.

๐Ÿง  Algorithm & Step-by-Step Logic

How to create and use an Object in code:

  1. Start ๐Ÿ
  2. Define the Class: Write the class keyword followed by a name (e.g., Smartphone).
  3. Add Attributes: Declare variables inside the class (e.g., String color).
  4. Add Methods: Define functions for what the object can do (e.g., void makeCall()).
  5. Create Object: In the main method, use the new keyword to create an instance.
  6. Access Data: Use the Dot (.) Operator to use the object's variables and methods.
  7. End ๐Ÿ

๐Ÿ’ป Implementations (Multi-Language)

// ๐Ÿ›’ Scenario: A Mobile Phone Factory
// ๐Ÿš€ Action: Defining a blueprint and creating a phone object

class Smartphone {
    String model; // ๐Ÿ“ฆ Attribute
    String color;

    void displayInfo() { // โš™๏ธ Method (Behavior)
        System.out.println("Model: " + model + ", Color: " + color);
    }
}

public class Main {
    public static void main(String[] args) {
        // ๐Ÿ—๏ธ Creating an Object (The actual phone)
        Smartphone myPhone = new Smartphone();

        // ๐Ÿท๏ธ Setting properties
        myPhone.model = "iPhone 15";
        myPhone.color = "Titanium";

        // ๐Ÿ›๏ธ Outcome: Using the phone
        myPhone.displayInfo(); 
    }
}
# ๐Ÿ›’ Scenario: A Mobile Phone Factory
# ๐Ÿš€ Action: Using a class to create an object

class Smartphone:
    def __init__(self, model, color):
        self.model = model # ๐Ÿ“ฆ Attribute
        self.color = color

    def display_info(self): # โš™๏ธ Method
        print(f"Model: {self.model}, Color: {self.color}")

# ๐Ÿ—๏ธ Creating an Object
my_phone = Smartphone("iPhone 15", "Titanium")

# ๐Ÿ›๏ธ Outcome
my_phone.display_info()
// ๐Ÿ›’ Scenario: A Mobile Phone Factory
// ๐Ÿš€ Action: Defining a class and instantiating it

class Smartphone {
    constructor(model, color) {
        this.model = model; // ๐Ÿ“ฆ Attribute
        this.color = color;
    }

    displayInfo() { // โš™๏ธ Method
        console.log(`Model: ${this.model}, Color: ${this.color}`);
    }
}

// ๐Ÿ—๏ธ Creating an Object
const myPhone = new Smartphone("iPhone 15", "Titanium");

// ๐Ÿ›๏ธ Outcome
myPhone.displayInfo();

๐Ÿงช Interactive Elements

Try It Yourself

Hands-on Exercise

Task: Create a class named Laptop with attributes brand and ram. Create an object of this class and print its details. Hint: Remember the [Mobile Factory]! Use the new keyword in Java. ๐Ÿ’ก

Quick Quiz

  1. Which keyword is used to create an instance of a class in Java?
    • A) class
    • B) new
    • C) instance
    • D) create

      Answer: B - The new keyword allocates memory for a new object.


๐Ÿ“ˆ Learning Path (SEO Internal Linking)

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๐Ÿ“Š Sample Dry Run

Show exactly how the computer "thinks" step-by-step.

Step Variable Values Description
1 myPhone = null Object variable declared ๐Ÿ“ฅ
2 myPhone = Memory@101 new keyword allocates memory ๐Ÿ—๏ธ
3 myPhone.model = "iPhone" Value assigned to attribute ๐Ÿท๏ธ
4 Output: "Model: iPhone" Method called to show data ๐Ÿ“ค

๐Ÿ“‰ Complexity Analysis

Time Complexity โฑ๏ธ

  • O(1): Creating an object and accessing its members is a constant time operation.

Space Complexity ๐Ÿ’พ

  • O(1): Each object takes a fixed amount of memory based on its attributes.

๐ŸŽจ Visual Logic & Diagrams

1. The Blueprint vs. Entity (Venn Diagram)

[!TIP] โญ• Visual Hint: A Class is the Concept (Inside the brain ๐Ÿง ), while an Object is the Reality (Inside your hand โœ‹).

2. Data Structure (Class Diagram)

classDiagram
    class Smartphone {
        String model ๐Ÿ“ฆ
        String color ๐Ÿ“ฆ
        displayInfo() โš™๏ธ
    }
    class Main {
        main(args) ๐Ÿš€
    }
    Main --> Smartphone : Creates

๐ŸŽฏ Practice Problems

Easy Level ๐ŸŸข

  • Define a class Student with attributes name and rollNo.
  • Create two objects of the Student class and display their names.

Medium Level ๐ŸŸก

  • Create a class Rectangle with a method calculateArea(length, width).
  • Use an object to calculate and print the area.

๐Ÿ’ก Interview Tips & Board Focus ๐Ÿ‘”

Common Questions

  • "Can we have a class without an object?" -> Key Point: Yes, it's just a definition in memory.
  • "What is the default value of an object reference?" -> Key Point: null.

๐Ÿ“š Best Practices & Common Mistakes

โœ… Best Practices

  • Naming: Class names should always start with an Uppercase letter (e.g., Car, not car).
  • One Class per File: Usually, keep one public class per .java file.

โŒ Common Mistakes โš ๏ธ

  • Forgetting new: Smartphone p; only creates a variable, it does NOT create an object. You will get a NullPointerException.

๐Ÿ’ก Pro Tip: "Classes are the skeleton, Objects are the body. You need the skeleton to build the body!" - Vishnu Damwala


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