Thursday, September 14, 2023

Understanding #OOPS object oriented programming concept in simple language and in real world schenario

--Objects:--

Think of objects as things or items you encounter in everyday life. For example, a car, a dog, or a book can be objects. In OOP, we represent these objects in the computer as if they were real things.

--Classes:--

Imagine a class as a blueprint or a template for creating objects. It's like a plan for how something should be made. For instance, if we have a "Car" class, it tells us what a car should have, like wheels, an engine, and doors. We can use this blueprint to make as many cars as we want, each following the same design.

--Inheritance:--

Inheritance is a bit like a family tree. It's when one class shares its characteristics with another class. For instance, if we have a "Vehicle" class, we can create more specific classes like "Car" and "Bicycle" that inherit the common features from "Vehicle." It's like saying a car and a bicycle are both types of vehicles.

--Encapsulation:--

Encapsulation is like keeping things in a box. It means we hide some details about an object from the outside world and only show what's necessary. Think of it as protecting the inner workings of a machine, like a car's engine. We don't need to know how it works; we just need to know how to use it.

--Abstraction:--

Abstraction is a way to simplify complex things. It's like using a remote control to operate a TV without knowing all the technical stuff inside. In programming, we focus on what an object can do for us (like turning on and off) without worrying too much about how it does it.

--Polymorphism:--

Polymorphism is a fancy word that means "many shapes." It's like using a single remote control for different brands of TVs. In OOP, it allows us to use the same method or function with different objects. For example, you can "play" a music player or "play" a video player, and they each do what's right for them.

Object-Oriented Programming is a way of organizing and designing computer programs by thinking about them in terms of everyday objects and their interactions. It helps make programs more organized, easier to understand, and flexible to changes, just like how we organize and understand things in our daily lives.

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