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Classes and Objects

Last Updated: January 3, 2026

7 min read

Understanding Classes

At its core, a class is a blueprint for creating objects. It defines a type along with the attributes (data members) and behaviors (methods) that the objects created from the class will have. Let’s break down the syntax first:

In this example, we have defined a class named Car. Inside the class:

  • We have three attributes: color, model, and year, which store information about the car.
  • We also have a method displayInfo() that prints out the car's details.

Why Use Classes?

Classes help in organizing code into logical segments. Instead of having standalone functions and variables scattered around, encapsulating them into classes allows for better structure and maintainability. This encapsulation also promotes reusability, meaning we can create multiple Car objects without rewriting the code for each.

Creating Objects

Once we have defined a class, we can create objects from that class. An object is an instance of a class, representing something tangible. Here’s how we can create and utilize objects of the Car class:

In this snippet, we create two objects, car1 and car2. We set their attributes individually and call the displayInfo() method to see their details. This demonstrates how objects allow us to work with multiple instances of a class, each with its own state.

Real-World Application

Consider a scenario where you're developing a game. You might have a class Player with attributes like name, score, and level. Each Player object would represent a different player in the game, with their unique scores and levels.

Member Functions and Accessing Attributes

Member functions are functions defined inside a class that operate on the class's data members. They can manipulate object state and provide an interface for interaction. Here’s how to combine member functions with accessing attributes:

In this case, Rectangle is a class with private attributes length and width. The constructor initializes these attributes, and we have methods to calculate the area and display dimensions.

Important Access Control

Notice how we used private for our attributes. This is a crucial aspect of OOP known as encapsulation. By keeping attributes private, we prevent direct access to them outside the class, enforcing that the only way to interact with these attributes is through public methods.

Object Lifecycle

Understanding the lifecycle of an object is essential for managing resources effectively. When an object is created, it consumes memory, and when its work is done, it needs to be properly destroyed. Here’s an overview of the lifecycle:

  1. Creation: Objects are created using constructors.
  2. Usage: Objects can be used to access data and methods.
  3. Destruction: Objects are destroyed, freeing up resources. This typically happens when they go out of scope or are explicitly deleted.

Here's an example illustrating this process:

In this example, rect is created on the stack, and it will be automatically destroyed when it goes out of scope at the end of main(). If you were to create an object dynamically (using new), you would need to manage memory manually using delete.

Inheritance in Classes

One of the powerful features of classes in C++ is inheritance, which allows one class to inherit properties and behaviors from another. This can lead to code reuse and a natural hierarchy of classes. Here’s a quick example:

In this code, the Car class inherits from the Vehicle class. This means Car can use the start() method directly, demonstrating how inheritance can simplify your code by reusing existing functionality.

Advantages of Inheritance

  • Code Reusability: You can use existing code in new classes without rewriting it.
  • Logical Organization: You can create hierarchical relationships, making it easier to manage and understand your code.

Polymorphism with Classes

Polymorphism is another key concept in OOP that allows methods to do different things based on the object that it is acting upon. The most common way to achieve polymorphism is through virtual functions. Here’s a simple illustration:

Here, we have a base class Animal and derived classes Dog and Cat. The sound() method is declared as virtual, allowing derived classes to override it. This leads to different outputs based on the type of object that invokes the method, showcasing polymorphism.

Real-World Application of Polymorphism

Imagine a graphics application where you have different shapes like circles and rectangles. Each shape can be drawn differently, but you can call a single draw() method on them without worrying about their specific types. This flexibility is invaluable in large systems.