OOP , object concept - oop

According to the standard definition, an object is an entity that contains both data and behaviour.
According to my understanding the data is sent from outside.For eg,we have a class that computes the square of a number.We create an instance and sends a message,along with the number, to the object to compute the square,.
Are we not sending the data from outside?
Why do all the definitions state that the object contains the data?
Thanks

Data, in this context, is state of the object. The definition says that the state/data of object should be internally stored. For example, consider the following class:
class Math {
Double square(double x) {
return x * x;
}
// other similar functions
}
As a language construct, it is a class. But, it is not a true class in object-oriented sense. Because it does not have a state or data. It is just a function wrapped in a class construct. This is not necessarily wrong. Because in this case, it happens that you have operations that don't need a state.
What the definition trying to emphasize is that: you have a real object, when it (or it's class) has both data and behavior. Not every usage of the class construct represents a true object.
Therefore, you have an object if the class representing it satisfies the following three conditions.
The class has state/date. If not, then it is just a bunch of functions. It is not object-oriented, it is procedural.
The class has behavior. If not, then it is just a container, a bunch of variable ( Structures in C).
Not only the class has state/data and behavior/methods, but there is an intrinsic relation between the data and behavior. Which means that just throwing some variables and functions together does not make a true object. For example, if you have state/data and you also have some method, in the class, but if that function does not need to operate upon any of the state, then there is a question whether that method really belongs to that class.
Below is a simple example of what I think is a proper class (representation of object).
Class Patient {
// blood pressure
double systolic;
double diastolic;
double weight;
int age;
public Patient(double systolic, double diastolic, double weight, int age){
}
Public boolean isHealthy(){
// do some calculations and algorithms on age, weight and blood pressure indicators.
// return result as true of false
}
}
Here, we see that class has both state and behavior. We also see that both state and behavior really belong to this class. They are properties of the concept of patient. We further see that operation has an intrinsic relation to data. You can’t decide whether the patient is healthy or not, without consulting/using its state.

I think the problem is with your example which badly fit with an Object Oriented design. I just mean that computing the square of a number is a memoryless function thus there is obviously no reason to store data inside the object properties. However when you will have to deal with the management of stateful entities you will get more easily the importance of classes and object orientation in general.

Your example is a private case where the object doesn't need to hold data (i.e. state). In this case it can be replaced with a function (just the behavior). Most objects need to store data. E.g., an object Person should contain the qualities describing the person, not just possible behavior.

An object is an instance of a class.
Class (a, a*a) is square class but (2, 4) is an instance of it (object). Yes, data is sent to the class and creates new object.

Related

When is a class a data class?

I know what classes are about, but for better understanding I need a use case. Recently I discovered the construct of data classes. I get the idea behind normal classes, but I cannot imagine a real use case for data classes.
When should I use a data class and when I use a "normal" class? For all I know, all classes keep data.
Can you provide a good example that distinguishes data classes from non-data classes?
A data class is used to store data. It's lighter than a normal class, and can be compared to an array with key/value (dictionary, hash, etc.), but represented as an object with fixed attributes. In kotlin, according to the documentation, that adds those attributes to the class:
equals()/hashCode() pair
toString() of the form "User(name=John, age=42)"
componentN() functions corresponding to the properties in their order of declaration.
copy() function
Also it has a different behavior during class inheritence :
If there are explicit implementations of equals(), hashCode(), or toString() in the data class body or final implementations in a
superclass, then these functions are not generated, and the existing
implementations are used.
If a supertype has componentN() functions that are open and return compatible types, the corresponding functions are generated for the
data class and override those of the supertype. If the functions of
the supertype cannot be overridden due to incompatible signatures or
due to their being final, an error is reported.
Providing explicit implementations for the componentN() and copy() functions is not allowed.
So in kotlin, if you want to describe an object (a data) then you may use a dataclass, but if you're creating a complex application and your class needs to have special behavior in the constructor, with inheritence or abstraction, then you should use a normal class.
I do not know Kotlin, but in Python, a dataclass can be seen as a structured dict. When you want to use a dict to store an object which has always the same attributes, then you should not put it in a dict but use a Dataclass.
The advantage with a normal class is that you don't need to declare the __init__ method, as it is "automatic" (inherited).
Example :
This is a normal class
class Apple:
def __init__(size:int, color:str, sweet:bool=True):
self.size = size
self.color = color
self.sweet = sweet
Same class as a dataclass
from dataclasses import dataclass
#dataclass
class Apple:
size: int
color: str
sweet: bool = True
Then the advantage compared to a dict is that you are sure of what attribute it has. Also it can contains methods.
The advantage over to a normal class is that it is simpler to declare and make the code lighter. We can see that the attributes keywords (e.g size) are repeated 3 times in a normal class, but appear only once in a dataclass.
The advantage of normal class also is that you can personalize the __init__ method, (in a dataclass also, but then you lose it's main advantage I think) example:
# You need only 2 variable to initialize your class
class Apple:
def __init__(size:int, color:str):
self.size = size
self.color = color
# But you get much more info from those two.
self.sweet = True if color == 'red' else False
self.weight = self.__compute_weight()
self.price = self.weight * PRICE_PER_GRAM
def __compute_weight(self):
# ...
return (self.size**2)*10 # That's a random example
Abstractly, a data class is a pure, inert information record that doesn’t require any special handling when copied or passed around, and it represents nothing more than what is contained in its fields; it has no identity of its own. A typical example is a point in 3D space:
data class Point3D(
val x: Double,
val y: Double,
val z: Double
)
As long as the values are valid, an instance of a data class is entirely interchangeable with its fields, and it can be put apart or rematerialized at will. Often there is even little use for encapsulation: users of the data class can just access the instance’s fields directly. The Kotlin language provides a number of convenience features when data classes are declared as such in your code, which are described in the documentation. Those are useful when for example building more complex data structures employing data classes: you can for example have a hashmap assign values to particular points in space, and then be able to look up the value using a newly-constructed Point3D.
val map = HashMap<Point3D, String>()
map.set(Point3D(3, 4, 5), "point of interest")
println(map.get(Point3D(3, 4, 5))) // prints "point of interest"
For an example of a class that is not a data class, take FileReader. Underneath, this class probably keeps some kind of file handle in a private field, which you can assume to be an integer (as it actually is on at least some platforms). But you cannot expect to store this integer in a database, have another process read that same integer from the database, reconstruct a FileReader from it and expect it to work. Passing file handles between processes requires more ceremony than that, if it is even possible on a given platform. That property makes FileReader not a data class. Many examples of non-data classes will be of this kind: any class whose instances represent transient, local resources like a network connection, a position within a file or a running process, cannot be a data class. Likewise, any class where different instances should not be considered equal even if they contain the same information is not a data class either.
From the comments, it sounds like your question is really about why non-data classes exist in Kotlin and why you would ever choose not to make a data class. Here are some reasons.
Data classes are a lot more restrictive than a regular class:
They have to have a primary constructor, and every parameter of the primary constructor has to be a property.
They cannot have an empty primary constructor.
They cannot be open so they cannot be subclassed.
Here are other reasons:
Sometimes you don't want a class to have a copy function. If a class holds onto some heavy state that is expensive to copy, maybe it shouldn't advertise that it should be copied by presenting a copy function.
Sometimes you want to use an instance of a class in a Set or as Map keys without two different instances being considered as equivalent just because their properties have the same values.
The features of data classes are useful specifically for simple data holders, so the drawbacks are often something you want to avoid.

What is Method, Property and Function?

Yeah, I'm struggling with that. I cannot distinguish among them because every explanation I read is so unclear and philosophical enough. Can someone clear up these definitions for me ? Thanks guys.
These definitions apply as much to procedural-programming as oop ? Thanks.
Over time, the way people use each of these terms has changed (and will likely keep changing), but here's what they probably mean if you're reading articles written in the last decade or so:
Functions (aka subroutines) are relatively self-contained, relatively independent pieces of code that make up a larger program.
Methods are functions attached to specific classes (or instances) in object-oriented programming.
Properties are an object-oriented idiom. The term describes a one or two functions (depending on the desired program behavior) - a 'getter' that retrieves a value and a 'setter' that sets a value. By convention, properties usually don't have many side-effects. (And the side-effects they do have usually have limited scope: they may validate the item being set, notify listeners of a change, or convert an object's private data to or from a publicly-declared type.)
Function is a combination of instructions coupled together to achieve some result. It may take arguments and return result. If a function doesn't return a result it is usually called a procedure. Examples:
function drawLine(x1, y1, x2, y2):
// draws a line using Bresenham's algorithm from x1,y1 to x2,y2.
// doesn't return anything
function <number> add(a, b):
// adds a to b and returns the result as a number
return a + b
So functions are to do some particular work. For example, when you need to draw a polygon of 3 lines as a part of a vector image it is more convenient to call drawLine thrice than to put all the routine for line drawing inline.
Methods ("member functions") are similar to functions, they belongs to classes or objects and usually expresses the verbs of the objects/class. For example, an object of type Window usually would have methods open and close which do corresponding operations to the object they belong.
Properties are as in everyday language and technically are fields of objects/classes with dedicated getter/setter routines (which can be considered as methods. There are languages that don't have properties and this behavior is achieved using a private field+get/set methods.).
Field - A field is a variable of any type that is declared directly in a class or struct. Fields are members of their containing type.
Property - A property is a member that provides a flexible mechanism to read, write, or compute the value of a private field.
Method - A method is a code block containing a series of statements. In C#, every executed instruction is done so in the context of a method.
Procedure - A procedure is a code block containing a series of statements.
Function - A function is a code block containing a series of statements. That return operation result.
Function is a standalone construction like trim(), strlen(), fopen() etc.
function myAbcFunction() { ... }
Method is a function of object. It is defined in class. Property is just property of object:
class MyClass {
public $property; // Public property: $objInstance->property
protected $property2; // Protected property
public function doSth() {
// That's a method. $objInstance->doSth();
}
}
I suggest read the manual Classes and Objects chapter.
In OOP the primary structure is an object.
Method is a named action which can be applied to the object.
Property is a named value, which the object has. For example, object Human has the property 'Age'.
function is a more general thing, than a method. It is just an action, that doesn't belong to any object. But method is a function that belongs to the object.
a)Function
Refers to block of statements that perform a particular task and return a value.
b)Procedure
Refers to the building blocks of a program that do not return a value when called.
c)Method
Refers to the action that object can perform.

Difference between object and instance

I know this sort of question has been asked before, but I still feel that the answer is too ambiguous for me (and, by extension, some/most beginners) to grasp.
I have been trying to teach myself broader concepts of programming than procedural and basic OOP. I understand the concrete concepts of OOP (you make a class that has data (members) and functions (methods) and then instantiate that class at run time to actually do stuff, that kind of thing).
I think I have a handle on what a class is (sort of a design blueprint for an instance to be created in its likeness at compile time). But if that's the case, what is an object? I also know that in prototype based languages, this can muck things up even more, but perhaps this is why there needs to be a clear distinction between object and instance in my mind.
Beyond that, I struggle with the concepts of "object" and "instance". A lot of resources that I read (including answers at SO) say that they are largely the same and that the difference is in semantics. Other people say that there is a true conceptual difference between the two.
Can the experts here at SO help a beginner have that "aha" moment to move forward in the world of OOP?
Note: this isn't homework, I don't go to school - however, I think it would help people that are looking for homework help.
A blueprint for a house design is like a class description. All the houses built from that blueprint are objects of that class. A given house is an instance.
The truth is that object oriented programming often creates confusion by creating a disconnect between the philosophical side of development and the actual mechanical workings of the computer. I'll try to contrast the two for you:
The basic concept of OOP is this: Class >> Object >> Instance.
The class = the blue print.
The Object is an actual thing that is built based on the 'blue print' (like the house).
An instance is a virtual copy (but not a real copy) of the object.
The more technical explanation of an 'instance' is that it is a 'memory reference' or a reference variable. This means that an 'instance' is a variable in memory that only has a memory address of an object in it. The object it addresses is the same object the instance is said to be 'an instance of'. If you have many instances of an object, you really just have many variables in difference places in your memory that all have the same exact memory address in it - which are all the address of the same exact object. You can't ever 'change' an instance, although it looks like you can in your code. What you really do when you 'change' an instance is you change the original object directly. Electronically, the processor goes through one extra place in memory (the reference variable/instance) before it changes the data of the original object.
The process is: processor >> memory location of instance >> memory location of original object.
Note that it doesn't matter which instance you use - the end result will always be the same. ALL the instances will continue to maintain the same exact information in their memory locations - the object's memory address - and only the object will change.
The relationship between class and object is a bit more confusing, although philosophically its the easiest to understand (blue print >> house). If the object is actual data that is held somewhere in memory, what is 'class'? It turns out that mechanically the object is an exact copy of the class. So the class is just another variable somewhere else in memory that holds the same exact information that the object does. Note the difference between the relationships:
Object is a copy of the class.
Instance is a variable that holds the memory address of the object.
You can also have multiple objects of the same class and then multiple instances of each of those objects. In these cases, each object's set of instances are equivalent in value, but the instances between objects are not. For example:
Let Class A
From Class A let Object1, Object2, and Object3.
//Object1 has the same exact value as object2 and object3, but are in different places in memory.
from Object1>> let obj1_Instance1, obj1_Instace2 , obj1_Instance3
//all of these instances are also equivalent in value and in different places in memory. Their values = Object1.MemoryAddress.
etc.
Things get messier when you start introducing types. Here's an example using types from c#:
//assume class Person exists
Person john = new Person();
Actually, this code is easier to analyze if you break it down into two parts:
Person john;
john = new Person();
In technical speak, the first line 'declares a variable of type Person. But what does that mean?? The general explanation is that I now have an empty variable that can only hold a Person object. But wait a minute - its an empty variable! There is nothing in that variables memory location. It turns out that 'types' are mechanically meaningless. Types were originally invented as a way to manage data and nothing else. Even when you declare primitive types such as int, str, chr (w/o initializing it), nothing happens within the computer. This weird syntactical aspect of programming is part of where people get the idea that classes are the blueprint of objects. OOP's have gotten even more confusing with types with delegate types, event handlers, etc. I would try not focus on them too much and just remember that they are all a misnomer. Nothing changes with the variable until its either becomes an object or is set to a memory address of an object.
The second line is also a bit confusing because it does two things at once:
The right side "new Person()" is evaluated first. It creates a new copy of the Person class - that is, it creates a new object.
The left side "john =", is then evaluated after that. It turns john into a reference variable giving it the memory address of the object that was just created on the right side of the same line.
If you want to become a good developer, its important to understand that no computer environment ever works based on philosophic ideals. Computers aren't even that logical - they're really just a big collection of wires that are glued together using basic boolean circuits (mostly NAND and OR).
The word Class comes from Classification (A Category into which something is put), Now we have all heard that a Class is like a Blueprint,but what does this exactly mean ? It means that the Class holds a Description of a particular Category ,(I would like to show the difference between Class , Object and Instance with example using Java and I would request the readers to visualise it like a Story while reading it , and if you are not familiar with java doesn't matter) So let us start with make a Category called HumanBeing , so the Java program will expressed it as follows
class HumanBeing{
/*We will slowly build this category*/
}
Now what attributes does a HumanBeing have in general Name,Age,Height,Weight for now let us limit our self to these four attributes, let us add it to our Category
class HumanBeing{
private String Name;
private int Age;
private float Height;
private float Weight;
/*We still need to add methods*/
}
Now every category has a behaviour for example category Dog has a behaviour to bark,fetch,roll etc... , Similarly our category HumanBeing can also have certain behaviour,for example when we ask our HumanBeing what is your name/age/weight/height? It should give us its name/age/weight/height, so in java we do it as follows
class HumanBeing{
private String Name;
private int Age;
private float Height;
private float Weight;
public HumanBeing(String Name,int Age,float Height,float Weight){
this.Name = Name;
this.Age = Age;
this.Height = Height;
this.Weight = Weight;
}
public String getName(){
return this.Name;
}
public int getAge(){
return this.age;
}
public float getHeight(){
return this.Height;
}
public float getWeight(){
return this.Weight;
}
}
Now we have added behaviour to our category HumanBeing,so we can ask for its name ,age ,height ,weight but whom will you ask these details from , because class HumanBeing is just a category , it is a blueprint for example an Architect makes a blueprint on a paper of the building he wants to build , now we cannot go on live in the blueprint(its description of the building) we can only live in the building once it is built
So here we need to make a humanbeing from our category which we have described above , so how do we do that in Java
class Birth{
public static void main(String [] args){
HumanBeing firstHuman = new HumanBeing("Adam",25,6.2,90);
}
}
Now in the above example we have created our first human being with name age height weight , so what exactly is happening in the above code? . We are Instantiating our category HumanBeing i.e An Object of our class is created
Note : Object and Instance are not Synonyms In some cases it seems like Object and Instance are Synonyms but they are not, I will give both cases
Case 1: Object and Instance seems to be Synonyms
Let me elaborate a bit , when we say HumanBeing firstHuman = new HumanBeing("Adam",25,6.2,90); An Object of our category is created on the heap memory and some address is allocated to it , and firstHuman holds a reference to that address, now this Object is An Object of HumanBeing and also An Instance of HumanBeing.
Here it seems like Objects and Instance are Synonyms,I will repeat myself they are not synonyms
Let Us Resume our Story , we have created our firstHuman , now we can ask his name,age,height,weight , this is how we do it in Java
class Birth{
public static void main(String [] args){
HumanBeing firstHuman = new HumanBeing("Adam",25,6.2,90);
System.out.println(firstHuman.getName());
System.out.println(firstHuman.getAge());
...
...
}
}
so we have first human being and lets move feather by give our first human being some qualification ,let's make him a Doctor , so we need a category called Doctor and give our Doctor some behaviour ,so in java we do as follows
class Doctor extends HumanBeing{
public Doctor(String Name,int Age,float Height,float Weight){
super(Name,Age,Height,Weight);
}
public void doOperation(){
/* Do some Operation*/
}
public void doConsultation(){
/* Do so Consultation*/
}
}
Here we have used the concept of Inheritance which is bringing some reusability in the code , Every Doctor will always be a HumanBeing first , so A Doctor will have Name,Age,Weight,Height which will be Inherited from HumanBeing instead of writing it again , note that we have just written a description of a doctor we have not yet created one , so let us create a Doctor in our class Birth
class Birth{
public static void main(String [] args){
Doctor firstDoctor = new Doctor("Strange",40,6,80);
.......
.......
/*Assume some method calls , use of behaviour*/
.......
.......
}
}
Case 2: Object and Instance are not Synonyms
In the above code we can visualise that we are Instantiating our category Doctor and bringing it to life i.e we are simply creating an Object of the category Doctor , As we already know Object are created on Heap Memory and firstDoctor holds a reference to that Object on the heap ;
This particular Object firstDoctor is as follows (please note firstDoctor holds a reference to the object , it is not the object itself)
firstDoctor is An Object of class Doctor And An Instance of A class Doctor
firstDoctor is Not An Object of class HumanBeing But An Instance of class HumanBeing
So a particular Object can be an instance to a particular class but it need not be an object of that given class
Conclusion:
An Object is said to be an Instance of a particular Category if it satisfies all the characteristic of that particular Category
Real world example will be as follows , we are first born as Humans so image us as Object of Human , now when we grow up we take up responsibilities and learn new skills and play different roles in life example Son, brother, a daughter, father ,mother now What are we actually?We can say that we are Objects of Human But Instances of Brother,daughter,...,etc
I hope this helps
Thank You
Objects are things in memory while instances are things that reference to them. In the above pic:
std(instance) -> Student Object (right)
std1(instance) -> Student Object (left)
std2(instance) -> Student Object (left)
std3(instance) -> no object (null)
An object is an instance of a class (for class based languages).
I think this is the simplest explanation I can come up with.
A class defines an object. You can go even further in many languages and say an interface defines common attributes and methods between objects.
An object is something that can represent something in the real world. When you want the object to actually represent something in the real world that object must be instantiated. Instantiation means you must define the characteristics (attributes) of this specific object, usually through a constructor.
Once you have defined these characteristics you now have an instance of an object.
Hope this clears things up.
"A class describes a set of objects called its instances." - The Xerox learning Research Group, "The Smalltalk-80 System", Byte Magazine Volume 06 Number 08, p39, 1981.
What is an Object ?
An object is an instance of a class. Object can best be understood by finding real world examples around you. You desk, your laptop, your car all are good real world examples of an object.
Real world object share two characteristics, they all have state and behaviour. Humans are also a good example of an object, We humans have state/attributes - name, height, weight and behavior - walk, run, talk, sleep, code :P.
What is a Class ?
A class is a blueprint or a template that describes the details of an object. These details are viz
name
attributes/state
operations/methods
class Car
{
int speed = 0;
int gear = 1;
void changeGear(int newGear)
{
gear = newGear;
}
void speedUp(int increment)
{
speed = speed + increment;
}
void applyBrakes(int decrement)
{
speed = speed - decrement;
}
}
Consider the above example, the fields speed and gear will represent the state of the object, and methods changeGear, speedUp and applyBrakes define the behaviour of the Car object with the outside world.
References:
What is an Object ?
What is a Class ?
I think that it is important to point out that there are generally two things. The blueprint and the copies. People tend to name these different things; classes, objects, instances are just some of the names that people use for them. The important thing is that there is the blueprint and copies of it - regardless of the names for them. If you already have the understanding for these two, just avoid the other things that are confusing you.
Lets compare apples to apples. We all know what an apple is. What it looks like. What it tastes like. That is a class. It is the definition of a thing. It is what we know about a thing.
Now go find an apple. That is an instance. We can see it. We can taste it. We can do things with it. It is what we have.
Class = What we know about something. A definition.
Object/Instance = Something that fits that definition that we have and can do things with.
In some cases, the term "object" may be used to describe an instance, but in other cases it's used to describe a reference to an instance. The term "instance" only refers to the actual instance.
For example, a List may be described as a collection of objects, but what it actually holds are references to object instances.
I have always liked the idea that equals the definition of a class as that of an "Abstract Data Type". That is, when you defined a class you're are defining a new type of "something", his data type representation, in terms of primitives and other "somethings", and his behavior in terms of functions and/or methods. (Sorry for the generality and formalism)
Whenever you defined a class you open a new possibility for defining certain entities with its properties and behavior, when you instantiate and/or create a particular object out of it you're actually materializing that possibility.
Sometimes the terms object and instances are interchangeable. Some OOP purists will maintain that everything is an object, I will not complain, but in the real OOP world, we developers use two concepts:
Class: Abstract Data Type sample from which you can derive other ADT and create objects.
Objects: Also called instances, represents particular examples of the data structures and functions represented by a given Abstract Data Type.
Object Oriented Programming is a system metaphor that helps you organize the knowledge your program needs to handle, in a way that will make it easier for you to develop your program. When you choose to program using OOP you pick up your OOP-Googles, and you decide that you will see the problem of the real world as many objects collaborating between themselves, by sending messages. Instead of seeing a Guy driving a Car you see a Guy sending a message to the car indicating what he wants the car to do. The car is a big object, and will respond to that message by sending a message to it's engine or it's wheel to be able to respond properly to what the Driver told him to do in the message, etc...
After you've created your system metaphor, and you are seeing all the reality as objects sending messages, you decide to put all the things your are seeing that are relevant to your problem domain in the PC. There you notice that there are a lot of Guys driving different cards, and it's senseless to program the behavior of each one of them separately because they all behave in the same way... So you can say two things:
All those guys behave in the same way, so I'll create a class called
Driver that will specify who all the Drivers in the world behave,
because they all behave in the same way. (And your are using class based OOP)
Or your could say Hey! The second Driver behaves in the same way as the first Driver, except he likes going a little faster. And the third Driver behaves in the same way as the first Driver, except he likes zigzagging when he drives. (And you use prototype based OOP).
Then you start putting in the computer the information of how all the Drivers behave (or how the first driver behave, and how the second and third differ from that one), and after a while you have your program, and you use the code to create three drivers that are the model you are using inside that PC to refeer to the drivers you saw in the real world. Those 3 drivers that you created inside the PC are instances of either the prototype ( actually the first one is the prototype, the first one might be the prototype himself depending on how you model things) or the class that you created.
The difference between instance and object is that object is the metaphor you use in the real world. You choose to see the guy and the car as objects (It would be incorrect to say that you see them as instances) collaborating between themselves. And then you use it as inspiration to create your code. The instance only exists in your program, after you've created the prototype or the class. The "objects" exist outside the PC because its the mapping you use to unite the real world with the program. It unites the Guy with the instance of Driver you created in the PC. So object and instance are extremely related, but they are not exactly the same (an instance is a "leg" of an object in the program, and the other "leg" is in the real world).
I guess the best answer has already been given away.
Classes are blueprints, and objects are buildings or examples of that blueprint did the trick for me as well.
Sometimes, I'd like to think that classes are templates (like in MS Word), while objects are the documents that use the template.
Extending one of the earlier given examples in this thread...
Consider a scenario - There is a requirement that 5 houses need to be built in a neighbourhood for residential purposes. All 5 houses share a common construction architecture.
The construction architecture is a class.
House is an object.
Each house with people staying in it is an instance.

What is the difference between an Instance and an Object?

What is the difference between an Instance and an Object?
Is there a difference or not?
The Instance and Object are from Object Oriented Programming.
For some programming languages like Java, C++, and Smalltalk, it is important to describe and understand code. In other languages that used in Structured Programming, this concept doesn't exist.
This is a view from Structural Programming. There's no real significant difference that should consume too much of your time. There might be some fancy language that some people might take up a lot of spaces to write about, but at the end of the day, as far as a coder, developer, programmer, architect, is concerned, an instance of a class and an object mean the same thing and can often be used interchangeably. I have never met anyone in my career that would be picky and spend a half-hour trying to point out the differences because there's really none. Time can be better spent on other development efforts.
UPDATE With regards to Swift, this is what Apple who invented Swift prefers :
An instance of a class is traditionally known as an object. However,
Swift classes and structures are much closer in functionality than in
other languages, and much of this chapter describes functionality that
can apply to instances of either a class or a structure type. Because
of this, the more general term instance is used.
Excellent question.
I'll explain it in the simplest way possible:
Say you have 5 apples in your basket. Each of those apples is an object of type Apple, which has some characteristics (i.e. big, round, grows on trees).
In programming terms, you can have a class called Apple, which has variables size:big, shape:round, habitat:grows on trees. To have 5 apples in your basket, you need to instantiate 5 apples. Apple apple1, Apple apple2, Apple apple3 etc....
Alternatively: Objects are the definitions of something, instances are the physical things.
Does this make sense?
Instance: instance means just creating a reference(copy).
object: means when memory location is associated with the object (is a run-time entity of the class) by using the new operator.
In simple words, Instance refers to the copy of the object at a particular time whereas object refers to the memory address of the class.
Object:
It is a generice term basically it is a Software bundle that has state(variables) and behaviour(methods)
Class:
A blue print(template) for an object
instance-it's a unique object thing for example you create a object two times what does that mean is yo have created two instances
Let me give an example
Class student()
{
private string firstName;
public student(string fname)
{
firstName=fname;
}
Public string GetFirstName()
{
return firstName;
}
}
Object example:
Student s1=new student("Martin");
Student s2=new student("Kumar");
The s1,s2 are having object of class Student
Instance:
s1 and s2 are instances of object student
the two are unique.
it can be called as reference also.
basically the s1 and s2 are variables that are assigned an object
Objects and instances are mostly same; but there is a very small difference.
If Car is a class, 3 Cars are 3 different objects. All of these objects are instances. So these 3 cars are objects from instances of the Car class.
But the word "instance" can mean "structure instance" also. But object is only for classes.
All of the objects are instances.
Not all of the instances must be objects. Instances may be "structure instances" or "objects".
I hope this makes the difference clear to you.
Let's say you're building some chairs.
The diagram that shows how to build a chair and put it together corresponds to a software class.
Let's say you build five chairs according to the pattern in that diagram. Likewise, you could construct five software objects according to the pattern in a class.
Each chair has a unique number burned into the bottom of the seat to identify each specific chair. Chair 3 is one instance of a chair pattern. Likewise, memory location 3 can contain one instance of a software pattern.
So, an instance (chair 3) is a single unique, specific manifestation of a chair pattern.
Quick and Simple Answer
Class : a specification, blueprint for an object...
Object : physical presence of the class in memory...
Instance : a unique copy of the object (same structure, different data)...
An object is a construct, something static that has certain features and traits, such as properties and methods, it can be anything (a string, a usercontrol, etc)
An instance is a unique copy of that object that you can use and do things with.
Imagine a product like a computer.
THE xw6400 workstation is an object
YOUR xw6400 workstation, (or YOUR WIFE's xw6400 workstation) is an instance of the xw6400 workstation object
Java is an object-oriented programming language (OOP). This means, that everything in Java, except of the primitive types is an object.
Now, Java objects are similar to real-world objects. For example we can create a car object in Java, which will have properties like current speed and color; and behavior like: accelerate and park.
That's Object.
Instance, on the other side, is a uniquely initialized copy of that object that looks like Car car = new Car().
Check it out to learn more about Java classes and object
Once you instantiate a class (using new), that instantiated thing becomes an object. An object is something that can adhere to encapsulation, polymorphism, abstraction principles of object oriented programming and the real thing a program interacts with to consume the instance members defined in class. Object contains instance members (non-static members).
Thus instance of a class is an object. The word ‘instance’ is used when you are referring to the origin from where it born, it's more clearer if you say ‘instance of a class’ compared to ‘object of a class’ (although the latter can be used to).
Can also read the 'Inner classes' section of this java document on nested classes - https://docs.oracle.com/javase/tutorial/java/javaOO/nested.html
I can't believe, except for one guy no one has used the code to explain this, let me give it a shot too!
// Design Class
class HumanClass {
var name:String
init(name:String) {
self.name = name
}
}
var humanClassObject1 = HumanClass(name: "Rehan")
Now the left side i.e: "humanClassObject1" is the object and the right side i.e: HumanClass(name: "Rehan") is the instance of this object.
var humanClassObject2 = HumanClass(name: "Ahmad") // again object on left and it's instance on the right.
So basically, instance contains the specific values for that object and objects contains the memory location (at run-time).
Remember the famous statement "object reference not set to an instance of an object", this means that non-initialised objects don't have any instance.
In some programming languages like swift the compiler will not allow you to even design a class that don't have any way to initialise all it's members (variable eg: name, age e.t.c), but in some language you are allowed to do this:
// Design Class
class HumanClass {
var name:String // See we don't have any way to initialise name property.
}
And the error will only be shown at run time when you try to do something like this:
var myClass = HumanClass()
print(myClass.name) // will give, object reference not set to an instance of the object.
This error indicates that, the specific values (for variables\property) is the "INSTANCE" as i tried to explain this above!
And the object i.e: "myClass" contains the memory location (at run-time).
This answer may be seen as trite, but worrying about the differences between an instance and object is already trite city.
I think its best depicted in javascript:
let obj= {"poo":1}
// "obj" is an object
verses
Class Trash {
constructor(){this.poo = 1;}
}
let i = new Trash();
// "i" is an instance
When a variable is declared of a custom type (class), only a reference is created, which is called an object. At this stage, no memory is allocated to this object. It acts just as a pointer (to the location where the object will be stored in future). This process is called 'Declaration'.
Employee e; // e is an object
On the other hand, when a variable of custom type is declared using the new operator, which allocates memory in heap to this object and returns the reference to the allocated memory. This object which is now termed as instance. This process is called 'Instantiation'.
Employee e = new Employee(); // e is an instance
However, in some languages such as Java, an object is equivalent to an instance, as evident from the line written in Oracle's documentation on Java:
Note: The phrase "instantiating a class" means the same thing as "creating an object." When you create an object, you are creating an "instance" of a class, therefore "instantiating" a class.
An instance is a specific representation of an object. An object is a generic thing while an instance is a single object that has been created in memory. Usually an instance will have values assigned to it's properties that differentiates it from other instances of the type of object.
If we see the Definition of Object and Instance object -
Memory allocated for the member of class at run time is called object or object is the instance of Class.
Let us see the Definition of instance -
Memory allocated For Any at run time is called as instance variable.
Now understand the meaning of any run time memory allocation happen in C also through Malloc, Calloc, Realloc such:
struct p
{
}
p *t1
t1=(p) malloc(sizeof(p))
So here also we are allocating run time memory allocation but here we call as instance so t1 is instance here we can not say t1 as object so Every object is the instance of Class but every Instance is not Object.
Object - An instance of a class that has its own state and access to all of the behaviour defined by its class.
Instance - Reference to an memory area for that particular class.
Class : A class is a blue print.
Object : It is the copy of the class.
Instance : Its a variable which is used to hold memory address of the object.
A very basic analytical example
Class House --> Blueprint of the house. But you can't live in the blue print. You need a physical House which is the instance of the class to live in. i.e., actual address of the object is instance. Instances represent objects.
There are 3 things you need to understand : Class , Object and Instance.
Class : Class is the blueprint code from which you will create an Object(s)
Object : When memory is allocated to the data entity (created from blueprint class) , that data entity or reference to it is called Object
Instance : When data is filled in an Object , it becomes an instance of that Object. It can also be called a state of that Object.
Example : In context with C# (objects are reference type here)
Lets say we have a class like this (This is your blueprint code)
public class Animal
{
//some fields and methods
}
We create an object like this
Animal a = new Animal();
Animal b = a;
Animal c = a;
Animal d = b;
So here is the question : How many objects and instances are here ?
Answer : There is only 1 object but 4 instances.
Why ?
In first line (Animal a = new Animal();),we created an Object from class Animal with new Operator. That Object is somewhere on your RAM. And the reference to that Object is in "a".
We have 1 object and 1 instance at this time.
Now in next line, we assign b with a. Here Object is not copied but the reference of object from "a" is stored in "b" too. Thus , we have 2 instances , "a and b".
This goes on and we only copy reference of same object located at some memory.
Finally , we have 4 instances "a,b,c,d" of a single object that was created with new Operator.
(Read how reference type works in C# for more. I hope you understand my language)
each object said to be an instance of its class but each instance of the class has its own value for each attributes
intances shares the attribute name and operation with their intances of class but an object contains an implicit reference to his on class
I can't believe this could be hard to be explain but it actually easier than all the answers I read. It just simple like this.
Firstly, you need understand the definition:
Instance is a **unique copy-product of an Object.
**unique - have different characteristic but share the same class compare to object
Object is a name that been used to keep the Class information (i.e
method)
Let say, there is an toy_1 as an object.
There is also toy_2 as an object ----> which ALSO an INSTANCE to toy_1.
At the same time, toy_1 also an INSTANCE to toy_2. (remember again INSTANCE is a COPY-PRODUCT)
That is why most of the answer I found said it is INTERCHANGABLE. Thank you.
I think if we consider other approaches than OOP (mainly by assuming the term Class hasn't always been used, as it's the case for many C projects, which still applied the concept of Objects), following definitions would make the most sense:
A Class defines an interface that objects adhere to.
An Object is an aggregate of different fields. (It doesn't have to "physically" exist, but it can).
All Objects of the same Class can be used in the same way, defined by the Class.
An Instance is a unique realization of an Object.
As many OOP languages use static typing, the Object description is usually part of the Class already. As such, when talking about an Object in C/C++, what usually is meant is the Instance of an Object.
In languages that do not have static typing (such as JavaScript), Objects can have different fields, while still sharing the same Class.
Regarding the difference between an object and an instance, I do not think there is any consensus.
It looks to me like people change it pretty much interchangeably, in papers, blog posts, books or conversations.
As for me, the way I see it is, an object is a generic and alive entity in the memory, specified by the language it is used in. Just like the Object class in Java. We do not much care its type, or anything else associated with it, whether it is managed by a container or not.
An instance is an object but associated with a type, as in this method accepts Foo instances, or you can not put Animal instances in an instance of
a List of Vehicles.
objects for example have locks associated with them, not instances, whereas instances have methods. objects are garbage collected, not instances.
But as I said, this is only how I see it, and I do not think there is any organisation we can refer to for a standard definition between them and everyone will pretty much have their slightly different understanding / definitions (of course within limits).
An object is a generic thing, for example, take a linear function in maths
ax+b is an object, While 3x+2 is an instance of that object
Object<<< Instance
General<<< Specific
There is nothing more to this
An object can be a class, say you have a class called basketball.
but you want to have multiple basketballs so in your code you create more than 1 basketball
say basketball1 and basketball2.
Then you run your application.
You now have 2 instances of the object basketball.
Object refers to class and instance refers to an object.In other words instance is a copy of an object with particular values in it.

Object Slicing, Is it advantage?

Object slicing is some thing that object looses some of its attributes or functions when a child class is assigned to base class.
Some thing like
Class A{
}
Class B extends A{
}
Class SomeClass{
A a = new A();
B b = new B();
// Some where if might happen like this */
a = b; (Object slicing happens)
}
Do we say Object slicing is any beneficial in any ways?
If yes, can any one please tell me how object slicing be a helpful in development and where it might be helpful?
In C++, you should think of an object slice as a conversion from the derived type to the base type[*]. A brand new object is created, which is "inspired by a true story".
Sometimes this is something that you would want to do, but the result is not in any sense the same object as the original. When object slicing goes wrong is when people aren't paying attention, and think it is the same object or a copy of it.
It's normally not beneficial. In fact it's normally done accidentally when someone passes by value when they meant to pass by reference.
It's quite hard to come up with an example of when slicing is definitively the right thing to do, because it's quite hard (especially in C++) to come up with an example where a non-abstract base class is definitively the right thing to do. This is an important design point, and not one to pass over lightly - if you find yourself slicing an object, either deliberately or accidentally, quite likely your object hierarchy is wrong to start with. Either the base class shouldn't be used as a base class, or else it should have at least one pure virtual function and hence not be sliceable or passable by value.
So, any example I gave where an object is converted to an object of its base class, would rightly provoke the objection, "hang on a minute, what are you doing inheriting from a concrete class in the first place?". If slicing is accidental then it's probably a bug, and if it's deliberate then it's probably "code smell".
But the answer might be "yes, OK, this shouldn't really be how things are structured, but given that they are structured that way, I need to convert from the derived class to the base class, and that by definition is a slice". In that spirit, here's an example:
struct Soldier {
string name;
string rank;
string serialNumber;
};
struct ActiveSoldier : Soldier {
string currentUnit;
ActiveSoldier *commandingOfficer; // the design errors multiply!
int yearsService;
};
template <typename InputIterator>
void takePrisoners(InputIterator first, InputIterator last) {
while (first != last) {
Soldier s(*first);
// do some stuff with name, rank and serialNumber
++first;
}
}
Now, the requirement of the takePrisoners function template is that its parameter be an iterator for a type convertible to Soldier. It doesn't have to be a derived class, and we don't directly access the members "name", etc, so takePrisoners has tried to offer the easiest possible interface to implement given the restrictions (a) should work with Soldier, and (b) should be possible to write other types that it also works with.
ActiveSoldier is one such other type. For reasons best known only to the author of that class, it has opted to publicly inherit from Soldier rather than providing an overloaded conversion operator. We can argue whether that's ever a good idea, but let's suppose we're stuck with it. Because it's a derived class, it is convertible to Soldier. That conversion is called a slice. Hence, if we call takePrisoners passing in the begin() and end() iterators for a vector of ActiveSoldiers, then we will slice them.
You could probably come up with similar examples for an OutputIterator, where the recipient only cares about the base class part of the objects being delivered, and so allows them to be sliced as they're written to the iterator.
The reason it's "code smell" is that we should consider (a) rewriting ActiveSoldier, and (b) changing Soldier so that it can be accessed using functions instead of member access, so that we can abstract that set of functions as an interface that other types can implement independently, so that takePrisoners doesn't have to convert to Soldier. Either of those would remove the need for a slice, and would have potential benefits for the ease with which our code can be extended in future.
[*] because it is one. The last two lines below are doing the same thing:
struct A {
int value;
A(int v) : value(v) {}
};
struct B : A {
int quantity;
B(int v, int q) : A(v), quantity(q) {}
};
int main() {
int i = 12; // an integer
B b(12, 3); // an instance of B
A a1 = b; // (1) convert B to A, also known as "slicing"
A a2 = i; // (2) convert int to A, not known as "slicing"
}
The only difference is that (1) calls A's copy constructor (that the compiler provides even though the code doesn't), whereas (2) calls A's int constructor.
As someone else said, Java doesn't do object slicing. If the code you provide were turned into Java, then no kind of object slicing would happen. Java variables are references, not objects, so the postcondition of a = b is just that the variable "a" refers to the same object as the variable "b" - changes via one reference can be seen via the other reference, and so on. They just refer to it by a different type, which is part of polymorphism. A typical analogy for this is that I might think of a person as "my brother"[**], and someone else might think of the same person as "my vicar". Same object, different interface.
You can get the Java-like effect in C++ using pointers or references:
B b(24,7);
A *a3 = &b; // No slicing - a3 is a pointer to the object b
A &a4 = b; // No slicing - a4 is a reference to (pseudonym for) the object b
[**] In point of fact, my brother is not a vicar.