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Class

A class is like a blueprint or template used to create objects in programming. It defines a set of properties (attributes) and behaviors (methods) that the objects created from it will have. For example, a "Car" class might specify that all cars have a color, make, and model, and can start or stop. When you create an individual car object from this class, it inherits those characteristics. Classes help organize and reuse code efficiently, making programs easier to develop and maintain by grouping related data and functions together.