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| Object
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Object is nothing but combination together "State and Behavior".
State -> Variable,
Behavior -> Functions or Methods.
Real-World Objects Example: your Dog.
State (Name, Color, Breed, Hungry).
Behavior (Barking, Fetching, Wagging tail).
Make sure to write down your observations. As you do, you'll notice that real-world objects vary in complexity; your desktop lamp may have only two possible states (on and off) and two possible behaviors (turn on, turn off), but your desktop radio might have additional states (on, off, current volume, current station) and behavior (turn on, turn off, increase volume, decrease volume, seek, scan, and tune). You may also notice that some objects, in turn, will also contain other objects. These real-world observations all translate into the world of object-oriented programming.
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By using this object we are following some software Mechanism.It as,
Abstraction
Inheritence
Encapsulation
Interface
Polymorphism
 » Overriding
 » Overloading
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Real Time Example: Bicycle.
Software objects are conceptually similar to real-world objects: they too consist of
state and related behavior. An object stores its state in fields (variables in some programming languages) and exposes
its behavior through methods (functions in some programming languages). Methods operate on an object's internal state and
serve as the primary mechanism for object-to-object communication. Hiding internal state and requiring all interaction to be
performed through an object's methods is known as data encapsulation — a fundamental principle of object-oriented programming.
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| By attributing state (current speed, current pedal cadence, and current gear) and providing methods
for changing that state, the object remains in control of how the outside world is allowed to use it. For example, if the
bicycle only has 6 gears, a method to change gears could reject any value that is less than 1 or greater than 6. |
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