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+1

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+Let's start with objects. An object is a

+

+2

+00:00:02,770 --> 00:00:06,330

+computing unit organized around a collection of state

+

+3

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+or instance variables that define the state of

+

+4

+00:00:09,350 --> 00:00:12,390

+the object. In addition, each object has associated

+

+5

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+with it a set operations or methods that

+

+6

+00:00:15,150 --> 00:00:17,850

+operate on such state. So what that means

+

+7

+00:00:17,850 --> 00:00:21,420

+is that operations and methods read and write

+

+8

+00:00:21,420 --> 00:00:25,210

+instance variables. And in traditional object orientation, we say

+

+9

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+that operations are invoked by sending a message

+

+10

+00:00:28,240 --> 00:00:30,520

+to the appropriate object, which is what we call

+

+11

+00:00:30,520 --> 00:00:33,660

+normally a method implication. So now that we define

+

+12

+00:00:33,660 --> 00:00:37,590

+what an object is, state variables, or attributes, and

+

+13

+00:00:37,590 --> 00:00:41,440

+operations or methods, let's see what a class is.

+

+14

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+A class is basically a template. A blueprint, if

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+15

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+you wish, from which new objects, which is what

+

+16

+00:00:47,700 --> 00:00:50,655

+we call instances of the class can be created.

+

+17

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+And notice that the fact of having a blueprint for

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+18

+00:00:52,800 --> 00:00:55,610

+objects that allows us to create as many objects as

+

+19

+00:00:55,610 --> 00:00:58,390

+we want can further reuse, and also contribute to make

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+20

+00:00:58,390 --> 00:01:00,300

+the code more readable, understandable,

+

+21

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+and therefore ultimately more maintainable.