Abstract
The main idea is to divide a large program into separate objects where each object ideally represents a physical entity. For example, if you are creating a program to control a car, one object may represent the car's engine, a second object may represent the car's entertainment system, and a third object may represent the car's heating and cooling system.
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© 2017 Wallace Wang
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Wang, W. (2017). Creating Classes and Objects. In: macOS Programming for Absolute Beginners. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-2662-9_13
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DOI: https://doi.org/10.1007/978-1-4842-2662-9_13
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Publisher Name: Apress, Berkeley, CA
Print ISBN: 978-1-4842-2661-2
Online ISBN: 978-1-4842-2662-9
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