https://www.techtarget.com/searchapparchitecture/definition/object
In object-oriented programming (OOP), an object is a reusable unit of code that can perform certain actions and interact with other objects in a program. In OOP languages, all objects have some behaviors and some state. The states are stored in fields (or variables) and the behaviors are exposed through methods. Regardless of the language, each object has a unique identity and is allocated some memory when it is instantiated, i.e., created.
In OOP, objects are the things you think about first in designing a program. They are the units of code that are eventually derived from the process. Each object is made into a generic class of object.
An easy way to understand programming objects is with a real-world analogy.
Consider a person who has a name, is hungry, can talk and sleeps at night.
In the example here, the person is an object. Their name and the fact that they are hungry are both states. The fact that they talk with other humans and sleep at night are all behaviors. Different persons can have different states and behaviors. However, persons that share certain states and behaviors can be grouped into a class.
When a program runs in the computer, it is an object that actually runs.
Objects are basic program components or entities that have the following characteristics:
Objects can do things and can have things done to them. For example, a function or method object can be programmed to modify the contents of a data structure or variable object.
Some of the things in programming that can be defined as objects include the following:
A class identifies objects with common attributes and behaviors and then groups them as a single entity. It can have data members and member functions that can all be accessed with the help of objects. When a class is declared, objects must be created to access the data from that class.
The object entity can be reused to perform certain actions. Thus, each object is an instance of a particular class or subclass with the class's own methods or procedures and data variables.
Simply put, a class in programming is like a blueprint from which individual program objects can be created. Classes are defined so that objects can share models and reuse the class definitions in their code. And an object is created based on a class to satisfy a specific purpose.
Objects can be categorized based on what they do or how they work. Some of the most used types of objects include the following:
These and other types of objects are based on design patterns, which represent repeatable solutions to common tasks or problems in programming. The patterns themselves are not objects but are used to develop objects that fulfill the functions of those patterns.
God objects are objects that break the rules by doing more than one thing. If you're still learning object- oriented programming, find out how to refactor the God object class antipattern.
All individual objects possess three basic characteristics -- identity, state, and behavior -- regardless of the OOP language being used. Understanding these characteristics is crucial to knowing how objects and object-oriented logic work:
Object-based languages support the full complement of features of object-oriented programming. These features are as follows:
Object-oriented programming has fundamentally transformed the development of complex software systems. The key components that clearly define this powerful approach are essential for any developer to understand. Read this break down of the core components of OOP.
22 May 2025