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3 cards from this section. Quick, good the night before a test.
What is a class in programming?
Think about templates.
Name one type of data member in a class.
They hold data related to an object.
What is the purpose of a class in programming?
Remember the blueprint analogy.
True or False: An object can have different attributes from other objects created from the same class.
Consider instances of a class.
Design a class called Rectangle that has attributes for width and height, along with methods to calculate area and perimeter. Write a small code snippet demonstrating its use.
Remember to declare methods that perform calculations based on the attributes.
Imagine you are building a class for a Student. Outline at least three attributes and two methods. Explain how this encapsulates student information.
Attributes are data, while the methods define what a student can do.
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