Classes And Objects

Classes & Objects: Overview

Chapter 3 of the Java book, the leap to objects. Four lessons take you from procedural code to classes: defining them, hiding state behind a controlled interface, the class-vs-instance split, and the reference model (stack and heap, == vs .equals, null) behind every Java surprise. Every example is compiled and run.

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Classes & Objects: Overview

Welcome to Chapter 3, where Java becomes object-oriented. Control Flow gave you decisions, loops, arrays, and methods — the procedural building blocks. Now the unit of design changes: instead of methods acting on loose data, you bundle data and behavior together into classes, and build objects from them. The chapter ends with the lesson everything else rests on — the reference model — which turns the "surprises" of earlier chapters into predictable consequences.

There are four lessons, in this order:

  1. Defining Classes & Creating Objects — fields and methods bundled into a blueprint, new, constructors, this, and independent instances.
  2. Encapsulation & Access Modifiers — private, getters/setters that enforce invariants, the four access levels, and immutability by design.
  3. static vs Instance — class-level shared state vs per-object state, why a static method has no this, static final constants, and static blocks.
  4. References, Equality & the Object Model — the flagship: stack vs heap, values vs references, == vs .equals (with the Integer cache and String pool), and null.

Every code block with a ▶ Run button is live. In this chapter, the most valuable habit you can build is to draw the references: whenever an example aliases two variables or compares two objects, sketch which variables point at which heap objects before you predict the output. The reference-model lesson gives you that picture explicitly.

📘 How to read the Intuition boxes. Each one is built in three moves:

  1. The mechanism — what the compiler and the JVM are actually doing.
  2. A concrete bite — a specific, runnable failure (often a real compiler error), shown so the trap is visible.
  3. The earned rule — the decision heuristic, now justified rather than asserted, plus its cost.
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