Video narration
Quick check: have you ever used a cookie cutter? In programming, a class is like that cutter—a plan that describes what something should have and do. An object is the real cookie you make from it: an actual thing you can use. Let’s try a simple example. Imagine a “Bike” class. The plan might include properties like color and gear count, and actions like ringBell or brake. Now, your blue bike with 7 gears is an object—one specific bike made from the Bike class. Here’s the key: one class can create many objects, and each object can have different details. Two bikes, same blueprint—different colors. Why does this matter? Classes help you organize ideas, reuse the same plan, and build programs without repeating yourself. If you can picture a blueprint and the things built from it, you’ve got classes and objects.