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These are the user uploaded subtitles that are being translated: 1 00:00:00,610 --> 00:00:04,870 In the last couple of sections, we took this code snippet right here and pulled it apart line by line, 2 00:00:05,050 --> 00:00:09,970 and we've now got a better idea of some of the very basics of the dart language, including variables 3 00:00:10,120 --> 00:00:12,880 a little bit on types and a little bit on functions as well. 4 00:00:13,420 --> 00:00:14,050 In the section. 5 00:00:14,060 --> 00:00:18,790 We're going to start to move forward and start to look at one of the absolute core concepts of the dart 6 00:00:18,790 --> 00:00:22,210 language, which is object oriented programming. 7 00:00:22,780 --> 00:00:30,280 DART uses object oriented programming or OPIS as a paradigm or style for writing code and designing 8 00:00:30,310 --> 00:00:31,150 applications. 9 00:00:31,690 --> 00:00:36,550 With OPIS, we build our applications out of a collection of objects. 10 00:00:37,060 --> 00:00:42,160 An object contains some amount of data relevant to our application, like these pieces of data over 11 00:00:42,160 --> 00:00:46,190 here stored inside of what we call fields or properties. 12 00:00:47,110 --> 00:00:50,220 This data is hidden away from other parts of our application. 13 00:00:50,530 --> 00:00:57,190 The only way to get access to this data right here is through the use of methods which are functions 14 00:00:57,190 --> 00:00:59,200 that are defined directly on this object. 15 00:00:59,950 --> 00:01:04,420 One thing that I want to point out here is that we're using the term object to refer to this thing that 16 00:01:04,420 --> 00:01:06,400 contains some amount of data. 17 00:01:06,910 --> 00:01:10,970 But in DART, you and I are going to work on something just a little bit different. 18 00:01:10,990 --> 00:01:12,770 So kind of a different piece of this puzzle. 19 00:01:13,210 --> 00:01:17,050 So in Dart, you and I are going to create what are called classes. 20 00:01:17,570 --> 00:01:21,480 A class contains a set of rules that define how it works. 21 00:01:22,000 --> 00:01:28,030 You can think of this class right here as being like a blueprint or a ruleset of sorts to actually work 22 00:01:28,030 --> 00:01:28,990 with this class. 23 00:01:29,050 --> 00:01:34,600 We create instances of the class which referred to as either objects or instances. 24 00:01:35,350 --> 00:01:41,530 So a class is just a set of blueprints, whereas an object or an instance represents a real working 25 00:01:41,530 --> 00:01:43,000 copy of that class. 26 00:01:43,750 --> 00:01:46,330 To recap, you and I write code to create classes. 27 00:01:46,480 --> 00:01:49,570 We then use that class to create objects or instances. 28 00:01:50,290 --> 00:01:55,900 A good analogy here between classes and instances is to think of a set of blueprints that might be used 29 00:01:55,900 --> 00:01:56,710 to build a house. 30 00:01:57,310 --> 00:02:02,320 When you first want to get a house built, you would go to an architect and have them put together a 31 00:02:02,320 --> 00:02:06,010 set of blueprints that describe how the house is going to look and function. 32 00:02:06,960 --> 00:02:12,180 After you get that set of blueprints put together, you can then use it to create an unlimited number 33 00:02:12,180 --> 00:02:14,240 of houses or instances. 34 00:02:14,760 --> 00:02:19,830 So in this analogy, as you might guess, the set of blueprints over here is like the class and the 35 00:02:19,830 --> 00:02:24,930 actual built house or the actual standing house that physically exists in front of you would be like 36 00:02:24,930 --> 00:02:26,080 the class or something. 37 00:02:26,100 --> 00:02:27,750 The object or the instance. 38 00:02:29,200 --> 00:02:34,630 Now, in darte, object oriented programming is something that comes up nonstop again and again and 39 00:02:34,630 --> 00:02:38,410 again, so much like types that we were taking a look at earlier, it's something that we're going to 40 00:02:38,410 --> 00:02:41,110 be discussing throughout this course many different times. 41 00:02:41,650 --> 00:02:45,640 If you've ever worked with object oriented programming before, you're going to be in good shape if 42 00:02:45,640 --> 00:02:46,510 you've never touched it. 43 00:02:46,540 --> 00:02:48,620 You're also going to be just fine. 44 00:02:48,940 --> 00:02:53,320 So one of the later projects that we're going to work on inside this course before before we even start 45 00:02:53,320 --> 00:02:58,780 working on Flutter is going to be intended to give you a rock solid footing in object oriented programming. 46 00:02:58,960 --> 00:03:00,950 So you're going to get a lot of experience with it. 47 00:03:01,540 --> 00:03:03,100 Now, let's continue in the next section. 48 00:03:03,160 --> 00:03:08,080 We're going to start talking about how we put together classes in DART and some of the very core foundational 49 00:03:08,080 --> 00:03:09,100 concepts around them. 50 00:03:09,460 --> 00:03:12,030 It's a quick break and we'll write some more code in just a moment. 5079

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