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    <title>DEV Community: CHesperido</title>
    <description>The latest articles on DEV Community by CHesperido (@hespirito).</description>
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      <title>DEV Community: CHesperido</title>
      <link>https://dev.to/hespirito</link>
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      <title>Classe em C#</title>
      <dc:creator>CHesperido</dc:creator>
      <pubDate>Fri, 09 Jun 2023 17:30:15 +0000</pubDate>
      <link>https://dev.to/hespirito/classe-em-c-1n37</link>
      <guid>https://dev.to/hespirito/classe-em-c-1n37</guid>
      <description>&lt;p&gt;Classe é um dos &lt;strong&gt;conceitos&lt;/strong&gt; fundamentais na linguagem de programação C#. &lt;/p&gt;

&lt;blockquote&gt;
&lt;p&gt;Uma classe&lt;br&gt;
 é uma estrutura que define as características e comportamentos de um objeto. Ela pode ser considerada como um molde ou uma planta para a criação de objetos.&lt;/p&gt;
&lt;/blockquote&gt;

&lt;p&gt;Em C#, uma classe é definida usando a palavra-chave "class", seguida pelo nome da classe e um bloco de código entre chaves. Aqui está um exemplo básico de uma classe em C#:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;Carro&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="c1"&gt;// Campos (variáveis) da classe&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="n"&gt;Marca&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="n"&gt;Modelo&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;Ano&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="c1"&gt;// Construtor da classe&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="nf"&gt;Carro&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="n"&gt;marca&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="n"&gt;modelo&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;ano&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;Marca&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;marca&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="n"&gt;Modelo&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;modelo&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="n"&gt;Ano&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;ano&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;// Métodos da classe&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Ligarr&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;Console&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;WriteLine&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"O carro está ligado."&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Desligarr&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;Console&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;WriteLine&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"O carro está desligado."&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;ExibirInformacoes&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;Console&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;WriteLine&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Marca: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;Marca&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;Console&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;WriteLine&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Modelo: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;Modelo&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;Console&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;WriteLine&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Ano: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;Ano&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Neste exemplo, temos uma classe chamada "Carro" que possui três campos (variáveis): "Marca", "Modelo" e "Ano". Ela também possui um construtor, que é um método especial utilizado para inicializar os valores dos campos quando um objeto é criado. No caso, o construtor recebe os valores da marca, modelo e ano e os atribui aos campos correspondentes.&lt;/p&gt;

&lt;p&gt;Além disso, a classe "Carro" possui três métodos: "Ligar", "Desligar" e "ExibirInformacoes". O método "Ligar" exibe uma mensagem indicando que o carro está ligado, o método "Desligar" exibe uma mensagem indicando que o carro está desligado e o método "ExibirInformacoes" exibe as informações do carro (marca, modelo e ano).&lt;/p&gt;

&lt;p&gt;Agora que a classe "Carro" está definida, podemos criar objetos dessa classe e utilizar seus campos e métodos. Veja um exemplo de como criar e usar objetos da classe "Carro":&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="n"&gt;Carro&lt;/span&gt; &lt;span class="n"&gt;meuCarro&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;Carro&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Ford"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="s"&gt;"Fiesta"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;2020&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="n"&gt;meuCarro&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Ligar&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
&lt;span class="n"&gt;meuCarro&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ExibirInformacoes&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
&lt;span class="n"&gt;meuCarro&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Desligar&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Neste exemplo, criamos um objeto chamado "meuCarro" da classe "Carro" e passamos os valores "Ford", "Fiesta" e 2020 para o construtor. Em seguida, chamamos os métodos "Ligar", "ExibirInformacoes" e "Desligar" do objeto "meuCarro".&lt;/p&gt;

&lt;p&gt;As classes em C# permitem organizar e estruturar o código de forma modular e orientada a objetos. Elas facilitam a reutilização de código, pois é possível criar múltiplos objetos de uma mesma classe, cada um com seus próprios valores e comportamentos. Além disso, as classes permitem a implementação de encapsulamento, herança e polimorfismo, que são conceitos avançados da programação orientada a objetos.&lt;/p&gt;

&lt;p&gt;Em resumo, as classes são componentes fundamentais na linguagem de programação C#. Elas definem a estrutura e o comportamento dos objetos e permitem a criação de instâncias desses objetos&lt;/p&gt;

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