Class
In plain terms
A blueprint for creating objects with shared structure and behavior.
Going deeper
A class defines the data (fields) and operations (methods) that its objects (instances) will have, the foundation of OOP. It's a template for objects.
Under the hood
Supports inheritance, encapsulation, and polymorphism; instances hold their own state.
Examples
class Car, OOP, instances, inheritance, methods, blueprints.
Think of it like...
Like an architectural blueprint from which many houses (objects) are built.