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  1. USKammeot
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    1. COEvery instance doesn't need to have a variable name associated with it. Variable names are just temporary addresses pointing to a single object. In this case, all the instances would be put in a list and you'd have to get them with an index. You really need to think of instances as things you can physically move around and variables as containers to hold certain times of things. So you put object instances into a variable, and that allows you to do things to that object. If you put another object in that variable, the initial is overwritten, but not lost if you have it stored somewhere else.
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    2. COWell where else would they keep them? Instances of everything have to be stored somewhere or else you lose access to them. You use data structures to store them. Depending on how you're going to need to get the data, you can use different types of data structures. I'm a little confused about your question. You could create millions of instances with a loop, or millions of instances could accumulate over time in response to a player action. When you're thinking of creating instances, what is it that comes to mind?
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    3. COThe HashMap works exactly the same. You make the HashMap, you put the objects into the HashMap with the addresses you want to associate with them, and then you can get any of those objects out by giving an address to the HashMap. The address can be any type (with some conditions). Don't get discouraged, and also don't bother with any explanations on how HashMap works (at least for now). There's a lot of magic that happens that even I don't fully understand. I'm pretty confident that this is what you want though.
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