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Android Programming with Kotlin for Beginners

You're reading from   Android Programming with Kotlin for Beginners Build Android apps starting from zero programming experience with the new Kotlin programming language

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Product type Paperback
Published in Apr 2019
Publisher Packt
ISBN-13 9781789615401
Length 698 pages
Edition 1st Edition
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Author (1):
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John Horton John Horton
Author Profile Icon John Horton
John Horton
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Table of Contents (31) Chapters Close

Preface 1. Getting Started with Android and Kotlin FREE CHAPTER 2. Kotlin, XML, and the UI Designer 3. Exploring Android Studio and the Project Structure 4. Getting Started with Layouts and Material Design 5. Beautiful Layouts with CardView and ScrollView 6. The Android Lifecycle 7. Kotlin Variables, Operators, and Expressions 8. Kotlin Decisions and Loops 9. Kotlin Functions 10. Object-Oriented Programming 11. Inheritance in Kotlin 12. Connecting Our Kotlin to the UI and Nullability 13. Bringing Android Widgets to Life 14. Android Dialog Windows 15. Handling Data and Generating Random Numbers 16. Adapters and Recyclers 17. Data Persistence and Sharing 18. Localization 19. Animations and Interpolations 20. Drawing Graphics 21. Threads and Starting the Live Drawing App 22. Particle Systems and Handling Screen Touches 23. Android Sound Effects and the Spinner Widget 24. Design Patterns, Multiple Layouts, and Fragments 25. Advanced UI with Paging and Swiping 26. Advanced UI with Navigation Drawer and Fragment 27. Android Databases 28. A Quick Chat Before You Go A. Other Book You May Enjoy Index

Summary


We have, at last, written our first class. We have seen that we can implement a class in a file of the same name as the class. The class itself doesn't do anything until we instantiate an object/instance of the class. Once we have an instance of the class, we can use its special variables, called properties, and its non-private functions. As we proved in the Basic Classes app, every instance of a class has its own distinct properties, just as when you buy a car made in a factory, you get your very own steering wheel, satnav, and go-faster stripes. We have also bumped into the concept of references, which means that, when we pass an instance of a class to a function, the receiving function has access to the actual instance.

All this information will raise more questions. OOP is like that. So, let's try and consolidate all this class stuff by taking a much closer look at inheritance in the next chapter.

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