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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

Basic classes


There are two main steps involved with classes. First, we must declare our class, and then we can bring it to life by instantiating it into an actual useable object. Remember, the class is just a blueprint, and you must use the blueprint to build an object before you can do anything with it.

Declaring a class

Classes can be of varying sizes and complexities depending upon what its purpose is. Here is the absolute simplest example of a class declaration.

Remember that we most often declare a new class in a file of its own with the same name as the class.

Note

We will cover some exceptions to the rule throughout the rest of the book.

Let's have a look at three examples of declaring a class:

// This code goes in a file named Soldier.kt
class Soldier

// This code would go in a file called Message.kt
class Message

// This code would go in a file called ParticleSystem.kt
class ParticleSystem

Note

Note that we will do a full working project to practice at the end of this chapter. There...

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