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Kotlin Design Patterns and Best Practices - Third Edition

You're reading from  Kotlin Design Patterns and Best Practices - Third Edition

Product type Book
Published in Apr 2024
Publisher Packt
ISBN-13 9781805127765
Pages 474 pages
Edition 3rd Edition
Languages
Author (1):
Alexey Soshin Alexey Soshin
Profile icon Alexey Soshin

Table of Contents (19) Chapters

Preface 1. Section 1: Classical Patterns
2. Getting Started with Kotlin 3. Working with Creational Patterns 4. Understanding Structural Patterns 5. Getting Familiar with Behavioral Patterns 6. Section 2: Reactive and Concurrent Patterns
7. Introducing Functional Programming 8. Threads and Coroutines 9. Controlling the Data Flow 10. Designing for Concurrency 11. Section 3: Practical Application of Design Patterns
12. Idioms and Anti-Patterns 13. Practical Functional Programming with Arrow 14. Concurrent Microservices with Ktor 15. Reactive Microservices with Vert.x 16. Assessments
17. Other Book You May Enjoy
18. Index

Classes and inheritance

Kotlin, being a language that aims for strong interoperability with Java and the JVM, shares a strong affinity with the Java programming language, which is class-based. Therefore, Kotlin also supports classes and classical inheritance. In this section, we will cover the syntax to declare classes, interfaces, abstract classes, and data classes.

Classes

In Kotlin, a class is a collection of data, called properties, and methods. To declare a class, you use the keyword class, similar to in Java. For example, let’s define a class to represent a player in a video game:

class Player {
    // class members and functions
}

To create an instance of a class, you simply call the class constructor using parentheses, without the need for the new keyword:

val player = Player()

If the class doesn’t have a body or additional members, you can even omit the curly braces:

class Player // No body, still valid

However, classes without...

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