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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

Inheritance

In Kotlin, you can extend not only abstract classes but also regular classes. Let’s explore this by extending our Player class. Specifically, we’ll create a ConfusedPlayer class that moves to (y, x) instead of (x, y) when given the coordinates (x, y).

Initially, let’s create a class inheriting from Player:

class ConfusedPlayer(name: String ): ActivePlayer(name)

Here, the round brackets in the abstract classes signify that arguments can be passed to the parent class constructor, similar to Java’s super keyword.

However, this code won’t compile. In Kotlin, all classes are final by default, meaning they can’t be inherited unless marked as open. So, let’s modify the ActivePlayer class to allow for that:

open class ActivePlayer (...) : Moveable(), DiceRoller {
...
}

Next, let’s override the move method for the ConfusedPlayer:

class ConfusedPlayer(name : String): Player(name) {
    // move...
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