Book Image

Android Programming with Kotlin for Beginners

By : John Horton
5 (1)
Book Image

Android Programming with Kotlin for Beginners

5 (1)
By: John Horton

Overview of this book

Android is the most popular mobile operating system in the world and Kotlin has been declared by Google as a first-class programming language to build Android apps. With the imminent arrival of the most anticipated Android update, Android 10 (Q), this book gets you started building apps compatible with the latest version of Android. It adopts a project-style approach, where we focus on teaching the fundamentals of Android app development and the essentials of Kotlin by building three real-world apps and more than a dozen mini-apps. The book begins by giving you a strong grasp of how Kotlin and Android work together before gradually moving onto exploring the various Android APIs for building stunning apps for Android with ease. You will learn to make your apps more presentable using different layouts. You will dive deep into Kotlin programming concepts such as variables, functions, data structures, Object-Oriented code, and how to connect your Kotlin code to the UI. You will learn to add multilingual text so that your app is accessible to millions of more potential users. You will learn how animation, graphics, and sound effects work and are implemented in your Android app. By the end of the book, you will have sound knowledge about significant Kotlin programming concepts and start building your own fully featured Android apps.
Table of Contents (33 chapters)
Android Programming with Kotlin for Beginners
Contributors
Preface
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.