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Android Development with Kotlin

Android Development with Kotlin

By : Igor Wojda, Marcin Moskala
2.6 (5)
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Android Development with Kotlin

Android Development with Kotlin

2.6 (5)
By: Igor Wojda, Marcin Moskala

Overview of this book

Nowadays, improved application development does not just mean building better performing applications. It has become crucial to find improved ways of writing code. Kotlin is a language that helps developers build amazing Android applications easily and effectively. This book discusses Kotlin features in context of Android development. It demonstrates how common examples that are typical for Android development, can be simplified using Kotlin. It also shows all the benefits, improvements and new possibilities provided by this language. The book is divided in three modules that show the power of Kotlin and teach you how to use it properly. Each module present features in different levels of advancement. The first module covers Kotlin basics. This module will lay a firm foundation for the rest of the chapters so you are able to read and understand most of the Kotlin code. The next module dives deeper into the building blocks of Kotlin, such as functions, classes, and function types. You will learn how Kotlin brings many improvements to the table by improving common Java concepts and decreasing code verbosity. The last module presents features that are not present in Java. You will learn how certain tasks can be achieved in simpler ways thanks to Kotlin. Through the book, you will learn how to use Kotlin for Android development. You will get to know and understand most important Kotlin features, and how they can be used. You will be ready to start your own adventure with Android development with Kotlin.
Table of Contents (10 chapters)
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9
Making Your Marvel Gallery Application

Companion objects


Kotlin, as opposed to Java, lacks the ability to define static members, but instead it allows us to define objects that are associated with a class. In other words, an object is initialized only once; therefore, only one instance of an object exists, sharing its state across all instances of a particular class. When a singleton object is associated with a class of the same name, it is called the companion object of the class, and the class is called the companion class of the object:

The preceding diagram presents three instances of the Car class sharing a single instance of an object.

Members, such as methods and properties, defined inside a companion object may be accessed similarly to the way we access static fields and methods in Java. The main purpose of a companion object is to have code that is related to a class, but not necessary to any particular instance of this class. It is a good way to define members that would be defined as static in Java, for example, factory...

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