Lesson 3:
Classes and
objects
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About this lesson
Lesson 3: Classes and objects
○ Classes
○ Inheritance
○ Extension functions
○ Special classes
○ Organizing your code
○ Summary
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Classes
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Class
Object
● Classes are blueprints for objects
instances
● Classes define methods that
operate on their object instances
Class
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Class versus object instance
House Class Object Instances
Data
● House color (String)
● Number of windows
(Int)
● Is for sale (Boolean)
Behavior
● updateColor() FOR
SALE
● putOnSale()
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Define and use a class
Class Definition Create New Object Instance
class House { val myHouse = House()
val color: String = "white" println(myHouse)
val numberOfWindows: Int = 2
val isForSale: Boolean = false
fun updateColor(newColor: String)
{...}
...
}
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Constructors
When a constructor is defined in the class header, it can contain:
● No parameters
class A
● Parameters
○ Not marked with var or val → copy exists only within scope of
the constructor
class B(x: Int)
○ Marked var or val → copy exists in all instances of the class
class C(val y: Int)
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Constructor examples
class A val aa = A()
class B(x: Int) val bb = B(12)
println(bb.x)
=> compiler error unresolved
reference
class C(val y: Int) val cc = C(42)
println(cc.y)
=> 42
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Default parameters
Class instances can have default values.
● Use default values to reduce the number of constructors needed
● Default parameters can be mixed with required parameters
● More concise (don’t need to have multiple constructor versions)
class Box(val length: Int, val width:Int = 20, val height:Int
= 40)
val box1 = Box(100, 20, 40)
val box2 = Box(length = 100)
val box3 = Box(length = 100, width = 20, height = 40)
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Primary constructor
Declare the primary constructor within the class header.
class Circle(i: Int) {
init {
...
}
}
This is technically equivalent to:
class Circle {
constructor(i: Int) {
...
}
}
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Initializer block
● Any required initialization code is run in a special init
block
● Multiple init blocks are allowed
● init blocks become the body of the primary
constructor
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Initializer block example
Use the init keyword:
class Square(val side: Int) {
init {
println(side * 2)
}
}
val s = Square(10)
=> 20
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Multiple constructors
● Use the constructor keyword to define secondary
constructors
● Secondary constructors must call:
○ The primary constructor using this keyword
OR
○ Another secondary constructor that calls the primary
constructor
● Secondary constructor body is not required
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Multiple constructors example
class Circle(val radius:Double) {
constructor(name:String) : this(1.0)
constructor(diameter:Int) : this(diameter / 2.0) {
println("in diameter constructor")
}
init {
println("Area: ${Math.PI * radius * radius}")
}
}
val c = Circle(3)
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Properties
● Define properties in a class using val or var
● Access these properties using
dot . notation with property name
● Set these properties using
dot . notation with property name (only if declared a
var)
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Person class with name
property
class Person(var name: String)
fun main() {
val person = Person("Alex")
println(person.name) Access with .<property
name>
person.name = "Joey" Set with .<property name>
println(person.name)
}
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Custom getters and setters
If you don’t want the default get/set behavior:
● Override get() for a property
● Override set() for a property (if defined as a var)
Format: var propertyName: DataType = initialValue
get() = ...
set(value) {
...
}
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Custom getter
class Person(val firstName: String, val lastName:String) {
val fullName:String
get() {
return "$firstName $lastName"
}
}
val person = Person("John", "Doe")
println(person.fullName)
=> John Doe
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Custom setter
var fullName:String = ""
get() = "$firstName $lastName"
set(value) {
val components = value.split(" ")
firstName = components[0]
lastName = components[1]
field = value
}
person.fullName = "Jane Smith"
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Member functions
● Classes can also contain functions
● Declare functions as shown in Functions in Lesson 2
○ fun keyword
○ Can have default or required parameters
○ Specify return type (if not Unit)
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Inheritance
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Inheritance
● Kotlin has single-parent class inheritance
● Each class has exactly one parent class, called a
superclass
● Each subclass inherits all members of its superclass
including ones that the superclass itself has inherited
If you don't want to be limited by only inheriting a single class, you can
define an interface since you can implement as many of those as you
want.
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Interfaces
● Provide a contract all implementing classes must
adhere to
● Can contain method signatures and property names
● Can derive from other interfaces
Format: interface NameOfInterface
{ interfaceBody }
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Interface example
interface Shape {
fun computeArea() : Double
}
class Circle(val radius:Double) : Shape {
override fun computeArea() = Math.PI * radius * radius
}
val c = Circle(3.0)
println(c.computeArea())
=> 28.274333882308138
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Extending classes
To extend a class:
● Create a new class that uses an existing class as its
core (subclass)
● Add functionality to a class without creating a new one
(extension functions)
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Creating a new class
● Kotlin classes by default are not subclassable
● Use open keyword to allow subclassing
● Properties and functions are redefined with the
override keyword
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Classes are final by default
Declare a class
class A
Try to subclass A
class B : A
=>Error: A is final and cannot be inherited
from
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Use open keyword
Use open to declare a class so that it can be subclassed.
Declare a class
open class C
Subclass from C
class D : C()
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Overriding
● Must use open for properties and methods that can be
overridden (otherwise you get compiler error)
● Must use override when overriding properties and methods
● Something marked override can be overridden in
subclasses (unless marked final)
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Abstract classes
● Class is marked as abstract
● Cannot be instantiated, must be subclassed
● Similar to an interface with the added the ability to
store state
● Properties and functions marked with abstract must be
overridden
● Can include non-abstract properties and functions
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Example abstract classes
abstract class Food {
abstract val kcal : Int
abstract val name : String
fun consume() = println("I'm eating ${name}")
}
class Pizza() : Food() {
override val kcal = 600
override val name = "Pizza"
}
fun main() {
Pizza().consume() // "I'm eating Pizza"
}
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When to use each
● Defining a broad spectrum of behavior or types? Consider an
interface.
● Will the behavior be specific to that type? Consider a class.
● Need to inherit from multiple classes? Consider refactoring
code to see if some behavior can be isolated into an interface.
● Want to leave some properties / methods abstract to be
defined by subclasses? Consider an abstract class.
● You can extend only one class, but implement one or more
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Extension functions
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Extension functions
Add functions to an existing class that you cannot modify
directly.
● Appears as if the implementer added it
● Not actually modifying the existing class
● Cannot access private instance variables
Format: fun ClassName.functionName( params )
{ body }
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Why use extension functions?
● Add functionality to classes that are not open
● Add functionality to classes you don’t own
● Separate out core API from helper methods for classes
you own
Define extension functions in an easily discoverable place such as in
the same file as the class, or a well-named function.
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Extension function example
Add isOdd() to Int class:
fun Int.isOdd(): Boolean { return this % 2 == 1 }
Call isOdd() on an Int:
3.isOdd()
Extension functions are very powerful in Kotlin!
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Special classes
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Data class
● Special class that exists just to store a set of data
● Mark the class with the data keyword
● Generates getters for each property (and setters for
vars too)
● Generates toString(), equals(), hashCode(), copy()
methods, and destructuring operators
Format: data class
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Data class example
Define the data class:
data class Player(val name: String, val score: Int)
Use the data class:
val firstPlayer = Player("Lauren", 10)
println(firstPlayer)
=> Player(name=Lauren, score=10)
Data classes make your code much more concise!
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Pair and Triple
● Pair and Triple are predefined data classes that store
2 or 3 pieces of data respectively
● Access variables with .first, .second, .third
respectively
● Usually named data classes are a better option
(more meaningful names for your use case)
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Pair and Triple examples
val bookAuthor = Pair("Harry Potter", "J.K. Rowling")
println(bookAuthor)
=> (Harry Potter, J.K. Rowling)
val bookAuthorYear = Triple("Harry Potter", "J.K. Rowling",
1997)
println(bookAuthorYear)
println(bookAuthorYear.third)
=> (Harry Potter, J.K. Rowling, 1997)
1997
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Pair to
Pair's special to variant lets you omit parentheses and periods (infix
function).
It allows for more readable code
val bookAuth1 = "Harry Potter".to("J. K. Rowling")
val bookAuth2 = "Harry Potter" to "J. K. Rowling"
=> bookAuth1 and bookAuth2 are Pair (Harry Potter, J. K.
Rowling)
Also used in collections like Map and HashMap
val map = mapOf(1 to "x", 2 to "y", 3 to "zz")
=> map of Int to String {1=x, 2=y, 3=zz}
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Enum class
User-defined data type for a set of named values
● Use this to require instances be one of several constant values
● The constant value is, by default, not visible to you
● Use enum before the class keyword
Format: enum class EnumName { NAME1, NAME2, … NAMEn }
Referenced via EnumName.<ConstantName>
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Enum class example
Define an enum with red, green, and blue colors.
enum class Color(val r: Int, val g: Int, val b: Int) {
RED(255, 0, 0), GREEN(0, 255, 0), BLUE(0, 0, 255)
}
println("" + Color.RED.r + " " + Color.RED.g + " " +
Color.RED.b)
=> 255 0 0
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Object/singleton
● Sometimes you only want one instance of a class to
ever exist
● Use the object keyword instead of the class keyword
● Accessed with NameOfObject.<function or
variable>
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Object/singleton example
object Calculator {
fun add(n1: Int, n2: Int): Int {
return n1 + n2
}
}
println(Calculator.add(2,4))
=> 6
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Companion objects
● Lets all instances of a class share a single instance of a
set of variables or functions
● Use companion keyword
● Referenced via ClassName.PropertyOrFunction
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Companion object example
class PhysicsSystem {
companion object WorldConstants {
val gravity = 9.8
val unit = "metric"
fun computeForce(mass: Double, accel: Double):
Double {
return mass * accel
}
}
}
println(PhysicsSystem.WorldConstants.gravity)
println(PhysicsSystem.WorldConstants.computeForce(10.0,
10.0)) Android Development with Kotlin
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Apache 2 license.
Organizing your code
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Single file, multiple entities
● Kotlin DOES NOT enforce a single entity
(class/interface) per file convention
● You can and should group related structures in the
same file
● Be mindful of file length and clutter
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Packages
● Provide means for organization
● Identifiers are generally lower case words separated by
periods
● Declared in the first non-comment line of code in a file
following the package keyword
package org.example.game
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Example class hierarchy
org.example.veh
icle
Vehicle
org.example.vehicle.m org.example.vehicle.ca
oped r
Moped Car
Moped50cc Sedan
Moped100cc Hatchback
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Visibility modifiers
Use visibility modifiers to limit what information you expose.
● public means visible outside the class. Everything is public by
default, including variables and methods of the class.
● private means it will only be visible in that class (or source file if
you are working with functions).
● protected is the same as private, but it will also be visible to any
subclasses.
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Summary
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Summary
In Lesson 3, you learned about:
● Classes, constructors, and getters and setters
● Inheritance, interfaces, and how to extend classes
● Extension functions
● Special classes: data classes, enums, object/singletons, comp
anion objects
● Packages
● Visibility modifiers
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Pathway
Practice what you’ve learned by
completing the pathway:
Lesson 3: Classes and objects
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