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Head First Kotlin

A Brain-Friendly Guide

Paperback Engels 2019 9781491996690
Verkooppositie 4405
Verwachte levertijd ongeveer 8 werkdagen

Samenvatting

What will you learn from this book?
'Head First Kotlin' is a complete introduction to coding in Kotlin. This hands-on book helps you learn the Kotlin language with a unique method that goes beyond syntax and how-to manuals and teaches you how to think like a great Kotlin developer. You'll learn everything from language fundamentals to collections, generics, lambdas, and higher-order functions. Along the way, you'll get to play with both object-oriented and functional programming. If you want to really understand Kotlin, this is the book for you.

Why does this book look so different?
Based on the latest research in cognitive science and learning theory, Head First Kotlin uses a visually rich format to engage your mind rather than a text-heavy approach that puts you to sleep. Why waste your time struggling with new concepts? This multisensory learning experience is designed for the way your brain really works.

Specificaties

ISBN13:9781491996690
Taal:Engels
Bindwijze:paperback
Aantal pagina's:448
Uitgever:O'Reilly
Druk:1
Verschijningsdatum:12-3-2019
Hoofdrubriek:IT-management / ICT

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Zeer goed Goed Voldoende Matig Slecht

Over Dawn Griffiths

Dawn Griffiths started life as a mathematician at a top UK university where she was awarded a First-Class Honours degree in Mathematics. She went on to pursue a career in software development, and has over 15 years experience working in the IT industry. Dawn has written several books, including Head First C, Head First Statistics and Head First 2D Geometry.

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Over David Griffiths

David Griffiths began programming at age 12, after being inspired by a documentary on the work of Seymour Papert. At age 15 he wrote an implementation of Papert's computer language LOGO. After studying Pure Mathematics at University, he began writing code for computers and magazine articles for humans and he is currently an agile coach in the UK, helping people to create simpler, more valuable software. He spends his free time traveling and time with his lovely wife, Dawn.

Andere boeken door David Griffiths

Inhoudsopgave

How to use this book: Intro
Who is this book for?
Who should probably back away from this book?
We know what you’re thinking
We know what your brain is thinking
Metacognition: thinking about thinking
Here’s what WE did:
Here’s what YOU can do to bend your brain into submission
Read me
The technical review team
Acknowledgments
O’Reilly
Table of Contents (the real thing)

1. getting started: A Quick Dip
Welcome to Kotlinville
It’s crisp, concise and readable
You can use object-oriented AND functional programming
The compiler keeps you safe
You can use Kotlin nearly everywhere
Java Virtual Machines (JVMs)
Android
Client-side and server-side JavaScript
Native apps
What we’ll do in this chapter
Install IntelliJ IDEA (Community Edition)
Let’s build a basic application
1. Create a new project
2. Specify the type of project
3. Configure the project
You’ve just created your first Kotlin project
Add a new Kotlin file to the project
Anatomy of the main function
Add the main function to App.kt
Test drive
What the Run command does
What can you say in the main function?
Loop and loop and loop...
Simple boolean tests
A loopy example
Test drive
Conditional branching
Using if to return a value
Update the main function
Test drive
Code Magnets
Using the Kotlin interactive shell
You can add multi-line code snippets to the REPL
It’s exercise time
Code Magnets Solution
Your Kotlin Toolbox

2. basic types and variables: Being a Variable
Your code needs variables
A variable is like a cup
What happens when you declare a variable
The value is transformed into an object...
...and the compiler infers the variable’s type from that of the object
The variable holds a reference to the object
val vs. var revisited
Kotlin’s basic types
Integers
Floating points
Booleans
Characters and Strings
How to explicitly declare a variable’s type
Declaring the type AND assigning a value
Use the right value for the variable’s type
Assigning a value to another variable
We need to convert the value
An object has state and behavior
How to convert a numeric value to another type
What happens when you convert a value
Watch out for overspill
Store multiple values in an array
How to create an array
Create the Phrase-O-Matic application
Add the code to PhraseOMatic.kt
The compiler infers the array’s type from its values
How to explicitly define the array’s type
var means the variable can point to a different array
val means the variable points to the same array forever...
...but you can still update the variables in the array
Code Magnets
Code Magnets Solution
Your Kotlin Toolbox

3. functions: Getting Out of Main
Let’s build a game: Rock, Paper, Scissors
How the game will work
A high-level design of the game
Here’s what we’re going to do
Get started: create the project
Get the game to choose an option
Create the Rock, Paper, Scissors array
How you create functions
You can send things to a function
You can send more than one thing to a function
Calling a two-parameter function, and sending it two arguments
You can pass variables to a function so long as the variable type matches the parameter type
You can get things back from a function
Functions with no return value
Functions with single-expression bodies
Create the getGameChoice function
Code Magnets
Code Magnets Solution
Add the getGameChoice function to Game.kt
Behind the scenes: what happens
The story continues
The getUserChoice function
Ask for the user’s choice
How for loops work
Looping through a range of numbers
Use downTo to reverse the range
Use step to skip numbers in the range
Looping through the items in an array
Ask the user for their choice
Use the readLine function to read the user’s input
We need to validate the user’s input
‘And’ and ‘Or’ operators (&& and ||)
Not equals (!= and !)
Use parentheses to make your code clear
Add the getUserChoice function to Game.kt
Test drive
We need to print the results
Add the printResult function to Game.kt
Test drive
Your Kotlin Toolbox

4. classes and objects: A Bit of Class
Object types are defined using classes
You can define your own classes
How to design your own classes
Let’s define a Dog class
How to create a Dog object
How to access properties and functions
What if the Dog is in a Dog array?
Create a Songs application
Test drive
The miracle of object creation
How objects are created
What the Dog constructor looks like
Behind the scenes: calling the Dog constructor
Code Magnets
Code Magnets Solution
Going deeper into properties
Behind the scenes of the Dog constructor
Flexible property initialization
How to use initializer blocks
You MUST initialize your properties
How do you validate property values?
The solution: custom getters and setters
How to write a custom getter
How to write a custom setter
The full code for the Dogs project
Test drive
Your Kotlin Toolbox

5. subclasses and superclasses: Using Your Inheritance
Inheritance helps you avoid duplicate code
An inheritance example
What we’re going to do
Design an animal class inheritance structure
Use inheritance to avoid duplicate code in subclasses
What should the subclasses override?
The animals have different property values...
...and different function implementations
We can group some of the animals
Add Canine and Feline classes
Use IS-A to test your class hierarchy
Use HAS-A to test for other relationships
The IS-A test works anywhere in the inheritance tree
We’ll create some Kotlin animals
Declare the superclass and its properties and functions as open
How a subclass inherits from a superclass
How (and when) to override properties
Overriding properties lets you do more than assign default values
How to override functions
The rules for overriding functions
An overridden function or property stays open...
...until it’s declared final
Add the Hippo class to the Animals project
Code Magnets
Code Magnets Solution
Add the Canine and Wolf classes
Which function is called?
Inheritance guarantees that all subclasses have the functions and properties defined in the superclass
Any place where you can use a superclass, you can use one of its subclasses instead
When you call a function on the variable, it’s the object’s version that responds
You can use a supertype for a function’s parameters and return type
The updated Animals code
Test drive
Your Kotlin Toolbox

6. abstract classes and interfaces: Serious Polymorphism
The Animal class hierarchy revisited
Some classes shouldn’t be instantiated
Declare a class as abstract to stop it from being instantiated
Abstract or concrete?
An abstract class can have abstract properties and functions
We can mark three properties as abstract
The Animal class has two abstract functions
How to implement an abstract class
You MUST implement all abstract properties and functions
Let’s update the Animals project
Test drive
Independent classes can have common behavior
An interface lets you define common behavior OUTSIDE a superclass hierarchy
Let’s define the Roamable interface
Interface functions can be abstract or concrete
How to define interface properties
Declare that a class implements an interface...
...then override its properties and functions
How to implement multiple interfaces
How do you know whether to make a class, a subclass, an abstract class, or an interface?
Update the Animals project
Test drive
Interfaces let you use polymorphism
Access uncommon behavior by checking an object’s type
Where to use the is operator
As the condition for an if
In conditions using && and ||
In a while loop
Use when to compare a variable against a bunch of options
The is operator usually performs a smart cast
Use as to perform an explicit cast
Update the Animals project
Test drive
Your Kotlin Toolbox

7. data classes: Dealing with Data
== calls a function named equals
equals is inherited from a superclass named Any
The importance of being Any
The common behavior defined by Any
We might want equals to check whether two objects are equivalent
A data class lets you create data objects
How to create objects from a data class
Data classes override their inherited behavior
The equals function compares property values
Equal objects return the same hashCode value
toString returns the value of each property
Copy data objects using the copy function
Data classes define componentN functions...
...that let you destructure data objects
Create the Recipes project
Test drive
Generated functions only use properties defined in the constructor
Initializing many properties can lead to cumbersome code
Default parameter values to the rescue!
How to use a constructor’s default values
1. Passing values in order of declaration
2. Using named arguments
Functions can use default values too
Overloading a function
Dos and don’ts for function overloading:
Let’s update the Recipes project
The code continued...
Test drive
Your Kotlin Toolbox

8. nulls and exceptions: Safe and Sound
How do you remove object references from variables?
Remove an object reference using null
Why have nullable types?
You can use a nullable type everywhere you can use a non-nullable type
How to create an array of nullable types
How to access a nullable type’s functions and properties
Keep things safe with safe calls
You can chain safe calls together
What happens when a safe call chain gets evaluated
The story continues
You can use safe calls to assign values...
...and assign values to safe calls
Use let to run code if values are not null
Using let with array items
Using let to streamline expressions
Instead of using an if expression...
...you can use the safer Elvis operator
The !! operator deliberately throws a NullPointerException
Create the Null Values project
The code continued...
Test drive
An exception is thrown in exceptional circumstances
You can catch exceptions that are thrown
Catch exceptions using a try/catch
Use finally for the things you want to do no matter what
An exception is an object of type Exception
You can explicitly throw exceptions
try and throw are both expressions
How to use try as an expression
How to use throw as an expression
Code Magnets
Code Magnets Solution
Your Kotlin Toolbox

9. collections: Get Organized
Arrays can be useful...
...but there are things an array can’t handle
You can’t change an array’s size
Arrays are mutable, so they can be updated
When in doubt, go to the Library
List, Set and Map
List - when sequence matters
Set - when uniqueness matters
Map - when finding something by key matters
Fantastic Lists...
...and how to use them
Create a MutableList...
..and add values to it
You can remove a value...
...and replace one value with another
You can change the order and make bulk changes...
...or take a copy of the entire MutableList
Create the Collections project
Test drive
Code Magnets
Code Magnets Solution
Lists allow duplicate values
How to create a Set
How to use a Set’s values
How a Set checks for duplicates
Hash codes and equality
Equality using the === operator
Equality using the == operator
Rules for overriding hashCode and equals
How to use a MutableSet
You can copy a MutableSet
Update the Collections project
Test drive
Time for a Map
How to create a Map
How to use a Map
Create a MutableMap
Put entries in a MutableMap
You can remove entries from a MutableMap
You can copy Maps and MutableMaps
The full code for the Collections project
Test drive
Your Kotlin Toolbox

10. generics: Know Your Ins from Your Outs
Collections use generics
How a MutableList is defined
Understanding collection documentation (Or, what’s the meaning of “E”?)
Using type parameters with MutableList
Things you can do with a generic class or interface
Here’s what we’re going to do
Create the Pet class hierarchy
Define the Contest class
Declare that Contest uses a generic type
You can restrict T to a specific supertype
Add the scores property
Create the addScore function
Create the getWinners function
Create some Contest objects
The compiler can infer the generic type
Create the Generics project
Test drive
The Retailer hierarchy
Define the Retailer interface
We can create CatRetailer, DogRetailer and FishRetailer objects...
...but what about polymorphism?
Use out to make a generic type covariant
Collections are defined using covariant types
Update the Generics project
Test drive
We need a Vet class
Assign a Vet to a Contest
Create Vet objects
Pass a Vet to the Contest constructor
Use in to make a generic type contravariant
Should a Vet ALWAYS accept a Vet?
A generic type can be locally contravariant
Update the Generics project
Test drive
Your Kotlin Toolbox

11. lambdas and higher-order functions: Treating Code Like Data
Introducing lambdas
What we’re going to do
What lambda code looks like
You can assign a lambda to a variable
Execute a lambda’s code by invoking it
What happens when you invoke a lambda
Lambda expressions have a type
The compiler can infer lambda parameter types
You can replace a single parameter with it
Use the right lambda for the variable’s type
Use Unit to say a lambda has no return value
Create the Lambdas project
Test drive
You can pass a lambda to a function
Add a lambda parameter to a function by specifying its name and type
Invoke the lambda in the function body
Call the function by passing it parameter values
What happens when you call the function
You can move the lambda OUTSIDE the ()’s...
...or remove the ()’s entirely
Update the Lambdas project
Test drive
A function can return a lambda
Write a function that receives AND returns lambdas
Define the parameters and return type
Define the function body
How to use the combine function
What happens when the code runs
You can make lambda code more readable
Use typealias to provide a different name for an existing type
Update the Lambdas project
Test drive
Code Magnets
Code Magnets Solution
Your Kotlin Toolbox

12. built-in higher-order functions: Power Up Your Code
Kotlin has a bunch of built-in higher-order functions
The min and max functions work with basic types
The minBy and maxBy functions work with ALL types
A closer look at minBy and maxBy’s lambda parameter
What about minBy and maxBy’s return type?
The sumBy and sumByDouble functions
sumBy and sumByDouble’s lambda parameter
Create the Groceries project
Test drive
Meet the filter function
There’s a whole FAMILY of filter functions
Use map to apply a transform to your collection
You can chain function calls together
What happens when the code runs
The story continues...
forEach works like a for loop
forEach has no return value
Lambdas have access to variables
Update the Groceries project
Test drive
Use groupBy to split your collection into groups
You can use groupBy in function call chains
How to use the fold function
Behind the scenes: the fold function
Some more examples of fold
Find the product of a List
Concatenate together the name of each item in a List
Subtract the total price of items from an initial value
Update the Groceries project
Test drive
Your Kotlin Toolbox
Leaving town...
It’s been great having you here in Kotlinville
A. coroutines: Running Code in Parallel
Let’s build a drum machine
1. Create a new GRADLE project
2. Enter an artifact ID
3. Specify configuration details
4. Specify the project name
Add the audio files
Add the code to the project
Test drive
Use coroutines to make beats play in parallel
1. Add a coroutines dependency
2. Launch a coroutine
Test drive

A coroutine is like a lightweight thread
Use runBlocking to run coroutines in the same scope
Test drive
Thread.sleep pauses the current THREAD
The delay function pauses the current COROUTINE
The full project code
Test drive

B. testing: Hold Your Code to Account
Kotlin can use existing testing libraries
Add the JUnit library
Create a JUnit test class
Using KotlinTest
Use rows to test against sets of data

C. leftovers: The Top Ten Things: (We Didn’t Cover)

1. Packages and imports
How to add a package
Package declarations
The fully qualified name
Type the fully qualified name...
...or import it

2. Visibility modifiers
Visibility modifiers and top level code
Visibility modifiers and classes/interfaces
3. Enum classes
Enum constructors
enum properties and functions

4. Sealed classes
Sealed classes to the rescue!
How to use sealed classes

5. Nested and inner classes
An inner class can access the outer class members

6. Object declarations and expressions
Class objects...
...and companion objects
Object expressions

7. Extensions

8. Return, break and continue
Using labels with break and continue
Using labels with return

9. More fun with functions
vararg
infix
inline

10. Interoperability
Interoperability with Java
Using Kotlin with JavaScript
Writing native code with Kotlin
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