Creating and Using Objects
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Instantiating Objects
In Kotlin, a class acts as a blueprint for creating objects. When you define a class, you are describing the structure and behavior that its objects will have, but no actual object exists until you create one. Instantiating an object means making an instance of a class in memory so you can use it in your program.
To create an object, you use the class name followed by parentheses. This calls the class's constructor, which sets up the object. Once you have an object, you can work with its properties and functions.
Accessing Objects
After you instantiate an object, you can access its properties and methods using the dot (.) operator. This allows you to get or set property values, or call functions defined in the class.
StudentExample.kt
In the code above, you define a Student class with two properties: name and age. The line val student = Student("Alice", 20) creates an object of type Student by calling the constructor with the values "Alice" and 20. This object is stored in the variable student. You can then access the name and age properties of the student object using student.name and student.age, which are printed to the console.
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