Posts Tagged ‘KotlinConf2023’
[KotlinConf2023] Video Game Hacking with Kotlin/Native: A Low-Level Adventure with Ignat Beresnev
At KotlinConf’23, Ignat Beresnev, a member of the Kotlin team at JetBrains and a core contributor to Dokka, stepped onto the stage with an unexpected topic: using Kotlin/Native for video game hacking. Far from a gimmick, his talk offered a solid foundation in low-level memory manipulation techniques, revealing how Kotlin/Native can be a surprisingly practical tool for creating trainers, bots, and various forms of game hacks. Drawing on examples such as modding Grand Theft Auto, the session aimed to demystify game hacking and present it as an accessible and technically rich domain for Kotlin developers.
Ignat began by recounting his personal journey into game modification, which started years earlier with a self-imposed challenge to write a World of Warcraft bot in Java. While technically successful, the attempt exposed the limitations of Java when it comes to low-level system access. Rediscovering the problem through the lens of Kotlin/Native, he found a much better fit: a language that retained Kotlin’s expressiveness while unlocking native-level capabilities required for deep interaction with operating system APIs.
Understanding Game Internals and Memory Manipulation
The core premise of game hacking, Ignat explained, lies in understanding how games store and manage state. Just like any other program, a game keeps its data—such as player health, in-game currency, or positional coordinates—in memory. If you can discover where a particular value is stored, you can read it, monitor it, or even modify it in real time. He illustrated this with a relatable scenario: if a character in a game has 100 units of currency, then somewhere in memory exists a variable holding that value. The trick is finding it.
To pinpoint such a memory address, one typically uses a memory scanning tool like Cheat Engine. The process involves searching the memory space for a known value—say, 100—then performing an in-game action that changes it, such as spending money. The search is then repeated for the new value (e.g., 80), gradually narrowing down the list of candidate addresses until the correct one is isolated.
Once the memory address is identified, Kotlin/Native can be used to read from or write to that memory location by interfacing directly with native Windows API functions. Ignat detailed this workflow by first obtaining a handle to the target process using functions like OpenProcess
, which grants the required permissions to access another process’s memory. He pointed out how abstract and opaque some of the types in C APIs can be—such as HANDLE
, which is essentially a pointer behind the scenes—but noted that Kotlin/Native handles these seamlessly through its C interop layer.
To read memory, one would use ReadProcessMemory
, specifying the process handle, the target memory address, a buffer to receive the data, and additional arguments to track the number of bytes read. Kotlin/Native’s support for functions like allocArray
and cValuesOf
simplifies this otherwise complex operation. Writing memory involves a nearly identical process, this time using the WriteProcessMemory
function to inject new values into specific memory locations.
Ignat added a humorous aside, noting how tricky it can be to locate something like a string literal in a game’s memory. Nonetheless, he successfully demonstrated a live example, changing an on-screen number in a lightweight game to prove the concept in action.
DLL Injection and Function Invocation
While reading and writing memory opens up powerful capabilities, more advanced techniques allow even deeper integration with the target game. One such technique is DLL injection. This method involves writing a Dynamic Link Library and tricking the game process into loading it. Once loaded, the DLL gains access to the same memory and execution privileges as the game itself, effectively becoming part of its runtime.
Ignat outlined the injection process step by step. First, the target process must be located and a handle acquired. Next, the injector allocates memory in the target’s address space to store the path of the DLL. This path is written into the allocated space, after which the program looks up the address of the LoadLibrary
function in kernel32.dll
. Since this system library is mapped at the same location across processes, it provides a reliable anchor point. Finally, CreateRemoteThread
is used to spawn a new thread inside the game process that calls LoadLibrary
, thereby loading the malicious DLL and executing its code.
Once injected, the DLL has full access to call the game’s internal functions—if their memory addresses and calling conventions are known. Ignat demonstrated this by referencing documentation from a modding community for GTA: San Andreas, which includes reverse-engineered addresses and function signatures for in-game routines like CreateCar
. By defining a function pointer in Kotlin/Native that matches the signature and calling it through the injected DLL, one can trigger effects like spawning vehicles at will. Of course, this requires careful adherence to calling conventions, such as stdcall
, and a deep understanding of binary interfaces.
Beyond Games: Broader Applications
While the talk focused on game modification, Ignat was clear in emphasizing that these techniques extend far beyond entertainment. The same approaches can be used to patch bugs in native libraries, build plugins for applications not originally designed for extensibility, gather usage metrics from legacy software, or automate GUI interactions. What Kotlin/Native brings to the table is the rare combination of modern Kotlin syntax with native-level system access, making it a uniquely powerful tool for developers interested in systems programming, reverse engineering, or unconventional automation.
By the end of the session, Ignat had shown not just how to hack a game, but how to think like a systems programmer using Kotlin/Native. It was a fascinating, fun, and deeply technical presentation that pushed the boundaries of what most Kotlin developers might expect from their tooling—and opened the door to new realms of possibility.
Links:
[KotlinConf2023] Transforming Farmers’ Lives in Kenya: Apollo Agriculture’s Android Apps with Harun Wangereka
Harun Wangereka, a Software Engineer at Apollo Agriculture and a Google Developer Expert for Android, delivered an inspiring presentation at KotlinConf’23 about how his company is leveraging Android technology to change the lives of farmers in Kenya. His talk detailed Apollo Agriculture’s two core Android applications, built entirely in Kotlin, which are offline-first and utilize server-driven UI (SDUI) with Jetpack Compose to cater to the unique challenges of their user base. Harun is also active in Droidcon Kenya.
Apollo Agriculture’s mission is to empower small-scale farmers by bundling financing, high-quality farm inputs, agronomic advice, insurance, and market access. Their tech-based approach uses satellite data and machine learning for credit decisions and automated operations to maintain low costs and scalability. The customer journey involves signup via agents or SMS/USSD, kyc data collection (including GPS farm outlines), automated credit decisions (often within minutes), input pickup from agro-dealers, digital advice via voice trainings, and loan repayment post-harvest.
Addressing Unique Challenges in the Kenyan Context
Harun highlighted several critical challenges that shaped their app development strategy:
* Low-Memory Devices: Many agents and farmers use entry-level Android devices with limited RAM and storage. The apps need to be lightweight and performant.
* Low/Intermittent Internet Bandwidth: Internet connectivity can be unreliable and expensive. An offline-first approach is crucial, allowing agents to perform tasks without constant internet access and sync data later.
* Diverse User Needs and Rapid Iteration: The agricultural domain requires frequent updates to forms, workflows, and information provided to farmers and agents. A flexible UI system that can be updated without frequent app releases is essential.
These challenges led Apollo Agriculture to adopt a server-driven UI (SDUI) approach. Initially implemented with Anko (a deprecated Kotlin library for Android UI), they later rewrote this system entirely using Jetpack Compose.
Server-Driven UI with Jetpack Compose
The core of their SDUI system relies on JSON responses from the server that define the UI components, their properties, validations, and conditional logic.
Key aspects of their implementation include:
* Task-Based Structure: The app presents tasks to agents (e.g., onboarding a farmer, collecting survey data). Each task is represented by a JSON schema from the server.
* Dynamic Form Rendering: The JSON schema defines various UI elements like text inputs, number inputs, date pickers, location pickers (with map integration for capturing farm boundaries), image inputs (with compression), and more. These are dynamically rendered using Jetpack Compose.
* Stateful Composable Components: Harun detailed their approach to building stateful UI components in Compose. Each question or input field manages its own state (value, errors, visibility) using remember
and mutableStateOf
. Validation logic (e.g., required fields, min/max length) is also defined in the JSON and applied dynamically.
* Triggers and Conditionals: The JSON schema supports triggers (e.g., “on save”) and complex conditional logic using an internal tool called “Choice Expressions” and an implementation of JSON Schema. This allows UI elements or entire sections to be shown/hidden or enabled/disabled based on user input or other conditions, enabling dynamic and context-aware forms.
* Offline First: Task schemas and user data are stored locally, allowing full offline functionality. Data is synced with the server when connectivity is available.
* Testing: They extensively test their dynamic UI components and state logic in isolation, verifying state changes, validation behavior, and conditional rendering.
Harun shared examples of the JSON structure for defining UI elements, properties (like labels, hints, input types), validators, and conditional expressions. He walked through how a simple text input composable would manage its state, handle user input, and apply validation rules based on the server-provided schema.
Learnings and Future Considerations
The journey involved migrating from Anko to Jetpack Compose for their SDUI renderer, which Compose’s reactive DSL made more manageable and maintainable. They found Compose to be well-suited for building dynamic, stateful UIs.
Challenges encountered included handling keyboard interactions smoothly with scrolling content and managing the complexity of deeply nested conditional UIs.
When asked about open-sourcing their powerful form-rendering engine, Harun mentioned it’s a possibility they are considering, as the core logic is already modularized, and community input could be valuable. He also noted that while some pricing information is dynamic (e.g., based on farm size), they try to standardize core package prices to avoid confusion for farmers.
Harun Wangereka’s talk provided a compelling case study of how Kotlin and Jetpack Compose can be used to build sophisticated, resilient, and impactful Android applications that address real-world challenges in demanding environments.
Links:
[KotlinConf2023] KotlinConf’23 Closing Panel: Community Questions and Future Insights
KotlinConf’23 concluded with its traditional Closing Panel, an open forum where attendees could pose their burning questions to a diverse group of experts from the Kotlin community, including key figures from JetBrains and Google. The panel, moderated by Hadi Hariri, featured prominent names such as Roman Elizarov, Egor Tolstoy, Maxim Shafirov (CEO of JetBrains), Svetlana Isakova, Pamela Hill, Sebastian Aigner (all JetBrains), Grace Kloba, Kevin Galligan, David Blanc, Wenbo, Jeffrey van Gogh (all Google), Jake Wharton (Cash App), and Zac Sweers (Slack), among others.
The session was lively, covering a wide range of topics from language features and tooling to ecosystem development and the future of Kotlin across different platforms.
Kotlin’s Ambitions and Language Evolution
One of the initial questions addressed Kotlin’s overarching goal, humorously framed as whether Kotlin aims to “get rid of other programming languages”. Roman Elizarov quipped they only want to get rid of “bad ones,” while Egor Tolstoy clarified that Kotlin’s focus is primarily on application development (services, desktop, web, mobile) rather than systems programming.
Regarding Kotlin 2.0 and the possibility of removing features, the panel indicated a strong preference for maintaining backward compatibility. However, if a feature were to be considered for removal, it would likely be something with a clearly superior alternative, such as potentially older ways of doing things if newer, more robust mechanisms (like K2 compiler plugins replacing older KAPT mechanisms, hypothetically) became the standard. The discussion also touched on the desire for a unified, official Kotlin style guide and formatter to reduce community fragmentation around tooling, though Zac Sweers noted that even with an official tool, community alternatives would likely persist.
Multiplatform, Compose, and Ecosystem
A significant portion of the Q&A revolved around Kotlin Multiplatform (KMP) and Compose Multiplatform.
* Dart Interoperability: Questions arose about interoperability between Kotlin/Native (especially for Compose on iOS which uses Skia) and Dart/Flutter. While direct, deep interoperability wasn’t presented as a primary focus, the general sentiment was that both ecosystems are strong, and developers choose based on their needs. The panel emphasized that Compose for iOS aims for a native feel and deep integration with iOS platform features.
* Compose UI for iOS and Material Design: A recurring concern was whether Compose UI on iOS would feel “too Material Design” and not native enough for iOS users. Panelists from JetBrains and Google acknowledged this, stressing ongoing efforts to ensure Compose components on iOS adhere to Cupertino (iOS native) design principles and feel natural on the platform. Jake Wharton added that making Kotlin APIs feel idiomatic to iOS developers is crucial for adoption.
* Future of KMP: The panel expressed strong optimism for KMP’s future, highlighting its stability and growing library support. They see KMP becoming the default way to build applications when targeting multiple platforms with Kotlin. The focus is on making KMP robust and ensuring a great developer experience across all supported targets.
Performance, Tooling, and Emerging Areas
- Build Times: Concerns about Kotlin/Native build times, especially for iOS, were acknowledged. The team is continuously working on improving compiler performance and reducing build times, with K2 expected to bring further optimizations.
- Project Loom and Coroutines: Roman Elizarov reiterated points from his earlier talk, stating that Loom is excellent for migrating existing blocking Java code, while Kotlin Coroutines offer finer-grained control and structured concurrency, especially beneficial for UI and complex asynchronous workflows. They are not mutually exclusive and can coexist.
- Kotlin in Gaming: While not a primary focus historically, the panel acknowledged growing interest and some community libraries for game development with Kotlin. The potential for KMP in this area was also noted.
- Documentation: The importance of clear, comprehensive, and up-to-date documentation was a recurring theme, with the panel acknowledging it as an ongoing effort.
- AI and Kotlin: When asked about AI taking developers’ jobs, Zac Sweers offered a pragmatic take: AI won’t take your job, but someone who knows how to use AI effectively might. The panel highlighted that Kotlin is well-suited for building AI tools and applications.
The panel concluded with the exciting reveal of Kotlin’s reimagined mascot, Kodee (spelled K-O-D-E-E), a cute, modern character designed to represent the language and its community. Pins of Kodee were made available to attendees, adding a fun, tangible takeaway to the conference’s close.
Links:
[KotlinConf2023] Dissecting Kotlin: Exploring Idiomatic Usage of Sealed Types, SAMs, and More with Huyen Tue Dao
Huyen Tue Dao, a respected Android and Kotlin developer (formerly of Trello, more recently Lead Android Developer at Adobe), returned to KotlinConf’23 with her insightful talk, “Dissecting Kotlin: Unsealing the Sealed, the SAM, and Other Syntax”. Continuing her exploration of what constitutes “idiomatic Kotlin,” Huyen examined several language and library features introduced or refined over the past few years, delving into their semantics, syntax, and underlying implementations to understand their best use cases and how they fit into Kotlin’s broader themes. She referenced Andre Breslav’s 2018 KotlinConf keynote, which emphasized Kotlin’s pragmatic goals: readability over concision, reuse over expressiveness, interoperability, and safety/tooling.
Huyen’s approach involved dissecting features to see if they guide developers toward more idiomatic Kotlin or present choices where idiomatic usage might be nuanced.
Sealed Hierarchies: Evolution and Flexibility
Huyen began by revisiting sealed classes and interfaces, a cornerstone for modeling restricted hierarchies, often used for representing states or a fixed set of types. Key evolutions she discussed include:
* Sealed Interfaces (Kotlin 1.5): Previously, sealed hierarchies were restricted to sealed class
and abstract class
. The introduction of sealed interface
provided more flexibility, allowing classes to implement multiple sealed interfaces and enabling a wider range of domain modeling possibilities. She illustrated this by evolving a movie genre example, initially a sealed class, to use sealed interfaces for sub-genres, demonstrating how a class (e.g., a specific movie) could belong to multiple genre classifications.
* Unsealing Sealed Classes (Implicitly): While not “unsealing” in the sense of breaking the restriction, the ability for subclasses of sealed classes to be defined in different files within the same compilation unit and module (introduced before Kotlin 1.5 for sealed classes, and a natural fit for sealed interfaces) offers more organizational flexibility for larger hierarchies.
* Data Objects (Kotlin 1.9): For singleton instances within a sealed hierarchy (or elsewhere) that benefit from data class
-like behavior (e.g., a meaningful toString()
), Kotlin 1.9 introduced data object
. This combines the singleton nature of object
with the auto-generated toString
, equals
, and hashCode
methods of data classes, providing a cleaner way to represent simple, named instances in a hierarchy.
A “bytecode break” showed that sealed classes are compiled as abstract classes with private constructors and that their permitted subclasses are often checked using instanceof
and specific class metadata generated by the compiler.
Unsigned Integers and Value Classes: Expressiveness and Performance
Huyen then explored features aimed at enhancing expressiveness and performance around data representation:
* Unsigned Integer Types (UByte
, UShort
, UInt
, ULong
– Stable in Kotlin 1.5): These types provide a way to represent non-negative numbers, utilizing the full bit-width for the magnitude. This is particularly useful when interacting with native APIs (like C++) that use unsigned types, or when dealing with data where negative values are meaningless (e.g., quantities, bitmasks). They come with their own set of operations and ranges. Huyen highlighted how they avoid the complexities of two’s complement interpretation when only positive values are needed.
* Value Classes (Inline Classes became Value Classes, stable with JVM backend in Kotlin 1.5): Value classes (@JvmInline value class
) are wrappers around a single underlying property. Their primary benefit is providing type safety for primitive-like data (e.g., Email
, UserId
, Frequency
) without the runtime overhead of heap allocation for the wrapper object in many cases. When possible, the compiler “inlines” the value, using the underlying type directly in bytecode, thus avoiding object allocation and offering performance benefits similar to primitives while retaining type distinction at compile time. Huyen used an audio processing example with distinct types like Frequency
, SamplingRate
, and FramesPerBuffer
to illustrate how value classes can prevent accidental misuse of simple types like Int
or Float
.
SAM Conversions and Functional Interfaces: Java Interop and Kotlin Idiom
Finally, Huyen discussed Single Abstract Method (SAM) interfaces and Kotlin’s fun interface
:
* SAM Conversions for Java Interfaces: Kotlin has long supported SAM conversions for Java interfaces, allowing a lambda to be used where an instance of a Java interface with a single abstract method is expected.
* fun interface
(Kotlin 1.4): To enable similar idiomatic usage for Kotlin-defined interfaces, Kotlin introduced fun interface
. By marking a Kotlin interface with the fun
keyword, developers explicitly opt-in to SAM conversion, allowing a lambda to be directly passed where an instance of that interface is required. This promotes a more functional style and reduces boilerplate for simple callback-like interfaces. This feature aims to provide compatible syntax between Java and Kotlin code for functional interfaces.
Huyen concluded by reiterating that while understanding syntax and semantics is helpful, “idiomatic Kotlin” ultimately is about what best solves the problem at hand for the developer and their team, aligning with Kotlin’s pragmatic principles.
Links:
[KotlinConf2023] Compose Multiplatform on iOS: Sharing UIs Across Ecosystems with Sebastian Aigner and Nikita Lipsky
At KotlinConf’23, Sebastian Aigner (Developer Advocate at JetBrains) and Nikita Lipsky (Software Developer for Kotlin at JetBrains) presented an exciting overview of Compose Multiplatform, focusing on its then-Alpha support for iOS. Their session detailed how this JetBrains initiative enables developers to write their user interface once in Kotlin and deploy it across Android, iOS, desktop, and web, fostering significant code sharing and development efficiency. The official documentation for Compose Multiplatform offers further insights.
The presentation began by recapping the classic Kotlin Multiplatform (KMP) use case, which allows sharing of business logic while retaining access to platform-specific APIs. Compose Multiplatform builds upon this by providing a solution for sharing the UI layer itself, addressing scenarios where building and maintaining separate native UIs for each platform is not feasible due to time, resources, or the desire for rapid market entry. While the talk focused on iOS and Android, the speakers emphasized that Compose Multiplatform also supports desktop (stabilized in late 2021) and web targets.
Architecture and Jetpack Compose Foundations
A key point underscored by Sebastian and Nikita was that Compose Multiplatform is built upon Jetpack Compose, Google’s modern declarative UI toolkit for Android, which is 100% Kotlin. This means developers familiar with Jetpack Compose can leverage their existing knowledge and skills to build UIs for iOS and other platforms. The JetBrains team collaborates closely with Google, regularly upstreaming changes to the Jetpack Compose repositories.
Nikita Lipsky delved into the architecture, explaining that official Jetpack Compose itself is already a Kotlin Multiplatform project at its core, with its lowest levels defining Kotlin Multiplatform sources. The composable function concept is an extension to the Kotlin language requiring compiler support, and the entire Compose system is managed by the Compose Runtime. For iOS, Compose Multiplatform renders UI elements by drawing directly onto a CAPI (Canvas API) provided by Skiko, a graphics library that abstracts over Skia (for Android and desktop) and CoreGraphics (for iOS). This allows for consistent rendering across platforms.
Live Demos and iOS Integration
The session featured live demonstrations showcasing the capabilities of Compose Multiplatform on iOS. Sebastian Aigner walked through a sample application, highlighting how standard Jetpack Compose code for UI elements, state management (using remember
), layouts (like Column
), and modifiers can be shared and run on iOS simulators and devices. He demonstrated features like text input, button interactions, and even integration with iOS-specific functionalities like the share sheet, emphasizing the goal of seamless interoperability.
The speakers also discussed the importance of providing solid accessibility integrations and ensuring smooth performance, even on high-refresh-rate displays, which is an ongoing area of focus for the Kotlin/Native and Compose Multiplatform teams. Interoperability with existing iOS UI code (SwiftUI and UIKit) was also presented as a key feature, allowing for gradual adoption. Developers can embed Compose Multiplatform views within existing SwiftUI applications or, conversely, embed native iOS views within a Compose Multiplatform UI. This flexibility is crucial for teams looking to integrate Compose into their established projects incrementally.
Getting Started and Future Outlook
Sebastian and Nikita provided clear guidance on how developers can start experimenting with Compose Multiplatform for iOS. They pointed to project templates, sample applications available on the Compose Multiplatform GitHub repository (including to-do list apps and code viewers), and updated KMP production samples that now include branches with Compose-based UI implementations. The new memory manager in Kotlin/Native was also mentioned as a significant improvement, simplifying multi-threaded programming for all Kotlin targets, including iOS.
While acknowledging that the iOS target was in Alpha and some areas were still works in progress, the overall message was one of excitement and a call to action for the community. They encouraged developers to explore the technology, provide feedback, and contribute to its evolution. The vision is a future where developers can agree on a delightful way to write UIs for all their target platforms using Kotlin.
Links:
[KotlinConf2023] KotlinConf’23 Keynote: The Future of Kotlin is Bright and Multiplatform
KotlinConf’23 kicked off with an energizing keynote, marking a much-anticipated return to an in-person format in Amsterdam. Hosted by Hadi Hariri of JetBrains, the session brought together key figures from both JetBrains and Google, including Roman Elizarov, Svetlana Isakova, Egor Tolstoy, and Grace Kloba (VP Engineering for Android Developer Experience at Google), to share exciting updates and future directions for the Kotlin language and its ecosystem. The conference also featured a global reach with KotlinConf Global events in 41 countries. The main announcements from the keynote are also available in a blog post on the Kotlin blog.
The keynote celebrated Kotlin’s impressive growth, with statistics highlighting its widespread adoption, particularly in Android development where it’s the most popular language, used in over 95% of the top 1000 Android apps. A major focus was the upcoming Kotlin 2.0, centered around the new K2 compiler, which promises significant performance improvements, stability, and a foundation for future language evolution. The K2 compiler is nearing completion and is set to be released as Kotlin 2.0. The IntelliJ IDEA plugin will also adopt the K2 frontend, aligning with IntelliJ releases.
The Evolution of Kotlin: K2 Compiler and Language Features
The K2 compiler was a central theme of the keynote, marking a major milestone for Kotlin. This new compiler front-end, which also powers the IDE, is designed to be faster, more stable, and enable the development of new language features and tooling capabilities more rapidly. Kotlin 2.0, built on K2, is expected to bring these benefits to all Kotlin developers, enhancing both compiler performance and IDE responsiveness.
Looking beyond Kotlin 2.0, the speakers provided a glimpse into potential future language features that are under consideration. These included:
* Static Extensions: Allowing extension functions to be resolved statically, potentially improving performance and clarity.
* Collection Literals: Introducing a more concise syntax for creating collections, like using square brackets for lists, with efficient implementations.
* Name-Based Destructuring: Offering a more flexible way to destructure objects based on property names rather than just position.
* Context Receivers: A powerful feature for providing contextual information to functions in a more implicit and structured manner. This feature, however, is being approached carefully to ensure it aligns well with Kotlin’s principles.
* Explicit Fields: Providing more control over backing fields for properties.
The team emphasized a careful approach to evolving the language, ensuring new features are well-designed and maintainable. Compiler plugins were also highlighted as an avenue for extending Kotlin’s capabilities.
Kotlin in the Ecosystem: Google’s Investment and Multiplatform Growth
Grace Kloba from Google took the stage to reiterate Google’s strong commitment to Kotlin. She shared insights into Google’s investments in the Kotlin ecosystem, including the development of Kotlin Symbol Processing (KSP) and the continued focus on making Kotlin the default choice for Android development. Google officially supported Kotlin for Android development by early 2017. The Kotlin DSL is now the default for Gradle build scripts in Android Studio, enhancing developer experience with features like semantic highlighting and code completion. Google also actively contributes to the Kotlin Foundation and encourages the community to participate through programs like the Kotlin Foundation Grants Program, which focuses on supporting multiplatform libraries and frameworks.
Kotlin Multiplatform (KMP) was another major highlight, showcasing its growing maturity and adoption. The vision for KMP is to allow developers to share code across various platforms—Android, iOS, desktop, web, and server-side—while retaining the ability to write platform-specific code when needed. The keynote celebrated the increasing number of multiplatform libraries and tools, including KMM Bridge, that simplify KMP development. The future of KMP looks bright, with efforts to further improve the developer experience and expand its capabilities.
Compose Multiplatform and Emerging Technologies
The keynote also showcased the advancements in Compose Multiplatform, JetBrains’ declarative UI framework for building cross-platform user interfaces. A significant announcement was the alpha release of Compose Multiplatform for iOS, enabling developers to write their UI once in Kotlin and deploy it on both Android and iOS, and even desktop and web. This opens up new possibilities for code sharing and faster development cycles for mobile applications.
Finally, the team touched upon Kotlin’s expansion into emerging technologies like WebAssembly (Wasm). JetBrains is developing a new compiler backend for Kotlin targeting WebAssembly with its garbage collection proposal, aiming for high-performance Kotlin code in the browser. Experiments with running Compose applications in the browser using WebAssembly were also mentioned, hinting at a future where Kotlin could offer a unified development experience across an even wider range of platforms. The keynote concluded with an invitation for the community to dive deeper into these topics during the conference and to continue contributing to Kotlin’s vibrant ecosystem.