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1=head1 NAME
2
3perlboot - Beginner's Object-Oriented Tutorial
4
5=head1 DESCRIPTION
6
7If you're not familiar with objects from other languages, some of the
8other Perl object documentation may be a little daunting, such as
9L<perlobj>, a basic reference in using objects, and L<perltoot>, which
dbe48302 10introduces readers to the peculiarities of Perl's object system in a
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11tutorial way.
12
13So, let's take a different approach, presuming no prior object
14experience. It helps if you know about subroutines (L<perlsub>),
15references (L<perlref> et. seq.), and packages (L<perlmod>), so become
16familiar with those first if you haven't already.
17
18=head2 If we could talk to the animals...
19
20Let's let the animals talk for a moment:
21
22 sub Cow::speak {
23 print "a Cow goes moooo!\n";
24 }
25 sub Horse::speak {
26 print "a Horse goes neigh!\n";
27 }
28 sub Sheep::speak {
bb32c4e1 29 print "a Sheep goes baaaah!\n";
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30 }
31
32 Cow::speak;
33 Horse::speak;
34 Sheep::speak;
35
36This results in:
37
38 a Cow goes moooo!
39 a Horse goes neigh!
40 a Sheep goes baaaah!
41
42Nothing spectacular here. Simple subroutines, albeit from separate
43packages, and called using the full package name. So let's create
44an entire pasture:
45
46 # Cow::speak, Horse::speak, Sheep::speak as before
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47 @pasture = qw(Cow Cow Horse Sheep Sheep);
48 foreach $animal (@pasture) {
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49 &{$animal."::speak"};
50 }
51
52This results in:
53
54 a Cow goes moooo!
55 a Cow goes moooo!
56 a Horse goes neigh!
57 a Sheep goes baaaah!
58 a Sheep goes baaaah!
59
60Wow. That symbolic coderef de-referencing there is pretty nasty.
074a7adc 61We're counting on C<no strict refs> mode, certainly not recommended
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62for larger programs. And why was that necessary? Because the name of
63the package seems to be inseparable from the name of the subroutine we
64want to invoke within that package.
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65
66Or is it?
67
68=head2 Introducing the method invocation arrow
69
c47ff5f1 70For now, let's say that C<< Class->method >> invokes subroutine
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71C<method> in package C<Class>. (Here, "Class" is used in its
72"category" meaning, not its "scholastic" meaning.) That's not
73completely accurate, but we'll do this one step at a time. Now let's
74use it like so:
75
76 # Cow::speak, Horse::speak, Sheep::speak as before
77 Cow->speak;
78 Horse->speak;
79 Sheep->speak;
80
81And once again, this results in:
82
83 a Cow goes moooo!
84 a Horse goes neigh!
85 a Sheep goes baaaah!
86
87That's not fun yet. Same number of characters, all constant, no
88variables. But yet, the parts are separable now. Watch:
89
84f709e7 90 $a = "Cow";
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91 $a->speak; # invokes Cow->speak
92
93Ahh! Now that the package name has been parted from the subroutine
94name, we can use a variable package name. And this time, we've got
84f709e7 95something that works even when C<use strict refs> is enabled.
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96
97=head2 Invoking a barnyard
98
99Let's take that new arrow invocation and put it back in the barnyard
100example:
101
102 sub Cow::speak {
103 print "a Cow goes moooo!\n";
104 }
105 sub Horse::speak {
106 print "a Horse goes neigh!\n";
107 }
108 sub Sheep::speak {
bb32c4e1 109 print "a Sheep goes baaaah!\n";
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110 }
111
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112 @pasture = qw(Cow Cow Horse Sheep Sheep);
113 foreach $animal (@pasture) {
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114 $animal->speak;
115 }
116
117There! Now we have the animals all talking, and safely at that,
118without the use of symbolic coderefs.
119
120But look at all that common code. Each of the C<speak> routines has a
121similar structure: a C<print> operator and a string that contains
122common text, except for two of the words. It'd be nice if we could
123factor out the commonality, in case we decide later to change it all
124to C<says> instead of C<goes>.
125
126And we actually have a way of doing that without much fuss, but we
127have to hear a bit more about what the method invocation arrow is
128actually doing for us.
129
130=head2 The extra parameter of method invocation
131
132The invocation of:
133
134 Class->method(@args)
135
136attempts to invoke subroutine C<Class::method> as:
137
138 Class::method("Class", @args);
139
140(If the subroutine can't be found, "inheritance" kicks in, but we'll
141get to that later.) This means that we get the class name as the
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142first parameter (the only parameter, if no arguments are given). So
143we can rewrite the C<Sheep> speaking subroutine as:
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144
145 sub Sheep::speak {
146 my $class = shift;
147 print "a $class goes baaaah!\n";
148 }
149
150And the other two animals come out similarly:
151
152 sub Cow::speak {
153 my $class = shift;
154 print "a $class goes moooo!\n";
155 }
156 sub Horse::speak {
157 my $class = shift;
158 print "a $class goes neigh!\n";
159 }
160
161In each case, C<$class> will get the value appropriate for that
162subroutine. But once again, we have a lot of similar structure. Can
163we factor that out even further? Yes, by calling another method in
164the same class.
165
166=head2 Calling a second method to simplify things
167
168Let's call out from C<speak> to a helper method called C<sound>.
169This method provides the constant text for the sound itself.
170
84f709e7 171 { package Cow;
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172 sub sound { "moooo" }
173 sub speak {
84f709e7 174 my $class = shift;
bb32c4e1 175 print "a $class goes ", $class->sound, "!\n";
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176 }
177 }
178
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179Now, when we call C<< Cow->speak >>, we get a C<$class> of C<Cow> in
180C<speak>. This in turn selects the C<< Cow->sound >> method, which
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181returns C<moooo>. But how different would this be for the C<Horse>?
182
84f709e7 183 { package Horse;
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184 sub sound { "neigh" }
185 sub speak {
186 my $class = shift;
bb32c4e1 187 print "a $class goes ", $class->sound, "!\n";
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188 }
189 }
190
191Only the name of the package and the specific sound change. So can we
192somehow share the definition for C<speak> between the Cow and the
193Horse? Yes, with inheritance!
194
195=head2 Inheriting the windpipes
196
197We'll define a common subroutine package called C<Animal>, with the
198definition for C<speak>:
199
84f709e7 200 { package Animal;
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201 sub speak {
202 my $class = shift;
bb32c4e1 203 print "a $class goes ", $class->sound, "!\n";
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204 }
205 }
206
207Then, for each animal, we say it "inherits" from C<Animal>, along
208with the animal-specific sound:
209
84f709e7 210 { package Cow;
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211 @ISA = qw(Animal);
212 sub sound { "moooo" }
213 }
214
4dfdcbc9 215Note the added C<@ISA> array (pronounced "is a"). We'll get to that in a minute.
694468e3 216
c47ff5f1 217But what happens when we invoke C<< Cow->speak >> now?
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218
219First, Perl constructs the argument list. In this case, it's just
220C<Cow>. Then Perl looks for C<Cow::speak>. But that's not there, so
221Perl checks for the inheritance array C<@Cow::ISA>. It's there,
222and contains the single name C<Animal>.
223
224Perl next checks for C<speak> inside C<Animal> instead, as in
225C<Animal::speak>. And that's found, so Perl invokes that subroutine
226with the already frozen argument list.
227
228Inside the C<Animal::speak> subroutine, C<$class> becomes C<Cow> (the
229first argument). So when we get to the step of invoking
c47ff5f1 230C<< $class->sound >>, it'll be looking for C<< Cow->sound >>, which
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231gets it on the first try without looking at C<@ISA>. Success!
232
233=head2 A few notes about @ISA
234
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235This magical C<@ISA> variable has declared that C<Cow> "is a" C<Animal>.
236Note that it's an array, not a simple single value, because on rare
237occasions, it makes sense to have more than one parent class searched
238for the missing methods.
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239
240If C<Animal> also had an C<@ISA>, then we'd check there too. The
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241search is recursive, depth-first, left-to-right in each C<@ISA> by
242default (see L<mro> for alternatives). Typically, each C<@ISA> has
243only one element (multiple elements means multiple inheritance and
244multiple headaches), so we get a nice tree of inheritance.
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245
246When we turn on C<use strict>, we'll get complaints on C<@ISA>, since
247it's not a variable containing an explicit package name, nor is it a
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248lexical ("my") variable. We can't make it a lexical variable though
249(it has to belong to the package to be found by the inheritance mechanism),
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250so there's a couple of straightforward ways to handle that.
251
252The easiest is to just spell the package name out:
253
254 @Cow::ISA = qw(Animal);
255
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256Or declare it as package global variable:
257
258 package Cow;
259 our @ISA = qw(Animal);
260
dbe48302 261Or allow it as an implicitly named package variable:
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262
263 package Cow;
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264 use vars qw(@ISA);
265 @ISA = qw(Animal);
694468e3 266
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267If the C<Animal> class comes from another (object-oriented) module, then
268just employ C<use base> to specify that C<Animal> should serve as the basis
269for the C<Cow> class:
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270
271 package Cow;
272 use base qw(Animal);
273
2ee409f9 274Now that's pretty darn simple!
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275
276=head2 Overriding the methods
277
278Let's add a mouse, which can barely be heard:
279
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280 # Animal package from before
281 { package Mouse;
282 @ISA = qw(Animal);
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283 sub sound { "squeak" }
284 sub speak {
285 my $class = shift;
286 print "a $class goes ", $class->sound, "!\n";
287 print "[but you can barely hear it!]\n";
288 }
289 }
290
291 Mouse->speak;
292
293which results in:
294
295 a Mouse goes squeak!
296 [but you can barely hear it!]
297
c47ff5f1 298Here, C<Mouse> has its own speaking routine, so C<< Mouse->speak >>
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299doesn't immediately invoke C<< Animal->speak >>. This is known as
300"overriding". In fact, we don't even need to say that a C<Mouse> is
301an C<Animal> at all, because all of the methods needed for C<speak> are
302completely defined for C<Mouse>; this is known as "duck typing":
303"If it walks like a duck and quacks like a duck, I would call it a duck"
304(James Whitcomb). However, it would probably be beneficial to allow a
305closer examination to conclude that a C<Mouse> is indeed an C<Animal>,
306so it is actually better to define C<Mouse> with C<Animal> as its base
307(that is, it is better to "derive C<Mouse> from C<Animal>").
308
309Moreover, this duplication of code could become a maintenance headache
310(though code-reuse is not actually a good reason for inheritance; good
311design practices dictate that a derived class should be usable wherever
312its base class is usable, which might not be the outcome if code-reuse
313is the sole criterion for inheritance. Just remember that a C<Mouse>
314should always act like an C<Animal>).
315
316So, let's make C<Mouse> an C<Animal>!
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317
318First, we can invoke the C<Animal::speak> method directly:
319
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320 # Animal package from before
321 { package Mouse;
322 @ISA = qw(Animal);
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323 sub sound { "squeak" }
324 sub speak {
325 my $class = shift;
326 Animal::speak($class);
327 print "[but you can barely hear it!]\n";
328 }
329 }
330
331Note that we have to include the C<$class> parameter (almost surely
332the value of C<"Mouse">) as the first parameter to C<Animal::speak>,
333since we've stopped using the method arrow. Why did we stop? Well,
c47ff5f1 334if we invoke C<< Animal->speak >> there, the first parameter to the
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335method will be C<"Animal"> not C<"Mouse">, and when time comes for it
336to call for the C<sound>, it won't have the right class to come back
337to this package.
338
339Invoking C<Animal::speak> directly is a mess, however. What if
340C<Animal::speak> didn't exist before, and was being inherited from a
341class mentioned in C<@Animal::ISA>? Because we are no longer using
342the method arrow, we get one and only one chance to hit the right
343subroutine.
344
345Also note that the C<Animal> classname is now hardwired into the
346subroutine selection. This is a mess if someone maintains the code,
3e9e48b0 347changing C<@ISA> for C<Mouse> and didn't notice C<Animal> there in
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348C<speak>. So, this is probably not the right way to go.
349
350=head2 Starting the search from a different place
351
352A better solution is to tell Perl to search from a higher place
353in the inheritance chain:
354
355 # same Animal as before
84f709e7 356 { package Mouse;
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357 # same @ISA, &sound as before
358 sub speak {
359 my $class = shift;
360 $class->Animal::speak;
361 print "[but you can barely hear it!]\n";
362 }
363 }
364
365Ahh. This works. Using this syntax, we start with C<Animal> to find
366C<speak>, and use all of C<Animal>'s inheritance chain if not found
367immediately. And yet the first parameter will be C<$class>, so the
368found C<speak> method will get C<Mouse> as its first entry, and
369eventually work its way back to C<Mouse::sound> for the details.
370
371But this isn't the best solution. We still have to keep the C<@ISA>
372and the initial search package coordinated. Worse, if C<Mouse> had
373multiple entries in C<@ISA>, we wouldn't necessarily know which one
374had actually defined C<speak>. So, is there an even better way?
375
376=head2 The SUPER way of doing things
377
378By changing the C<Animal> class to the C<SUPER> class in that
379invocation, we get a search of all of our super classes (classes
380listed in C<@ISA>) automatically:
381
382 # same Animal as before
84f709e7 383 { package Mouse;
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384 # same @ISA, &sound as before
385 sub speak {
386 my $class = shift;
387 $class->SUPER::speak;
388 print "[but you can barely hear it!]\n";
389 }
390 }
391
392So, C<SUPER::speak> means look in the current package's C<@ISA> for
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393C<speak>, invoking the first one found. Note that it does I<not> look in
394the C<@ISA> of C<$class>.
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395
396=head2 Where we're at so far...
397
398So far, we've seen the method arrow syntax:
399
400 Class->method(@args);
401
402or the equivalent:
403
84f709e7 404 $a = "Class";
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405 $a->method(@args);
406
407which constructs an argument list of:
408
409 ("Class", @args)
410
411and attempts to invoke
412
413 Class::method("Class", @Args);
414
415However, if C<Class::method> is not found, then C<@Class::ISA> is examined
416(recursively) to locate a package that does indeed contain C<method>,
417and that subroutine is invoked instead.
418
419Using this simple syntax, we have class methods, (multiple)
420inheritance, overriding, and extending. Using just what we've seen so
421far, we've been able to factor out common code, and provide a nice way
422to reuse implementations with variations. This is at the core of what
423objects provide, but objects also provide instance data, which we
424haven't even begun to cover.
425
426=head2 A horse is a horse, of course of course -- or is it?
427
428Let's start with the code for the C<Animal> class
429and the C<Horse> class:
430
84f709e7 431 { package Animal;
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432 sub speak {
433 my $class = shift;
bb32c4e1 434 print "a $class goes ", $class->sound, "!\n";
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435 }
436 }
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437 { package Horse;
438 @ISA = qw(Animal);
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439 sub sound { "neigh" }
440 }
441
c47ff5f1 442This lets us invoke C<< Horse->speak >> to ripple upward to
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443C<Animal::speak>, calling back to C<Horse::sound> to get the specific
444sound, and the output of:
445
446 a Horse goes neigh!
447
448But all of our Horse objects would have to be absolutely identical.
449If I add a subroutine, all horses automatically share it. That's
450great for making horses the same, but how do we capture the
451distinctions about an individual horse? For example, suppose I want
452to give my first horse a name. There's got to be a way to keep its
453name separate from the other horses.
454
455We can do that by drawing a new distinction, called an "instance".
456An "instance" is generally created by a class. In Perl, any reference
457can be an instance, so let's start with the simplest reference
458that can hold a horse's name: a scalar reference.
459
84f709e7 460 my $name = "Mr. Ed";
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461 my $talking = \$name;
462
463So now C<$talking> is a reference to what will be the instance-specific
464data (the name). The final step in turning this into a real instance
465is with a special operator called C<bless>:
466
467 bless $talking, Horse;
468
469This operator stores information about the package named C<Horse> into
470the thing pointed at by the reference. At this point, we say
471C<$talking> is an instance of C<Horse>. That is, it's a specific
472horse. The reference is otherwise unchanged, and can still be used
473with traditional dereferencing operators.
474
475=head2 Invoking an instance method
476
477The method arrow can be used on instances, as well as names of
478packages (classes). So, let's get the sound that C<$talking> makes:
479
480 my $noise = $talking->sound;
481
482To invoke C<sound>, Perl first notes that C<$talking> is a blessed
483reference (and thus an instance). It then constructs an argument
484list, in this case from just C<($talking)>. (Later we'll see that
485arguments will take their place following the instance variable,
486just like with classes.)
487
488Now for the fun part: Perl takes the class in which the instance was
489blessed, in this case C<Horse>, and uses that to locate the subroutine
490to invoke the method. In this case, C<Horse::sound> is found directly
491(without using inheritance), yielding the final subroutine invocation:
492
493 Horse::sound($talking)
494
495Note that the first parameter here is still the instance, not the name
496of the class as before. We'll get C<neigh> as the return value, and
497that'll end up as the C<$noise> variable above.
498
499If Horse::sound had not been found, we'd be wandering up the
500C<@Horse::ISA> list to try to find the method in one of the
501superclasses, just as for a class method. The only difference between
502a class method and an instance method is whether the first parameter
dbe48302 503is an instance (a blessed reference) or a class name (a string).
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504
505=head2 Accessing the instance data
506
507Because we get the instance as the first parameter, we can now access
508the instance-specific data. In this case, let's add a way to get at
509the name:
510
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511 { package Horse;
512 @ISA = qw(Animal);
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513 sub sound { "neigh" }
514 sub name {
515 my $self = shift;
516 $$self;
517 }
518 }
c47ff5f1 519
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520Now we call for the name:
521
522 print $talking->name, " says ", $talking->sound, "\n";
523
524Inside C<Horse::name>, the C<@_> array contains just C<$talking>,
525which the C<shift> stores into C<$self>. (It's traditional to shift
526the first parameter off into a variable named C<$self> for instance
527methods, so stay with that unless you have strong reasons otherwise.)
528Then, C<$self> gets de-referenced as a scalar ref, yielding C<Mr. Ed>,
529and we're done with that. The result is:
530
531 Mr. Ed says neigh.
532
533=head2 How to build a horse
534
535Of course, if we constructed all of our horses by hand, we'd most
536likely make mistakes from time to time. We're also violating one of
537the properties of object-oriented programming, in that the "inside
538guts" of a Horse are visible. That's good if you're a veterinarian,
539but not if you just like to own horses. So, let's let the Horse class
540build a new horse:
541
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542 { package Horse;
543 @ISA = qw(Animal);
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544 sub sound { "neigh" }
545 sub name {
546 my $self = shift;
547 $$self;
548 }
549 sub named {
550 my $class = shift;
84f709e7 551 my $name = shift;
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552 bless \$name, $class;
553 }
554 }
555
556Now with the new C<named> method, we can build a horse:
557
558 my $talking = Horse->named("Mr. Ed");
559
560Notice we're back to a class method, so the two arguments to
561C<Horse::named> are C<Horse> and C<Mr. Ed>. The C<bless> operator
562not only blesses C<$name>, it also returns the reference to C<$name>,
563so that's fine as a return value. And that's how to build a horse.
564
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565We've called the constructor C<named> here, so that it quickly denotes
566the constructor's argument as the name for this particular C<Horse>.
567You can use different constructors with different names for different
568ways of "giving birth" to the object (like maybe recording its
569pedigree or date of birth). However, you'll find that most people
570coming to Perl from more limited languages use a single constructor
571named C<new>, with various ways of interpreting the arguments to
572C<new>. Either style is fine, as long as you document your particular
573way of giving birth to an object. (And you I<were> going to do that,
574right?)
575
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576=head2 Inheriting the constructor
577
578But was there anything specific to C<Horse> in that method? No. Therefore,
579it's also the same recipe for building anything else that inherited from
580C<Animal>, so let's put it there:
581
84f709e7 582 { package Animal;
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583 sub speak {
584 my $class = shift;
bb32c4e1 585 print "a $class goes ", $class->sound, "!\n";
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586 }
587 sub name {
588 my $self = shift;
589 $$self;
590 }
591 sub named {
592 my $class = shift;
84f709e7 593 my $name = shift;
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594 bless \$name, $class;
595 }
596 }
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597 { package Horse;
598 @ISA = qw(Animal);
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599 sub sound { "neigh" }
600 }
601
602Ahh, but what happens if we invoke C<speak> on an instance?
603
604 my $talking = Horse->named("Mr. Ed");
605 $talking->speak;
606
607We get a debugging value:
608
609 a Horse=SCALAR(0xaca42ac) goes neigh!
610
611Why? Because the C<Animal::speak> routine is expecting a classname as
612its first parameter, not an instance. When the instance is passed in,
613we'll end up using a blessed scalar reference as a string, and that
614shows up as we saw it just now.
615
616=head2 Making a method work with either classes or instances
617
618All we need is for a method to detect if it is being called on a class
619or called on an instance. The most straightforward way is with the
620C<ref> operator. This returns a string (the classname) when used on a
3e9e48b0 621blessed reference, and an empty string when used on a string (like a
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622classname). Let's modify the C<name> method first to notice the change:
623
624 sub name {
625 my $either = shift;
626 ref $either
84f709e7 627 ? $$either # it's an instance, return name
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628 : "an unnamed $either"; # it's a class, return generic
629 }
630
631Here, the C<?:> operator comes in handy to select either the
632dereference or a derived string. Now we can use this with either an
633instance or a class. Note that I've changed the first parameter
634holder to C<$either> to show that this is intended:
635
636 my $talking = Horse->named("Mr. Ed");
84f709e7 637 print Horse->name, "\n"; # prints "an unnamed Horse\n"
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638 print $talking->name, "\n"; # prints "Mr Ed.\n"
639
640and now we'll fix C<speak> to use this:
641
642 sub speak {
643 my $either = shift;
644 print $either->name, " goes ", $either->sound, "\n";
645 }
646
647And since C<sound> already worked with either a class or an instance,
648we're done!
649
650=head2 Adding parameters to a method
651
652Let's train our animals to eat:
653
84f709e7 654 { package Animal;
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655 sub named {
656 my $class = shift;
84f709e7 657 my $name = shift;
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658 bless \$name, $class;
659 }
660 sub name {
661 my $either = shift;
662 ref $either
84f709e7 663 ? $$either # it's an instance, return name
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664 : "an unnamed $either"; # it's a class, return generic
665 }
666 sub speak {
667 my $either = shift;
668 print $either->name, " goes ", $either->sound, "\n";
669 }
670 sub eat {
671 my $either = shift;
84f709e7 672 my $food = shift;
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673 print $either->name, " eats $food.\n";
674 }
675 }
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676 { package Horse;
677 @ISA = qw(Animal);
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678 sub sound { "neigh" }
679 }
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680 { package Sheep;
681 @ISA = qw(Animal);
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682 sub sound { "baaaah" }
683 }
684
685And now try it out:
686
687 my $talking = Horse->named("Mr. Ed");
688 $talking->eat("hay");
689 Sheep->eat("grass");
690
691which prints:
692
693 Mr. Ed eats hay.
694 an unnamed Sheep eats grass.
695
696An instance method with parameters gets invoked with the instance,
697and then the list of parameters. So that first invocation is like:
698
699 Animal::eat($talking, "hay");
700
701=head2 More interesting instances
702
703What if an instance needs more data? Most interesting instances are
704made of many items, each of which can in turn be a reference or even
705another object. The easiest way to store these is often in a hash.
706The keys of the hash serve as the names of parts of the object (often
707called "instance variables" or "member variables"), and the
708corresponding values are, well, the values.
709
710But how do we turn the horse into a hash? Recall that an object was
711any blessed reference. We can just as easily make it a blessed hash
712reference as a blessed scalar reference, as long as everything that
713looks at the reference is changed accordingly.
714
715Let's make a sheep that has a name and a color:
716
84f709e7 717 my $bad = bless { Name => "Evil", Color => "black" }, Sheep;
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719so C<< $bad->{Name} >> has C<Evil>, and C<< $bad->{Color} >> has
720C<black>. But we want to make C<< $bad->name >> access the name, and
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721that's now messed up because it's expecting a scalar reference. Not
722to worry, because that's pretty easy to fix up:
723
724 ## in Animal
725 sub name {
726 my $either = shift;
727 ref $either ?
728 $either->{Name} :
729 "an unnamed $either";
730 }
731
732And of course C<named> still builds a scalar sheep, so let's fix that
733as well:
734
735 ## in Animal
736 sub named {
737 my $class = shift;
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738 my $name = shift;
739 my $self = { Name => $name, Color => $class->default_color };
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740 bless $self, $class;
741 }
742
743What's this C<default_color>? Well, if C<named> has only the name,
744we still need to set a color, so we'll have a class-specific initial color.
745For a sheep, we might define it as white:
746
747 ## in Sheep
748 sub default_color { "white" }
749
750And then to keep from having to define one for each additional class,
751we'll define a "backstop" method that serves as the "default default",
752directly in C<Animal>:
753
754 ## in Animal
755 sub default_color { "brown" }
756
757Now, because C<name> and C<named> were the only methods that
758referenced the "structure" of the object, the rest of the methods can
759remain the same, so C<speak> still works as before.
760
761=head2 A horse of a different color
762
763But having all our horses be brown would be boring. So let's add a
764method or two to get and set the color.
765
766 ## in Animal
767 sub color {
768 $_[0]->{Color}
769 }
770 sub set_color {
771 $_[0]->{Color} = $_[1];
772 }
773
774Note the alternate way of accessing the arguments: C<$_[0]> is used
775in-place, rather than with a C<shift>. (This saves us a bit of time
776for something that may be invoked frequently.) And now we can fix
777that color for Mr. Ed:
778
779 my $talking = Horse->named("Mr. Ed");
780 $talking->set_color("black-and-white");
781 print $talking->name, " is colored ", $talking->color, "\n";
782
783which results in:
784
785 Mr. Ed is colored black-and-white
786
787=head2 Summary
788
789So, now we have class methods, constructors, instance methods,
790instance data, and even accessors. But that's still just the
791beginning of what Perl has to offer. We haven't even begun to talk
792about accessors that double as getters and setters, destructors,
793indirect object notation, subclasses that add instance data, per-class
794data, overloading, "isa" and "can" tests, C<UNIVERSAL> class, and so
795on. That's for the rest of the Perl documentation to cover.
796Hopefully, this gets you started, though.
797
798=head1 SEE ALSO
799
800For more information, see L<perlobj> (for all the gritty details about
801Perl objects, now that you've seen the basics), L<perltoot> (the
890a53b9 802tutorial for those who already know objects), L<perltooc> (dealing
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803with class data), L<perlbot> (for some more tricks), and books such as
804Damian Conway's excellent I<Object Oriented Perl>.
805
806Some modules which might prove interesting are Class::Accessor,
807Class::Class, Class::Contract, Class::Data::Inheritable,
808Class::MethodMaker and Tie::SecureHash
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809
810=head1 COPYRIGHT
811
812Copyright (c) 1999, 2000 by Randal L. Schwartz and Stonehenge
813Consulting Services, Inc. Permission is hereby granted to distribute
814this document intact with the Perl distribution, and in accordance
815with the licenses of the Perl distribution; derived documents must
816include this copyright notice intact.
817
818Portions of this text have been derived from Perl Training materials
819originally appearing in the I<Packages, References, Objects, and
820Modules> course taught by instructors for Stonehenge Consulting
821Services, Inc. and used with permission.
822
823Portions of this text have been derived from materials originally
824appearing in I<Linux Magazine> and used with permission.