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1 =head1 NAME 2 3 perlboot - Beginner's Object-Oriented Tutorial 4 5 =head1 DESCRIPTION 6 7 If you're not familiar with objects from other languages, some of the 8 other Perl object documentation may be a little daunting, such as 9 L<perlobj>, a basic reference in using objects, and L<perltoot>, which 10 introduces readers to the peculiarities of Perl's object system in a 11 tutorial way. 12 13 So, let's take a different approach, presuming no prior object 14 experience. It helps if you know about subroutines (L<perlsub>), 15 references (L<perlref> et. seq.), and packages (L<perlmod>), so become 16 familiar with those first if you haven't already. 17 18 =head2 If we could talk to the animals... 19 20 Let'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 { 29 print "a Sheep goes baaaah!\n"; 30 } 31 32 Cow::speak; 33 Horse::speak; 34 Sheep::speak; 35 36 This results in: 37 38 a Cow goes moooo! 39 a Horse goes neigh! 40 a Sheep goes baaaah! 41 42 Nothing spectacular here. Simple subroutines, albeit from separate 43 packages, and called using the full package name. So let's create 44 an entire pasture: 45 46 # Cow::speak, Horse::speak, Sheep::speak as before 47 @pasture = qw(Cow Cow Horse Sheep Sheep); 48 foreach $animal (@pasture) { 49 &{$animal."::speak"}; 50 } 51 52 This 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 60 Wow. That symbolic coderef de-referencing there is pretty nasty. 61 We're counting on C<no strict subs> mode, certainly not recommended 62 for larger programs. And why was that necessary? Because the name of 63 the package seems to be inseparable from the name of the subroutine we 64 want to invoke within that package. 65 66 Or is it? 67 68 =head2 Introducing the method invocation arrow 69 70 For now, let's say that C<< Class->method >> invokes subroutine 71 C<method> in package C<Class>. (Here, "Class" is used in its 72 "category" meaning, not its "scholastic" meaning.) That's not 73 completely accurate, but we'll do this one step at a time. Now let's 74 use it like so: 75 76 # Cow::speak, Horse::speak, Sheep::speak as before 77 Cow->speak; 78 Horse->speak; 79 Sheep->speak; 80 81 And once again, this results in: 82 83 a Cow goes moooo! 84 a Horse goes neigh! 85 a Sheep goes baaaah! 86 87 That's not fun yet. Same number of characters, all constant, no 88 variables. But yet, the parts are separable now. Watch: 89 90 $a = "Cow"; 91 $a->speak; # invokes Cow->speak 92 93 Ahh! Now that the package name has been parted from the subroutine 94 name, we can use a variable package name. And this time, we've got 95 something that works even when C<use strict refs> is enabled. 96 97 =head2 Invoking a barnyard 98 99 Let's take that new arrow invocation and put it back in the barnyard 100 example: 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 { 109 print "a Sheep goes baaaah!\n"; 110 } 111 112 @pasture = qw(Cow Cow Horse Sheep Sheep); 113 foreach $animal (@pasture) { 114 $animal->speak; 115 } 116 117 There! Now we have the animals all talking, and safely at that, 118 without the use of symbolic coderefs. 119 120 But look at all that common code. Each of the C<speak> routines has a 121 similar structure: a C<print> operator and a string that contains 122 common text, except for two of the words. It'd be nice if we could 123 factor out the commonality, in case we decide later to change it all 124 to C<says> instead of C<goes>. 125 126 And we actually have a way of doing that without much fuss, but we 127 have to hear a bit more about what the method invocation arrow is 128 actually doing for us. 129 130 =head2 The extra parameter of method invocation 131 132 The invocation of: 133 134 Class->method(@args) 135 136 attempts 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 141 get to that later.) This means that we get the class name as the 142 first parameter (the only parameter, if no arguments are given). So 143 we can rewrite the C<Sheep> speaking subroutine as: 144 145 sub Sheep::speak { 146 my $class = shift; 147 print "a $class goes baaaah!\n"; 148 } 149 150 And 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 $class goes neigh!\n"; 159 } 160 161 In each case, C<$class> will get the value appropriate for that 162 subroutine. But once again, we have a lot of similar structure. Can 163 we factor that out even further? Yes, by calling another method in 164 the same class. 165 166 =head2 Calling a second method to simplify things 167 168 Let's call out from C<speak> to a helper method called C<sound>. 169 This method provides the constant text for the sound itself. 170 171 { package Cow; 172 sub sound { "moooo" } 173 sub speak { 174 my $class = shift; 175 print "a $class goes ", $class->sound, "!\n"; 176 } 177 } 178 179 Now, when we call C<< Cow->speak >>, we get a C<$class> of C<Cow> in 180 C<speak>. This in turn selects the C<< Cow->sound >> method, which 181 returns C<moooo>. But how different would this be for the C<Horse>? 182 183 { package Horse; 184 sub sound { "neigh" } 185 sub speak { 186 my $class = shift; 187 print "a $class goes ", $class->sound, "!\n"; 188 } 189 } 190 191 Only the name of the package and the specific sound change. So can we 192 somehow share the definition for C<speak> between the Cow and the 193 Horse? Yes, with inheritance! 194 195 =head2 Inheriting the windpipes 196 197 We'll define a common subroutine package called C<Animal>, with the 198 definition for C<speak>: 199 200 { package Animal; 201 sub speak { 202 my $class = shift; 203 print "a $class goes ", $class->sound, "!\n"; 204 } 205 } 206 207 Then, for each animal, we say it "inherits" from C<Animal>, along 208 with the animal-specific sound: 209 210 { package Cow; 211 @ISA = qw(Animal); 212 sub sound { "moooo" } 213 } 214 215 Note the added C<@ISA> array. We'll get to that in a minute. 216 217 But what happens when we invoke C<< Cow->speak >> now? 218 219 First, Perl constructs the argument list. In this case, it's just 220 C<Cow>. Then Perl looks for C<Cow::speak>. But that's not there, so 221 Perl checks for the inheritance array C<@Cow::ISA>. It's there, 222 and contains the single name C<Animal>. 223 224 Perl next checks for C<speak> inside C<Animal> instead, as in 225 C<Animal::speak>. And that's found, so Perl invokes that subroutine 226 with the already frozen argument list. 227 228 Inside the C<Animal::speak> subroutine, C<$class> becomes C<Cow> (the 229 first argument). So when we get to the step of invoking 230 C<< $class->sound >>, it'll be looking for C<< Cow->sound >>, which 231 gets it on the first try without looking at C<@ISA>. Success! 232 233 =head2 A few notes about @ISA 234 235 This magical C<@ISA> variable (pronounced "is a" not "ice-uh"), has 236 declared that C<Cow> "is a" C<Animal>. Note that it's an array, 237 not a simple single value, because on rare occasions, it makes sense 238 to have more than one parent class searched for the missing methods. 239 240 If C<Animal> also had an C<@ISA>, then we'd check there too. The 241 search is recursive, depth-first, left-to-right in each C<@ISA> by 242 default (see L<mro> for alternatives). Typically, each C<@ISA> has 243 only one element (multiple elements means multiple inheritance and 244 multiple headaches), so we get a nice tree of inheritance. 245 246 When we turn on C<use strict>, we'll get complaints on C<@ISA>, since 247 it's not a variable containing an explicit package name, nor is it a 248 lexical ("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), 250 so there's a couple of straightforward ways to handle that. 251 252 The easiest is to just spell the package name out: 253 254 @Cow::ISA = qw(Animal); 255 256 Or allow it as an implicitly named package variable: 257 258 package Cow; 259 use vars qw(@ISA); 260 @ISA = qw(Animal); 261 262 If you're bringing in the class from outside, via an object-oriented 263 module, you change: 264 265 package Cow; 266 use Animal; 267 use vars qw(@ISA); 268 @ISA = qw(Animal); 269 270 into just: 271 272 package Cow; 273 use base qw(Animal); 274 275 And that's pretty darn compact. 276 277 =head2 Overriding the methods 278 279 Let's add a mouse, which can barely be heard: 280 281 # Animal package from before 282 { package Mouse; 283 @ISA = qw(Animal); 284 sub sound { "squeak" } 285 sub speak { 286 my $class = shift; 287 print "a $class goes ", $class->sound, "!\n"; 288 print "[but you can barely hear it!]\n"; 289 } 290 } 291 292 Mouse->speak; 293 294 which results in: 295 296 a Mouse goes squeak! 297 [but you can barely hear it!] 298 299 Here, C<Mouse> has its own speaking routine, so C<< Mouse->speak >> 300 doesn't immediately invoke C<< Animal->speak >>. This is known as 301 "overriding". In fact, we didn't even need to say that a C<Mouse> was 302 an C<Animal> at all, since all of the methods needed for C<speak> are 303 completely defined with C<Mouse>. 304 305 But we've now duplicated some of the code from C<< Animal->speak >>, 306 and this can once again be a maintenance headache. So, can we avoid 307 that? Can we say somehow that a C<Mouse> does everything any other 308 C<Animal> does, but add in the extra comment? Sure! 309 310 First, we can invoke the C<Animal::speak> method directly: 311 312 # Animal package from before 313 { package Mouse; 314 @ISA = qw(Animal); 315 sub sound { "squeak" } 316 sub speak { 317 my $class = shift; 318 Animal::speak($class); 319 print "[but you can barely hear it!]\n"; 320 } 321 } 322 323 Note that we have to include the C<$class> parameter (almost surely 324 the value of C<"Mouse">) as the first parameter to C<Animal::speak>, 325 since we've stopped using the method arrow. Why did we stop? Well, 326 if we invoke C<< Animal->speak >> there, the first parameter to the 327 method will be C<"Animal"> not C<"Mouse">, and when time comes for it 328 to call for the C<sound>, it won't have the right class to come back 329 to this package. 330 331 Invoking C<Animal::speak> directly is a mess, however. What if 332 C<Animal::speak> didn't exist before, and was being inherited from a 333 class mentioned in C<@Animal::ISA>? Because we are no longer using 334 the method arrow, we get one and only one chance to hit the right 335 subroutine. 336 337 Also note that the C<Animal> classname is now hardwired into the 338 subroutine selection. This is a mess if someone maintains the code, 339 changing C<@ISA> for C<Mouse> and didn't notice C<Animal> there in 340 C<speak>. So, this is probably not the right way to go. 341 342 =head2 Starting the search from a different place 343 344 A better solution is to tell Perl to search from a higher place 345 in the inheritance chain: 346 347 # same Animal as before 348 { package Mouse; 349 # same @ISA, &sound as before 350 sub speak { 351 my $class = shift; 352 $class->Animal::speak; 353 print "[but you can barely hear it!]\n"; 354 } 355 } 356 357 Ahh. This works. Using this syntax, we start with C<Animal> to find 358 C<speak>, and use all of C<Animal>'s inheritance chain if not found 359 immediately. And yet the first parameter will be C<$class>, so the 360 found C<speak> method will get C<Mouse> as its first entry, and 361 eventually work its way back to C<Mouse::sound> for the details. 362 363 But this isn't the best solution. We still have to keep the C<@ISA> 364 and the initial search package coordinated. Worse, if C<Mouse> had 365 multiple entries in C<@ISA>, we wouldn't necessarily know which one 366 had actually defined C<speak>. So, is there an even better way? 367 368 =head2 The SUPER way of doing things 369 370 By changing the C<Animal> class to the C<SUPER> class in that 371 invocation, we get a search of all of our super classes (classes 372 listed in C<@ISA>) automatically: 373 374 # same Animal as before 375 { package Mouse; 376 # same @ISA, &sound as before 377 sub speak { 378 my $class = shift; 379 $class->SUPER::speak; 380 print "[but you can barely hear it!]\n"; 381 } 382 } 383 384 So, C<SUPER::speak> means look in the current package's C<@ISA> for 385 C<speak>, invoking the first one found. Note that it does I<not> look in 386 the C<@ISA> of C<$class>. 387 388 =head2 Where we're at so far... 389 390 So far, we've seen the method arrow syntax: 391 392 Class->method(@args); 393 394 or the equivalent: 395 396 $a = "Class"; 397 $a->method(@args); 398 399 which constructs an argument list of: 400 401 ("Class", @args) 402 403 and attempts to invoke 404 405 Class::method("Class", @Args); 406 407 However, if C<Class::method> is not found, then C<@Class::ISA> is examined 408 (recursively) to locate a package that does indeed contain C<method>, 409 and that subroutine is invoked instead. 410 411 Using this simple syntax, we have class methods, (multiple) 412 inheritance, overriding, and extending. Using just what we've seen so 413 far, we've been able to factor out common code, and provide a nice way 414 to reuse implementations with variations. This is at the core of what 415 objects provide, but objects also provide instance data, which we 416 haven't even begun to cover. 417 418 =head2 A horse is a horse, of course of course -- or is it? 419 420 Let's start with the code for the C<Animal> class 421 and the C<Horse> class: 422 423 { package Animal; 424 sub speak { 425 my $class = shift; 426 print "a $class goes ", $class->sound, "!\n"; 427 } 428 } 429 { package Horse; 430 @ISA = qw(Animal); 431 sub sound { "neigh" } 432 } 433 434 This lets us invoke C<< Horse->speak >> to ripple upward to 435 C<Animal::speak>, calling back to C<Horse::sound> to get the specific 436 sound, and the output of: 437 438 a Horse goes neigh! 439 440 But all of our Horse objects would have to be absolutely identical. 441 If I add a subroutine, all horses automatically share it. That's 442 great for making horses the same, but how do we capture the 443 distinctions about an individual horse? For example, suppose I want 444 to give my first horse a name. There's got to be a way to keep its 445 name separate from the other horses. 446 447 We can do that by drawing a new distinction, called an "instance". 448 An "instance" is generally created by a class. In Perl, any reference 449 can be an instance, so let's start with the simplest reference 450 that can hold a horse's name: a scalar reference. 451 452 my $name = "Mr. Ed"; 453 my $talking = \$name; 454 455 So now C<$talking> is a reference to what will be the instance-specific 456 data (the name). The final step in turning this into a real instance 457 is with a special operator called C<bless>: 458 459 bless $talking, Horse; 460 461 This operator stores information about the package named C<Horse> into 462 the thing pointed at by the reference. At this point, we say 463 C<$talking> is an instance of C<Horse>. That is, it's a specific 464 horse. The reference is otherwise unchanged, and can still be used 465 with traditional dereferencing operators. 466 467 =head2 Invoking an instance method 468 469 The method arrow can be used on instances, as well as names of 470 packages (classes). So, let's get the sound that C<$talking> makes: 471 472 my $noise = $talking->sound; 473 474 To invoke C<sound>, Perl first notes that C<$talking> is a blessed 475 reference (and thus an instance). It then constructs an argument 476 list, in this case from just C<($talking)>. (Later we'll see that 477 arguments will take their place following the instance variable, 478 just like with classes.) 479 480 Now for the fun part: Perl takes the class in which the instance was 481 blessed, in this case C<Horse>, and uses that to locate the subroutine 482 to invoke the method. In this case, C<Horse::sound> is found directly 483 (without using inheritance), yielding the final subroutine invocation: 484 485 Horse::sound($talking) 486 487 Note that the first parameter here is still the instance, not the name 488 of the class as before. We'll get C<neigh> as the return value, and 489 that'll end up as the C<$noise> variable above. 490 491 If Horse::sound had not been found, we'd be wandering up the 492 C<@Horse::ISA> list to try to find the method in one of the 493 superclasses, just as for a class method. The only difference between 494 a class method and an instance method is whether the first parameter 495 is an instance (a blessed reference) or a class name (a string). 496 497 =head2 Accessing the instance data 498 499 Because we get the instance as the first parameter, we can now access 500 the instance-specific data. In this case, let's add a way to get at 501 the name: 502 503 { package Horse; 504 @ISA = qw(Animal); 505 sub sound { "neigh" } 506 sub name { 507 my $self = shift; 508 $$self; 509 } 510 } 511 512 Now we call for the name: 513 514 print $talking->name, " says ", $talking->sound, "\n"; 515 516 Inside C<Horse::name>, the C<@_> array contains just C<$talking>, 517 which the C<shift> stores into C<$self>. (It's traditional to shift 518 the first parameter off into a variable named C<$self> for instance 519 methods, so stay with that unless you have strong reasons otherwise.) 520 Then, C<$self> gets de-referenced as a scalar ref, yielding C<Mr. Ed>, 521 and we're done with that. The result is: 522 523 Mr. Ed says neigh. 524 525 =head2 How to build a horse 526 527 Of course, if we constructed all of our horses by hand, we'd most 528 likely make mistakes from time to time. We're also violating one of 529 the properties of object-oriented programming, in that the "inside 530 guts" of a Horse are visible. That's good if you're a veterinarian, 531 but not if you just like to own horses. So, let's let the Horse class 532 build a new horse: 533 534 { package Horse; 535 @ISA = qw(Animal); 536 sub sound { "neigh" } 537 sub name { 538 my $self = shift; 539 $$self; 540 } 541 sub named { 542 my $class = shift; 543 my $name = shift; 544 bless \$name, $class; 545 } 546 } 547 548 Now with the new C<named> method, we can build a horse: 549 550 my $talking = Horse->named("Mr. Ed"); 551 552 Notice we're back to a class method, so the two arguments to 553 C<Horse::named> are C<Horse> and C<Mr. Ed>. The C<bless> operator 554 not only blesses C<$name>, it also returns the reference to C<$name>, 555 so that's fine as a return value. And that's how to build a horse. 556 557 We've called the constructor C<named> here, so that it quickly denotes 558 the constructor's argument as the name for this particular C<Horse>. 559 You can use different constructors with different names for different 560 ways of "giving birth" to the object (like maybe recording its 561 pedigree or date of birth). However, you'll find that most people 562 coming to Perl from more limited languages use a single constructor 563 named C<new>, with various ways of interpreting the arguments to 564 C<new>. Either style is fine, as long as you document your particular 565 way of giving birth to an object. (And you I<were> going to do that, 566 right?) 567 568 =head2 Inheriting the constructor 569 570 But was there anything specific to C<Horse> in that method? No. Therefore, 571 it's also the same recipe for building anything else that inherited from 572 C<Animal>, so let's put it there: 573 574 { package Animal; 575 sub speak { 576 my $class = shift; 577 print "a $class goes ", $class->sound, "!\n"; 578 } 579 sub name { 580 my $self = shift; 581 $$self; 582 } 583 sub named { 584 my $class = shift; 585 my $name = shift; 586 bless \$name, $class; 587 } 588 } 589 { package Horse; 590 @ISA = qw(Animal); 591 sub sound { "neigh" } 592 } 593 594 Ahh, but what happens if we invoke C<speak> on an instance? 595 596 my $talking = Horse->named("Mr. Ed"); 597 $talking->speak; 598 599 We get a debugging value: 600 601 a Horse=SCALAR(0xaca42ac) goes neigh! 602 603 Why? Because the C<Animal::speak> routine is expecting a classname as 604 its first parameter, not an instance. When the instance is passed in, 605 we'll end up using a blessed scalar reference as a string, and that 606 shows up as we saw it just now. 607 608 =head2 Making a method work with either classes or instances 609 610 All we need is for a method to detect if it is being called on a class 611 or called on an instance. The most straightforward way is with the 612 C<ref> operator. This returns a string (the classname) when used on a 613 blessed reference, and an empty string when used on a string (like a 614 classname). Let's modify the C<name> method first to notice the change: 615 616 sub name { 617 my $either = shift; 618 ref $either 619 ? $$either # it's an instance, return name 620 : "an unnamed $either"; # it's a class, return generic 621 } 622 623 Here, the C<?:> operator comes in handy to select either the 624 dereference or a derived string. Now we can use this with either an 625 instance or a class. Note that I've changed the first parameter 626 holder to C<$either> to show that this is intended: 627 628 my $talking = Horse->named("Mr. Ed"); 629 print Horse->name, "\n"; # prints "an unnamed Horse\n" 630 print $talking->name, "\n"; # prints "Mr Ed.\n" 631 632 and now we'll fix C<speak> to use this: 633 634 sub speak { 635 my $either = shift; 636 print $either->name, " goes ", $either->sound, "\n"; 637 } 638 639 And since C<sound> already worked with either a class or an instance, 640 we're done! 641 642 =head2 Adding parameters to a method 643 644 Let's train our animals to eat: 645 646 { package Animal; 647 sub named { 648 my $class = shift; 649 my $name = shift; 650 bless \$name, $class; 651 } 652 sub name { 653 my $either = shift; 654 ref $either 655 ? $$either # it's an instance, return name 656 : "an unnamed $either"; # it's a class, return generic 657 } 658 sub speak { 659 my $either = shift; 660 print $either->name, " goes ", $either->sound, "\n"; 661 } 662 sub eat { 663 my $either = shift; 664 my $food = shift; 665 print $either->name, " eats $food.\n"; 666 } 667 } 668 { package Horse; 669 @ISA = qw(Animal); 670 sub sound { "neigh" } 671 } 672 { package Sheep; 673 @ISA = qw(Animal); 674 sub sound { "baaaah" } 675 } 676 677 And now try it out: 678 679 my $talking = Horse->named("Mr. Ed"); 680 $talking->eat("hay"); 681 Sheep->eat("grass"); 682 683 which prints: 684 685 Mr. Ed eats hay. 686 an unnamed Sheep eats grass. 687 688 An instance method with parameters gets invoked with the instance, 689 and then the list of parameters. So that first invocation is like: 690 691 Animal::eat($talking, "hay"); 692 693 =head2 More interesting instances 694 695 What if an instance needs more data? Most interesting instances are 696 made of many items, each of which can in turn be a reference or even 697 another object. The easiest way to store these is often in a hash. 698 The keys of the hash serve as the names of parts of the object (often 699 called "instance variables" or "member variables"), and the 700 corresponding values are, well, the values. 701 702 But how do we turn the horse into a hash? Recall that an object was 703 any blessed reference. We can just as easily make it a blessed hash 704 reference as a blessed scalar reference, as long as everything that 705 looks at the reference is changed accordingly. 706 707 Let's make a sheep that has a name and a color: 708 709 my $bad = bless { Name => "Evil", Color => "black" }, Sheep; 710 711 so C<< $bad->{Name} >> has C<Evil>, and C<< $bad->{Color} >> has 712 C<black>. But we want to make C<< $bad->name >> access the name, and 713 that's now messed up because it's expecting a scalar reference. Not 714 to worry, because that's pretty easy to fix up: 715 716 ## in Animal 717 sub name { 718 my $either = shift; 719 ref $either ? 720 $either->{Name} : 721 "an unnamed $either"; 722 } 723 724 And of course C<named> still builds a scalar sheep, so let's fix that 725 as well: 726 727 ## in Animal 728 sub named { 729 my $class = shift; 730 my $name = shift; 731 my $self = { Name => $name, Color => $class->default_color }; 732 bless $self, $class; 733 } 734 735 What's this C<default_color>? Well, if C<named> has only the name, 736 we still need to set a color, so we'll have a class-specific initial color. 737 For a sheep, we might define it as white: 738 739 ## in Sheep 740 sub default_color { "white" } 741 742 And then to keep from having to define one for each additional class, 743 we'll define a "backstop" method that serves as the "default default", 744 directly in C<Animal>: 745 746 ## in Animal 747 sub default_color { "brown" } 748 749 Now, because C<name> and C<named> were the only methods that 750 referenced the "structure" of the object, the rest of the methods can 751 remain the same, so C<speak> still works as before. 752 753 =head2 A horse of a different color 754 755 But having all our horses be brown would be boring. So let's add a 756 method or two to get and set the color. 757 758 ## in Animal 759 sub color { 760 $_[0]->{Color} 761 } 762 sub set_color { 763 $_[0]->{Color} = $_[1]; 764 } 765 766 Note the alternate way of accessing the arguments: C<$_[0]> is used 767 in-place, rather than with a C<shift>. (This saves us a bit of time 768 for something that may be invoked frequently.) And now we can fix 769 that color for Mr. Ed: 770 771 my $talking = Horse->named("Mr. Ed"); 772 $talking->set_color("black-and-white"); 773 print $talking->name, " is colored ", $talking->color, "\n"; 774 775 which results in: 776 777 Mr. Ed is colored black-and-white 778 779 =head2 Summary 780 781 So, now we have class methods, constructors, instance methods, 782 instance data, and even accessors. But that's still just the 783 beginning of what Perl has to offer. We haven't even begun to talk 784 about accessors that double as getters and setters, destructors, 785 indirect object notation, subclasses that add instance data, per-class 786 data, overloading, "isa" and "can" tests, C<UNIVERSAL> class, and so 787 on. That's for the rest of the Perl documentation to cover. 788 Hopefully, this gets you started, though. 789 790 =head1 SEE ALSO 791 792 For more information, see L<perlobj> (for all the gritty details about 793 Perl objects, now that you've seen the basics), L<perltoot> (the 794 tutorial for those who already know objects), L<perltooc> (dealing 795 with class data), L<perlbot> (for some more tricks), and books such as 796 Damian Conway's excellent I<Object Oriented Perl>. 797 798 Some modules which might prove interesting are Class::Accessor, 799 Class::Class, Class::Contract, Class::Data::Inheritable, 800 Class::MethodMaker and Tie::SecureHash 801 802 =head1 COPYRIGHT 803 804 Copyright (c) 1999, 2000 by Randal L. Schwartz and Stonehenge 805 Consulting Services, Inc. Permission is hereby granted to distribute 806 this document intact with the Perl distribution, and in accordance 807 with the licenses of the Perl distribution; derived documents must 808 include this copyright notice intact. 809 810 Portions of this text have been derived from Perl Training materials 811 originally appearing in the I<Packages, References, Objects, and 812 Modules> course taught by instructors for Stonehenge Consulting 813 Services, Inc. and used with permission. 814 815 Portions of this text have been derived from materials originally 816 appearing in I<Linux Magazine> and used with permission.
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