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 10introduces readers to the peculiarities of Perl's object system in a 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 { 29 print "a Sheep goes baaaah!\n" 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 47 @pasture = qw(Cow Cow Horse Sheep Sheep); 48 foreach $animal (@pasture) { 49 &{$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. 61We're counting on C<no strict subs> mode, certainly not recommended 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. 65 66Or is it? 67 68=head2 Introducing the method invocation arrow 69 70For now, let's say that C<< Class->method >> invokes subroutine 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 90 $a = "Cow"; 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 95something that works even when C<use strict refs> is enabled. 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 { 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 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 142first parameter (the only parameter, if no arguments are given). So 143we 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 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. 170 171 { package Cow; 172 sub sound { "moooo" } 173 sub speak { 174 my $class = shift; 175 print "a $class goes ", $class->sound, "!\n" 176 } 177 } 178 179Now, when we call C<< Cow->speak >>, we get a C<$class> of C<Cow> in 180C<speak>. This in turn selects the C<< Cow->sound >> method, which 181returns 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 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>: 199 200 { package Animal; 201 sub speak { 202 my $class = shift; 203 print "a $class goes ", $class->sound, "!\n" 204 } 205 } 206 207Then, for each animal, we say it "inherits" from C<Animal>, along 208with the animal-specific sound: 209 210 { package Cow; 211 @ISA = qw(Animal); 212 sub sound { "moooo" } 213 } 214 215Note the added C<@ISA> array. We'll get to that in a minute. 216 217But what happens when we invoke C<< Cow->speak >> now? 218 219First, Perl constructs the argument list. In this case, it's just 220C<Cow>. Then Perl looks for C<Cow::speak>. But that's not there, so 221Perl checks for the inheritance array C<@Cow::ISA>. It's there, 222and contains the single name C<Animal>. 223 224Perl next checks for C<speak> inside C<Animal> instead, as in 225C<Animal::speak>. And that's found, so Perl invokes that subroutine 226with the already frozen argument list. 227 228Inside the C<Animal::speak> subroutine, C<$class> becomes C<Cow> (the 229first argument). So when we get to the step of invoking 230C<< $class->sound >>, it'll be looking for C<< Cow->sound >>, which 231gets it on the first try without looking at C<@ISA>. Success! 232 233=head2 A few notes about @ISA 234 235This magical C<@ISA> variable (pronounced "is a" not "ice-uh"), has 236declared that C<Cow> "is a" C<Animal>. Note that it's an array, 237not a simple single value, because on rare occasions, it makes sense 238to have more than one parent class searched for the missing methods. 239 240If C<Animal> also had an C<@ISA>, then we'd check there too. The 241search is recursive, depth-first, left-to-right in each C<@ISA>. 242Typically, each C<@ISA> has only one element (multiple elements means 243multiple inheritance and multiple headaches), so we get a nice tree of 244inheritance. 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 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), 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 256Or allow it as an implicitly named package variable: 257 258 package Cow; 259 use vars qw(@ISA); 260 @ISA = qw(Animal); 261 262If you're bringing in the class from outside, via an object-oriented 263module, you change: 264 265 package Cow; 266 use Animal; 267 use vars qw(@ISA); 268 @ISA = qw(Animal); 269 270into just: 271 272 package Cow; 273 use base qw(Animal); 274 275And that's pretty darn compact. 276 277=head2 Overriding the methods 278 279Let'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 294which results in: 295 296 a Mouse goes squeak! 297 [but you can barely hear it!] 298 299Here, C<Mouse> has its own speaking routine, so C<< Mouse->speak >> 300doesn'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 302an C<Animal> at all, since all of the methods needed for C<speak> are 303completely defined with C<Mouse>. 304 305But we've now duplicated some of the code from C<< Animal->speak >>, 306and this can once again be a maintenance headache. So, can we avoid 307that? Can we say somehow that a C<Mouse> does everything any other 308C<Animal> does, but add in the extra comment? Sure! 309 310First, 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 323Note that we have to include the C<$class> parameter (almost surely 324the value of C<"Mouse">) as the first parameter to C<Animal::speak>, 325since we've stopped using the method arrow. Why did we stop? Well, 326if we invoke C<< Animal->speak >> there, the first parameter to the 327method will be C<"Animal"> not C<"Mouse">, and when time comes for it 328to call for the C<sound>, it won't have the right class to come back 329to this package. 330 331Invoking C<Animal::speak> directly is a mess, however. What if 332C<Animal::speak> didn't exist before, and was being inherited from a 333class mentioned in C<@Animal::ISA>? Because we are no longer using 334the method arrow, we get one and only one chance to hit the right 335subroutine. 336 337Also note that the C<Animal> classname is now hardwired into the 338subroutine selection. This is a mess if someone maintains the code, 339changing C<@ISA> for <Mouse> and didn't notice C<Animal> there in 340C<speak>. So, this is probably not the right way to go. 341 342=head2 Starting the search from a different place 343 344A better solution is to tell Perl to search from a higher place 345in 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 $class->Animal::speak; 353 print "[but you can barely hear it!]\n"; 354 } 355 } 356 357Ahh. This works. Using this syntax, we start with C<Animal> to find 358C<speak>, and use all of C<Animal>'s inheritance chain if not found 359immediately. And yet the first parameter will be C<$class>, so the 360found C<speak> method will get C<Mouse> as its first entry, and 361eventually work its way back to C<Mouse::sound> for the details. 362 363But this isn't the best solution. We still have to keep the C<@ISA> 364and the initial search package coordinated. Worse, if C<Mouse> had 365multiple entries in C<@ISA>, we wouldn't necessarily know which one 366had actually defined C<speak>. So, is there an even better way? 367 368=head2 The SUPER way of doing things 369 370By changing the C<Animal> class to the C<SUPER> class in that 371invocation, we get a search of all of our super classes (classes 372listed 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 $class->SUPER::speak; 380 print "[but you can barely hear it!]\n"; 381 } 382 } 383 384So, C<SUPER::speak> means look in the current package's C<@ISA> for 385C<speak>, invoking the first one found. Note that it does I<not> look in 386the C<@ISA> of C<$class>. 387 388=head2 Where we're at so far... 389 390So far, we've seen the method arrow syntax: 391 392 Class->method(@args); 393 394or the equivalent: 395 396 $a = "Class"; 397 $a->method(@args); 398 399which constructs an argument list of: 400 401 ("Class", @args) 402 403and attempts to invoke 404 405 Class::method("Class", @Args); 406 407However, 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>, 409and that subroutine is invoked instead. 410 411Using this simple syntax, we have class methods, (multiple) 412inheritance, overriding, and extending. Using just what we've seen so 413far, we've been able to factor out common code, and provide a nice way 414to reuse implementations with variations. This is at the core of what 415objects provide, but objects also provide instance data, which we 416haven't even begun to cover. 417 418=head2 A horse is a horse, of course of course -- or is it? 419 420Let's start with the code for the C<Animal> class 421and 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 434This lets us invoke C<< Horse->speak >> to ripple upward to 435C<Animal::speak>, calling back to C<Horse::sound> to get the specific 436sound, and the output of: 437 438 a Horse goes neigh! 439 440But all of our Horse objects would have to be absolutely identical. 441If I add a subroutine, all horses automatically share it. That's 442great for making horses the same, but how do we capture the 443distinctions about an individual horse? For example, suppose I want 444to give my first horse a name. There's got to be a way to keep its 445name separate from the other horses. 446 447We can do that by drawing a new distinction, called an "instance". 448An "instance" is generally created by a class. In Perl, any reference 449can be an instance, so let's start with the simplest reference 450that can hold a horse's name: a scalar reference. 451 452 my $name = "Mr. Ed"; 453 my $talking = \$name; 454 455So now C<$talking> is a reference to what will be the instance-specific 456data (the name). The final step in turning this into a real instance 457is with a special operator called C<bless>: 458 459 bless $talking, Horse; 460 461This operator stores information about the package named C<Horse> into 462the thing pointed at by the reference. At this point, we say 463C<$talking> is an instance of C<Horse>. That is, it's a specific 464horse. The reference is otherwise unchanged, and can still be used 465with traditional dereferencing operators. 466 467=head2 Invoking an instance method 468 469The method arrow can be used on instances, as well as names of 470packages (classes). So, let's get the sound that C<$talking> makes: 471 472 my $noise = $talking->sound; 473 474To invoke C<sound>, Perl first notes that C<$talking> is a blessed 475reference (and thus an instance). It then constructs an argument 476list, in this case from just C<($talking)>. (Later we'll see that 477arguments will take their place following the instance variable, 478just like with classes.) 479 480Now for the fun part: Perl takes the class in which the instance was 481blessed, in this case C<Horse>, and uses that to locate the subroutine 482to invoke the method. In this case, C<Horse::sound> is found directly 483(without using inheritance), yielding the final subroutine invocation: 484 485 Horse::sound($talking) 486 487Note that the first parameter here is still the instance, not the name 488of the class as before. We'll get C<neigh> as the return value, and 489that'll end up as the C<$noise> variable above. 490 491If Horse::sound had not been found, we'd be wandering up the 492C<@Horse::ISA> list to try to find the method in one of the 493superclasses, just as for a class method. The only difference between 494a class method and an instance method is whether the first parameter 495is an instance (a blessed reference) or a class name (a string). 496 497=head2 Accessing the instance data 498 499Because we get the instance as the first parameter, we can now access 500the instance-specific data. In this case, let's add a way to get at 501the name: 502 503 { package Horse; 504 @ISA = qw(Animal); 505 sub sound { "neigh" } 506 sub name { 507 my $self = shift; 508 $$self; 509 } 510 } 511 512Now we call for the name: 513 514 print $talking->name, " says ", $talking->sound, "\n"; 515 516Inside C<Horse::name>, the C<@_> array contains just C<$talking>, 517which the C<shift> stores into C<$self>. (It's traditional to shift 518the first parameter off into a variable named C<$self> for instance 519methods, so stay with that unless you have strong reasons otherwise.) 520Then, C<$self> gets de-referenced as a scalar ref, yielding C<Mr. Ed>, 521and we're done with that. The result is: 522 523 Mr. Ed says neigh. 524 525=head2 How to build a horse 526 527Of course, if we constructed all of our horses by hand, we'd most 528likely make mistakes from time to time. We're also violating one of 529the properties of object-oriented programming, in that the "inside 530guts" of a Horse are visible. That's good if you're a veterinarian, 531but not if you just like to own horses. So, let's let the Horse class 532build a new horse: 533 534 { package Horse; 535 @ISA = qw(Animal); 536 sub sound { "neigh" } 537 sub name { 538 my $self = shift; 539 $$self; 540 } 541 sub named { 542 my $class = shift; 543 my $name = shift; 544 bless \$name, $class; 545 } 546 } 547 548Now with the new C<named> method, we can build a horse: 549 550 my $talking = Horse->named("Mr. Ed"); 551 552Notice we're back to a class method, so the two arguments to 553C<Horse::named> are C<Horse> and C<Mr. Ed>. The C<bless> operator 554not only blesses C<$name>, it also returns the reference to C<$name>, 555so that's fine as a return value. And that's how to build a horse. 556 557We've called the constructor C<named> here, so that it quickly denotes 558the constructor's argument as the name for this particular C<Horse>. 559You can use different constructors with different names for different 560ways of "giving birth" to the object (like maybe recording its 561pedigree or date of birth). However, you'll find that most people 562coming to Perl from more limited languages use a single constructor 563named C<new>, with various ways of interpreting the arguments to 564C<new>. Either style is fine, as long as you document your particular 565way of giving birth to an object. (And you I<were> going to do that, 566right?) 567 568=head2 Inheriting the constructor 569 570But was there anything specific to C<Horse> in that method? No. Therefore, 571it's also the same recipe for building anything else that inherited from 572C<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 $$self; 582 } 583 sub named { 584 my $class = shift; 585 my $name = shift; 586 bless \$name, $class; 587 } 588 } 589 { package Horse; 590 @ISA = qw(Animal); 591 sub sound { "neigh" } 592 } 593 594Ahh, but what happens if we invoke C<speak> on an instance? 595 596 my $talking = Horse->named("Mr. Ed"); 597 $talking->speak; 598 599We get a debugging value: 600 601 a Horse=SCALAR(0xaca42ac) goes neigh! 602 603Why? Because the C<Animal::speak> routine is expecting a classname as 604its first parameter, not an instance. When the instance is passed in, 605we'll end up using a blessed scalar reference as a string, and that 606shows up as we saw it just now. 607 608=head2 Making a method work with either classes or instances 609 610All we need is for a method to detect if it is being called on a class 611or called on an instance. The most straightforward way is with the 612C<ref> operator. This returns a string (the classname) when used on a 613blessed reference, and C<undef> when used on a string (like a 614classname). Let's modify the C<name> method first to notice the change: 615 616 sub name { 617 my $either = shift; 618 ref $either 619 ? $$either # it's an instance, return name 620 : "an unnamed $either"; # it's a class, return generic 621 } 622 623Here, the C<?:> operator comes in handy to select either the 624dereference or a derived string. Now we can use this with either an 625instance or a class. Note that I've changed the first parameter 626holder to C<$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 632and 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 639And since C<sound> already worked with either a class or an instance, 640we're done! 641 642=head2 Adding parameters to a method 643 644Let'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 677And now try it out: 678 679 my $talking = Horse->named("Mr. Ed"); 680 $talking->eat("hay"); 681 Sheep->eat("grass"); 682 683which prints: 684 685 Mr. Ed eats hay. 686 an unnamed Sheep eats grass. 687 688An instance method with parameters gets invoked with the instance, 689and then the list of parameters. So that first invocation is like: 690 691 Animal::eat($talking, "hay"); 692 693=head2 More interesting instances 694 695What if an instance needs more data? Most interesting instances are 696made of many items, each of which can in turn be a reference or even 697another object. The easiest way to store these is often in a hash. 698The keys of the hash serve as the names of parts of the object (often 699called "instance variables" or "member variables"), and the 700corresponding values are, well, the values. 701 702But how do we turn the horse into a hash? Recall that an object was 703any blessed reference. We can just as easily make it a blessed hash 704reference as a blessed scalar reference, as long as everything that 705looks at the reference is changed accordingly. 706 707Let's make a sheep that has a name and a color: 708 709 my $bad = bless { Name => "Evil", Color => "black" }, Sheep; 710 711so C<< $bad->{Name} >> has C<Evil>, and C<< $bad->{Color} >> has 712C<black>. But we want to make C<< $bad->name >> access the name, and 713that's now messed up because it's expecting a scalar reference. Not 714to 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 724And of course C<named> still builds a scalar sheep, so let's fix that 725as 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 735What's this C<default_color>? Well, if C<named> has only the name, 736we still need to set a color, so we'll have a class-specific initial color. 737For a sheep, we might define it as white: 738 739 ## in Sheep 740 sub default_color { "white" } 741 742And then to keep from having to define one for each additional class, 743we'll define a "backstop" method that serves as the "default default", 744directly in C<Animal>: 745 746 ## in Animal 747 sub default_color { "brown" } 748 749Now, because C<name> and C<named> were the only methods that 750referenced the "structure" of the object, the rest of the methods can 751remain the same, so C<speak> still works as before. 752 753=head2 A horse of a different color 754 755But having all our horses be brown would be boring. So let's add a 756method 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} = $_[1]; 764 } 765 766Note the alternate way of accessing the arguments: C<$_[0]> is used 767in-place, rather than with a C<shift>. (This saves us a bit of time 768for something that may be invoked frequently.) And now we can fix 769that 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 775which results in: 776 777 Mr. Ed is colored black-and-white 778 779=head2 Summary 780 781So, now we have class methods, constructors, instance methods, 782instance data, and even accessors. But that's still just the 783beginning of what Perl has to offer. We haven't even begun to talk 784about accessors that double as getters and setters, destructors, 785indirect object notation, subclasses that add instance data, per-class 786data, overloading, "isa" and "can" tests, C<UNIVERSAL> class, and so 787on. That's for the rest of the Perl documentation to cover. 788Hopefully, this gets you started, though. 789 790=head1 SEE ALSO 791 792For more information, see L<perlobj> (for all the gritty details about 793Perl objects, now that you've seen the basics), L<perltoot> (the 794tutorial for those who already know objects), L<perltooc> (dealing 795with class data), L<perlbot> (for some more tricks), and books such as 796Damian Conway's excellent I<Object Oriented Perl>. 797 798Some modules which might prove interesting are Class::Accessor, 799Class::Class, Class::Contract, Class::Data::Inheritable, 800Class::MethodMaker and Tie::SecureHash 801 802=head1 COPYRIGHT 803 804Copyright (c) 1999, 2000 by Randal L. Schwartz and Stonehenge 805Consulting Services, Inc. Permission is hereby granted to distribute 806this document intact with the Perl distribution, and in accordance 807with the licenses of the Perl distribution; derived documents must 808include this copyright notice intact. 809 810Portions of this text have been derived from Perl Training materials 811originally appearing in the I<Packages, References, Objects, and 812Modules> course taught by instructors for Stonehenge Consulting 813Services, Inc. and used with permission. 814 815Portions of this text have been derived from materials originally 816appearing in I<Linux Magazine> and used with permission. 817