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 refs> 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 ", $class->sound, "!\n"; 204 } 205 } 206 207Then, for each animal, we say it "inherits" from C<Animal>, along 208with the animal-specific sound: 209 210 { package Cow; 211 @ISA = qw(Animal); 212 sub sound { "moooo" } 213 } 214 215Note the added C<@ISA> array (pronounced "is a"). We'll get to that in a minute. 216 217But what happens when we invoke C<< Cow->speak >> now? 218 219First, Perl constructs the argument list. In this case, it's just 220C<Cow>. Then Perl looks for C<Cow::speak>. But that's not there, so 221Perl checks for the inheritance array C<@Cow::ISA>. It's there, 222and contains the single name C<Animal>. 223 224Perl next checks for C<speak> inside C<Animal> instead, as in 225C<Animal::speak>. And that's found, so Perl invokes that subroutine 226with the already frozen argument list. 227 228Inside the C<Animal::speak> subroutine, C<$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 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. 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> 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. 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 declare it as package global variable: 257 258 package Cow; 259 our @ISA = qw(Animal); 260 261Or allow it as an implicitly named package variable: 262 263 package Cow; 264 use vars qw(@ISA); 265 @ISA = qw(Animal); 266 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: 270 271 package Cow; 272 use base qw(Animal); 273 274Now that's pretty darn simple! 275 276=head2 Overriding the methods 277 278Let's add a mouse, which can barely be heard: 279 280 # Animal package from before 281 { package Mouse; 282 @ISA = qw(Animal); 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 298Here, C<Mouse> has its own speaking routine, so C<< Mouse->speak >> 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>! 317 318The obvious solution is to invoke C<Animal::speak> directly: 319 320 # Animal package from before 321 { package Mouse; 322 @ISA = qw(Animal); 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're using C<Animal::speak>. If we were to invoke 332C<< Animal->speak >> instead, the first parameter to C<Animal::speak> 333would automatically be C<"Animal"> rather than C<"Mouse">, so that 334the call to C<< $class->sound >> in C<Animal::speak> would become 335C<< Animal->sound >> rather than C<< Mouse->sound >>. 336 337Also, without the method arrow C<< -> >>, it becomes necessary to specify 338the first parameter to C<Animal::speak> ourselves, which is why C<$class> 339is explicitly passed: C<Animal::speak($class)>. 340 341However, invoking C<Animal::speak> directly is a mess: Firstly, it assumes 342that the C<speak> method is a member of the C<Animal> class; what if C<Animal> 343actually inherits C<speak> from its own base? Because we are no longer using 344C<< -> >> to access C<speak>, the special method look up mechanism wouldn't be 345used, so C<speak> wouldn't even be found! 346 347The second problem is more subtle: C<Animal> is now hardwired into the subroutine 348selection. Let's assume that C<Animal::speak> does exist. What happens when, 349at a later time, someone expands the class hierarchy by having C<Mouse> 350inherit from C<Mus> instead of C<Animal>. Unless the invocation of C<Animal::speak> 351is also changed to an invocation of C<Mus::speak>, centuries worth of taxonomical 352classification could be obliterated! 353 354What we have here is a fragile or leaky abstraction; it is the beginning of a 355maintenance nightmare. What we need is the ability to search for the right 356method wih as few assumptions as possible. 357 358=head2 Starting the search from a different place 359 360A I<better> solution is to tell Perl where in the inheritance chain to begin searching 361for C<speak>. This can be achieved with a modified version of the method arrow C<< -> >>: 362 363 ClassName->FirstPlaceToLook::method 364 365So, the improved C<Mouse> class is: 366 367 # same Animal as before 368 { package Mouse; 369 # same @ISA, &sound as before 370 sub speak { 371 my $class = shift; 372 $class->Animal::speak; 373 print "[but you can barely hear it!]\n"; 374 } 375 } 376 377Using this syntax, we start with C<Animal> to find C<speak>, and then 378use all of C<Animal>'s inheritance chain if it is not found immediately. 379As usual, the first parameter to C<speak> would be C<$class>, so we no 380longer need to pass C<$class> explicitly to C<speak>. 381 382But what about the second problem? We're still hardwiring C<Animal> into 383the method lookup. 384 385=head2 The SUPER way of doing things 386 387If C<Animal> is replaced with the special placeholder C<SUPER> in that 388invocation, then the contents of C<Mouse>'s C<@ISA> are used for the 389search, beginning with C<$ISA[0]>. So, all of the problems can be fixed 390as follows: 391 392 # same Animal as before 393 { package Mouse; 394 # same @ISA, &sound as before 395 sub speak { 396 my $class = shift; 397 $class->SUPER::speak; 398 print "[but you can barely hear it!]\n"; 399 } 400 } 401 402In general, C<SUPER::speak> means look in the current package's C<@ISA> 403for a class that implements C<speak>, and invoke the first one found. 404The placeholder is called C<SUPER>, because many other languages refer 405to base classes as "I<super>classes", and Perl likes to be eclectic. 406 407Note that a call such as 408 409 $class->SUPER::method; 410 411does I<not> look in the C<@ISA> of C<$class> unless C<$class> happens to 412be the current package. 413 414=head2 Let's review... 415 416So far, we've seen the method arrow syntax: 417 418 Class->method(@args); 419 420or the equivalent: 421 422 $a = "Class"; 423 $a->method(@args); 424 425which constructs an argument list of: 426 427 ("Class", @args) 428 429and attempts to invoke: 430 431 Class::method("Class", @args); 432 433However, if C<Class::method> is not found, then C<@Class::ISA> is examined 434(recursively) to locate a class (a package) that does indeed contain C<method>, 435and that subroutine is invoked instead. 436 437Using this simple syntax, we have class methods, (multiple) inheritance, 438overriding, and extending. Using just what we've seen so far, we've 439been able to factor out common code (though that's never a good reason 440for inheritance!), and provide a nice way to reuse implementations with 441variations. 442 443Now, what about data? 444 445=head2 A horse is a horse, of course of course, or is it? 446 447Let's start with the code for the C<Animal> class 448and the C<Horse> class: 449 450 { package Animal; 451 sub speak { 452 my $class = shift; 453 print "a $class goes ", $class->sound, "!\n"; 454 } 455 } 456 { package Horse; 457 @ISA = qw(Animal); 458 sub sound { "neigh" } 459 } 460 461This lets us invoke C<< Horse->speak >> to ripple upward to 462C<Animal::speak>, calling back to C<Horse::sound> to get the specific 463sound, and the output of: 464 465 a Horse goes neigh! 466 467But all of our Horse objects would have to be absolutely identical. 468If we add a subroutine, all horses automatically share it. That's 469great for making horses the same, but how do we capture the 470distinctions of an individual horse? For example, suppose we want 471to give our first horse a name. There's got to be a way to keep its 472name separate from the other horses. 473 474That is to say, we want particular instances of C<Horse> to have 475different names. 476 477In Perl, any reference can be an "instance", so let's start with the 478simplest reference that can hold a horse's name: a scalar reference. 479 480 my $name = "Mr. Ed"; 481 my $horse = \$name; 482 483So, now C<$horse> is a reference to what will be the instance-specific 484data (the name). The final step is to turn this reference into a real 485instance of a C<Horse> by using the special operator C<bless>: 486 487 bless $horse, Horse; 488 489This operator stores information about the package named C<Horse> into 490the thing pointed at by the reference. At this point, we say 491C<$horse> is an instance of C<Horse>. That is, it's a specific 492horse. The reference is otherwise unchanged, and can still be used 493with traditional dereferencing operators. 494 495=head2 Invoking an instance method 496 497The method arrow can be used on instances, as well as classes (the names 498of packages). So, let's get the sound that C<$horse> makes: 499 500 my $noise = $horse->sound("some", "unnecessary", "args"); 501 502To invoke C<sound>, Perl first notes that C<$horse> is a blessed 503reference (and thus an instance). It then constructs an argument 504list, as per usual. 505 506Now for the fun part: Perl takes the class in which the instance was 507blessed, in this case C<Horse>, and uses that class to locate the 508subroutine. In this case, C<Horse::sound> is found directly (without 509using inheritance). In the end, it is as though our initial line were 510written as follows: 511 512 my $noise = Horse::sound($horse, "some", "unnecessary", "args"); 513 514Note that the first parameter here is still the instance, not the name 515of the class as before. We'll get C<neigh> as the return value, and 516that'll end up as the C<$noise> variable above. 517 518If Horse::sound had not been found, we'd be wandering up the C<@Horse::ISA> 519array, trying to find the method in one of the superclasses. The only 520difference between a class method and an instance method is whether the 521first parameter is an instance (a blessed reference) or a class name (a 522string). 523 524=head2 Accessing the instance data 525 526Because we get the instance as the first parameter, we can now access 527the instance-specific data. In this case, let's add a way to get at 528the name: 529 530 { package Horse; 531 @ISA = qw(Animal); 532 sub sound { "neigh" } 533 sub name { 534 my $self = shift; 535 $$self; 536 } 537 } 538 539Inside C<Horse::name>, the C<@_> array contains: 540 541 ($horse, "some", "unnecessary", "args") 542 543so the C<shift> stores C<$horse> into C<$self>. Then, C<$self> gets 544de-referenced with C<$$self> as normal, yielding C<"Mr. Ed">. 545 546It's traditional to C<shift> the first parameter into a variable named 547C<$self> for instance methods and into a variable named C<$class> for 548class methods. 549 550Then, the following line: 551 552 print $horse->name, " says ", $horse->sound, "\n"; 553 554outputs: 555 556 Mr. Ed says neigh. 557 558=head2 How to build a horse 559 560Of course, if we constructed all of our horses by hand, we'd most 561likely make mistakes from time to time. We're also violating one of 562the properties of object-oriented programming, in that the "inside 563guts" of a Horse are visible. That's good if you're a veterinarian, 564but not if you just like to own horses. So, let's have the Horse 565class handle the details inside a class method: 566 567 { package Horse; 568 @ISA = qw(Animal); 569 sub sound { "neigh" } 570 sub name { 571 my $self = shift; # instance method, so use $self 572 $$self; 573 } 574 sub named { 575 my $class = shift; # class method, so use $class 576 my $name = shift; 577 bless \$name, $class; 578 } 579 } 580 581Now with the new C<named> method, we can build a horse as follows: 582 583 my $horse = Horse->named("Mr. Ed"); 584 585Notice we're back to a class method, so the two arguments to 586C<Horse::named> are C<Horse> and C<Mr. Ed>. The C<bless> operator 587not only blesses C<\$name>, it also returns that reference. 588 589This C<Horse::named> method is called a "constructor". 590 591We've called the constructor C<named> here, so that it quickly denotes 592the constructor's argument as the name for this particular C<Horse>. 593You can use different constructors with different names for different 594ways of "giving birth" to the object (like maybe recording its 595pedigree or date of birth). However, you'll find that most people 596coming to Perl from more limited languages use a single constructor 597named C<new>, with various ways of interpreting the arguments to 598C<new>. Either style is fine, as long as you document your particular 599way of giving birth to an object. (And you I<were> going to do that, 600right?) 601 602=head2 Inheriting the constructor 603 604But was there anything specific to C<Horse> in that method? No. Therefore, 605it's also the same recipe for building anything else that inherited from 606C<Animal>, so let's put C<name> and C<named> there: 607 608 { package Animal; 609 sub speak { 610 my $class = shift; 611 print "a $class goes ", $class->sound, "!\n"; 612 } 613 sub name { 614 my $self = shift; 615 $$self; 616 } 617 sub named { 618 my $class = shift; 619 my $name = shift; 620 bless \$name, $class; 621 } 622 } 623 { package Horse; 624 @ISA = qw(Animal); 625 sub sound { "neigh" } 626 } 627 628Ahh, but what happens if we invoke C<speak> on an instance? 629 630 my $horse = Horse->named("Mr. Ed"); 631 $horse->speak; 632 633We get a debugging value: 634 635 a Horse=SCALAR(0xaca42ac) goes neigh! 636 637Why? Because the C<Animal::speak> routine is expecting a classname as 638its first parameter, not an instance. When the instance is passed in, 639we'll end up using a blessed scalar reference as a string, and that 640shows up as we saw it just now. 641 642=head2 Making a method work with either classes or instances 643 644All we need is for a method to detect if it is being called on a class 645or called on an instance. The most straightforward way is with the 646C<ref> operator. This returns a string (the classname) when used on a 647blessed reference, and an empty string when used on a string (like a 648classname). Let's modify the C<name> method first to notice the change: 649 650 sub name { 651 my $either = shift; 652 ref $either ? $$either : "Any $either"; 653 } 654 655Here, the C<?:> operator comes in handy to select either the 656dereference or a derived string. Now we can use this with either an 657instance or a class. Note that I've changed the first parameter 658holder to C<$either> to show that this is intended: 659 660 my $horse = Horse->named("Mr. Ed"); 661 print Horse->name, "\n"; # prints "Any Horse\n" 662 print $horse->name, "\n"; # prints "Mr Ed.\n" 663 664and now we'll fix C<speak> to use this: 665 666 sub speak { 667 my $either = shift; 668 print $either->name, " goes ", $either->sound, "\n"; 669 } 670 671And since C<sound> already worked with either a class or an instance, 672we're done! 673 674=head2 Adding parameters to a method 675 676Let's train our animals to eat: 677 678 { package Animal; 679 sub named { 680 my $class = shift; 681 my $name = shift; 682 bless \$name, $class; 683 } 684 sub name { 685 my $either = shift; 686 ref $either ? $$either : "Any $either"; 687 } 688 sub speak { 689 my $either = shift; 690 print $either->name, " goes ", $either->sound, "\n"; 691 } 692 sub eat { 693 my $either = shift; 694 my $food = shift; 695 print $either->name, " eats $food.\n"; 696 } 697 } 698 { package Horse; 699 @ISA = qw(Animal); 700 sub sound { "neigh" } 701 } 702 { package Sheep; 703 @ISA = qw(Animal); 704 sub sound { "baaaah" } 705 } 706 707And now try it out: 708 709 my $horse = Horse->named("Mr. Ed"); 710 $horse->eat("hay"); 711 Sheep->eat("grass"); 712 713which prints: 714 715 Mr. Ed eats hay. 716 Any Sheep eats grass. 717 718An instance method with parameters gets invoked with the instance, 719and then the list of parameters. So that first invocation is like: 720 721 Animal::eat($horse, "hay"); 722 723=head2 More interesting instances 724 725What if an instance needs more data? Most interesting instances are 726made of many items, each of which can in turn be a reference or even 727another object. The easiest way to store these is often in a hash. 728The keys of the hash serve as the names of parts of the object (often 729called "instance variables" or "member variables"), and the 730corresponding values are, well, the values. 731 732But how do we turn the horse into a hash? Recall that an object was 733any blessed reference. We can just as easily make it a blessed hash 734reference as a blessed scalar reference, as long as everything that 735looks at the reference is changed accordingly. 736 737Let's make a sheep that has a name and a color: 738 739 my $bad = bless { Name => "Evil", Color => "black" }, Sheep; 740 741so C<< $bad->{Name} >> has C<Evil>, and C<< $bad->{Color} >> has 742C<black>. But we want to make C<< $bad->name >> access the name, and 743that's now messed up because it's expecting a scalar reference. Not 744to worry, because that's pretty easy to fix up. 745 746One solution is to override C<Animal::name> and C<Animal::named> by 747defining them anew in C<Sheep>, but then any methods added later to 748C<Animal> might still mess up, and we'd have to override all of those 749too. Therefore, it's never a good idea to define the data layout in a 750way that's different from the data layout of the base classes. In fact, 751it's a good idea to use blessed hash references in all cases. Also, this 752is why it's important to have constructors do the low-level work. So, 753let's redefine C<Animal>: 754 755 ## in Animal 756 sub name { 757 my $either = shift; 758 ref $either ? $either->{Name} : "Any $either"; 759 } 760 sub named { 761 my $class = shift; 762 my $name = shift; 763 my $self = { Name => $name }; 764 bless $self, $class; 765 } 766 767Of course, we still need to override C<named> in order to handle 768constructing a C<Sheep> with a certain color: 769 770 ## in Sheep 771 sub named { 772 my ($class, $name) = @_; 773 my $self = $class->SUPER::named(@_); 774 $$self{Color} = $class->default_color; 775 $self 776 } 777 778(Note that C<@_> contains the parameters to C<named>.) 779 780What's this C<default_color>? Well, if C<named> has only the name, 781we still need to set a color, so we'll have a class-specific default color. 782For a sheep, we might define it as white: 783 784 ## in Sheep 785 sub default_color { "white" } 786 787Now: 788 789 my $sheep = Sheep->named("Bad"); 790 print $sheep->{Color}, "\n"; 791 792outputs: 793 794 white 795 796Now, there's nothing particularly specific to C<Sheep> when it comes 797to color, so let's remove C<Sheep::named> and implement C<Animal::named> 798to handle color instead: 799 800 ## in Animal 801 sub named { 802 my ($class, $name) = @_; 803 my $self = { Name => $name, Color => $class->default_color }; 804 bless $self, $class; 805 } 806 807And then to keep from having to define C<default_color> for each additional 808class, we'll define a method that serves as the "default default" directly 809in C<Animal>: 810 811 ## in Animal 812 sub default_color { "brown" } 813 814Of course, because C<name> and C<named> were the only methods that 815referenced the "structure" of the object, the rest of the methods can 816remain the same, so C<speak> still works as before. 817 818=head2 A horse of a different color 819 820But having all our horses be brown would be boring. So let's add a 821method or two to get and set the color. 822 823 ## in Animal 824 sub color { 825 $_[0]->{Color} 826 } 827 sub set_color { 828 $_[0]->{Color} = $_[1]; 829 } 830 831Note the alternate way of accessing the arguments: C<$_[0]> is used 832in-place, rather than with a C<shift>. (This saves us a bit of time 833for something that may be invoked frequently.) And now we can fix 834that color for Mr. Ed: 835 836 my $horse = Horse->named("Mr. Ed"); 837 $horse->set_color("black-and-white"); 838 print $horse->name, " is colored ", $horse->color, "\n"; 839 840which results in: 841 842 Mr. Ed is colored black-and-white 843 844=head2 Summary 845 846So, now we have class methods, constructors, instance methods, instance 847data, and even accessors. But that's still just the beginning of what 848Perl has to offer. We haven't even begun to talk about accessors that 849double as getters and setters, destructors, indirect object notation, 850overloading, "isa" and "can" tests, the C<UNIVERSAL> class, and so on. 851That's for the rest of the Perl documentation to cover. Hopefully, this 852gets you started, though. 853 854=head1 SEE ALSO 855 856For more information, see L<perlobj> (for all the gritty details about 857Perl objects, now that you've seen the basics), L<perltoot> (the 858tutorial for those who already know objects), L<perltooc> (dealing 859with class data), L<perlbot> (for some more tricks), and books such as 860Damian Conway's excellent I<Object Oriented Perl>. 861 862Some modules which might prove interesting are Class::Accessor, 863Class::Class, Class::Contract, Class::Data::Inheritable, 864Class::MethodMaker and Tie::SecureHash 865 866=head1 COPYRIGHT 867 868Copyright (c) 1999, 2000 by Randal L. Schwartz and Stonehenge 869Consulting Services, Inc. 870 871Copyright (c) 2009 by Michael F. Witten. 872 873Permission is hereby granted to distribute this document intact with 874the Perl distribution, and in accordance with the licenses of the Perl 875distribution; derived documents must include this copyright notice 876intact. 877 878Portions of this text have been derived from Perl Training materials 879originally appearing in the I<Packages, References, Objects, and 880Modules> course taught by instructors for Stonehenge Consulting 881Services, Inc. and used with permission. 882 883Portions of this text have been derived from materials originally 884appearing in I<Linux Magazine> and used with permission. 885