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. 386 387=head2 Where we're at so far... 388 389So far, we've seen the method arrow syntax: 390 391 Class->method(@args); 392 393or the equivalent: 394 395 $a = "Class"; 396 $a->method(@args); 397 398which constructs an argument list of: 399 400 ("Class", @args) 401 402and attempts to invoke 403 404 Class::method("Class", @Args); 405 406However, if C<Class::method> is not found, then C<@Class::ISA> is examined 407(recursively) to locate a package that does indeed contain C<method>, 408and that subroutine is invoked instead. 409 410Using this simple syntax, we have class methods, (multiple) 411inheritance, overriding, and extending. Using just what we've seen so 412far, we've been able to factor out common code, and provide a nice way 413to reuse implementations with variations. This is at the core of what 414objects provide, but objects also provide instance data, which we 415haven't even begun to cover. 416 417=head2 A horse is a horse, of course of course -- or is it? 418 419Let's start with the code for the C<Animal> class 420and the C<Horse> class: 421 422 { package Animal; 423 sub speak { 424 my $class = shift; 425 print "a $class goes ", $class->sound, "!\n" 426 } 427 } 428 { package Horse; 429 @ISA = qw(Animal); 430 sub sound { "neigh" } 431 } 432 433This lets us invoke C<< Horse->speak >> to ripple upward to 434C<Animal::speak>, calling back to C<Horse::sound> to get the specific 435sound, and the output of: 436 437 a Horse goes neigh! 438 439But all of our Horse objects would have to be absolutely identical. 440If I add a subroutine, all horses automatically share it. That's 441great for making horses the same, but how do we capture the 442distinctions about an individual horse? For example, suppose I want 443to give my first horse a name. There's got to be a way to keep its 444name separate from the other horses. 445 446We can do that by drawing a new distinction, called an "instance". 447An "instance" is generally created by a class. In Perl, any reference 448can be an instance, so let's start with the simplest reference 449that can hold a horse's name: a scalar reference. 450 451 my $name = "Mr. Ed"; 452 my $talking = \$name; 453 454So now C<$talking> is a reference to what will be the instance-specific 455data (the name). The final step in turning this into a real instance 456is with a special operator called C<bless>: 457 458 bless $talking, Horse; 459 460This operator stores information about the package named C<Horse> into 461the thing pointed at by the reference. At this point, we say 462C<$talking> is an instance of C<Horse>. That is, it's a specific 463horse. The reference is otherwise unchanged, and can still be used 464with traditional dereferencing operators. 465 466=head2 Invoking an instance method 467 468The method arrow can be used on instances, as well as names of 469packages (classes). So, let's get the sound that C<$talking> makes: 470 471 my $noise = $talking->sound; 472 473To invoke C<sound>, Perl first notes that C<$talking> is a blessed 474reference (and thus an instance). It then constructs an argument 475list, in this case from just C<($talking)>. (Later we'll see that 476arguments will take their place following the instance variable, 477just like with classes.) 478 479Now for the fun part: Perl takes the class in which the instance was 480blessed, in this case C<Horse>, and uses that to locate the subroutine 481to invoke the method. In this case, C<Horse::sound> is found directly 482(without using inheritance), yielding the final subroutine invocation: 483 484 Horse::sound($talking) 485 486Note that the first parameter here is still the instance, not the name 487of the class as before. We'll get C<neigh> as the return value, and 488that'll end up as the C<$noise> variable above. 489 490If Horse::sound had not been found, we'd be wandering up the 491C<@Horse::ISA> list to try to find the method in one of the 492superclasses, just as for a class method. The only difference between 493a class method and an instance method is whether the first parameter 494is an instance (a blessed reference) or a class name (a string). 495 496=head2 Accessing the instance data 497 498Because we get the instance as the first parameter, we can now access 499the instance-specific data. In this case, let's add a way to get at 500the name: 501 502 { package Horse; 503 @ISA = qw(Animal); 504 sub sound { "neigh" } 505 sub name { 506 my $self = shift; 507 $$self; 508 } 509 } 510 511Now we call for the name: 512 513 print $talking->name, " says ", $talking->sound, "\n"; 514 515Inside C<Horse::name>, the C<@_> array contains just C<$talking>, 516which the C<shift> stores into C<$self>. (It's traditional to shift 517the first parameter off into a variable named C<$self> for instance 518methods, so stay with that unless you have strong reasons otherwise.) 519Then, C<$self> gets de-referenced as a scalar ref, yielding C<Mr. Ed>, 520and we're done with that. The result is: 521 522 Mr. Ed says neigh. 523 524=head2 How to build a horse 525 526Of course, if we constructed all of our horses by hand, we'd most 527likely make mistakes from time to time. We're also violating one of 528the properties of object-oriented programming, in that the "inside 529guts" of a Horse are visible. That's good if you're a veterinarian, 530but not if you just like to own horses. So, let's let the Horse class 531build a new horse: 532 533 { package Horse; 534 @ISA = qw(Animal); 535 sub sound { "neigh" } 536 sub name { 537 my $self = shift; 538 $$self; 539 } 540 sub named { 541 my $class = shift; 542 my $name = shift; 543 bless \$name, $class; 544 } 545 } 546 547Now with the new C<named> method, we can build a horse: 548 549 my $talking = Horse->named("Mr. Ed"); 550 551Notice we're back to a class method, so the two arguments to 552C<Horse::named> are C<Horse> and C<Mr. Ed>. The C<bless> operator 553not only blesses C<$name>, it also returns the reference to C<$name>, 554so that's fine as a return value. And that's how to build a horse. 555 556We've called the constructor C<named> here, so that it quickly denotes 557the constructor's argument as the name for this particular C<Horse>. 558You can use different constructors with different names for different 559ways of "giving birth" to the object (like maybe recording its 560pedigree or date of birth). However, you'll find that most people 561coming to Perl from more limited languages use a single constructor 562named C<new>, with various ways of interpreting the arguments to 563C<new>. Either style is fine, as long as you document your particular 564way of giving birth to an object. (And you I<were> going to do that, 565right?) 566 567=head2 Inheriting the constructor 568 569But was there anything specific to C<Horse> in that method? No. Therefore, 570it's also the same recipe for building anything else that inherited from 571C<Animal>, so let's put it there: 572 573 { package Animal; 574 sub speak { 575 my $class = shift; 576 print "a $class goes ", $class->sound, "!\n" 577 } 578 sub name { 579 my $self = shift; 580 $$self; 581 } 582 sub named { 583 my $class = shift; 584 my $name = shift; 585 bless \$name, $class; 586 } 587 } 588 { package Horse; 589 @ISA = qw(Animal); 590 sub sound { "neigh" } 591 } 592 593Ahh, but what happens if we invoke C<speak> on an instance? 594 595 my $talking = Horse->named("Mr. Ed"); 596 $talking->speak; 597 598We get a debugging value: 599 600 a Horse=SCALAR(0xaca42ac) goes neigh! 601 602Why? Because the C<Animal::speak> routine is expecting a classname as 603its first parameter, not an instance. When the instance is passed in, 604we'll end up using a blessed scalar reference as a string, and that 605shows up as we saw it just now. 606 607=head2 Making a method work with either classes or instances 608 609All we need is for a method to detect if it is being called on a class 610or called on an instance. The most straightforward way is with the 611C<ref> operator. This returns a string (the classname) when used on a 612blessed reference, and C<undef> when used on a string (like a 613classname). Let's modify the C<name> method first to notice the change: 614 615 sub name { 616 my $either = shift; 617 ref $either 618 ? $$either # it's an instance, return name 619 : "an unnamed $either"; # it's a class, return generic 620 } 621 622Here, the C<?:> operator comes in handy to select either the 623dereference or a derived string. Now we can use this with either an 624instance or a class. Note that I've changed the first parameter 625holder to C<$either> to show that this is intended: 626 627 my $talking = Horse->named("Mr. Ed"); 628 print Horse->name, "\n"; # prints "an unnamed Horse\n" 629 print $talking->name, "\n"; # prints "Mr Ed.\n" 630 631and now we'll fix C<speak> to use this: 632 633 sub speak { 634 my $either = shift; 635 print $either->name, " goes ", $either->sound, "\n"; 636 } 637 638And since C<sound> already worked with either a class or an instance, 639we're done! 640 641=head2 Adding parameters to a method 642 643Let's train our animals to eat: 644 645 { package Animal; 646 sub named { 647 my $class = shift; 648 my $name = shift; 649 bless \$name, $class; 650 } 651 sub name { 652 my $either = shift; 653 ref $either 654 ? $$either # it's an instance, return name 655 : "an unnamed $either"; # it's a class, return generic 656 } 657 sub speak { 658 my $either = shift; 659 print $either->name, " goes ", $either->sound, "\n"; 660 } 661 sub eat { 662 my $either = shift; 663 my $food = shift; 664 print $either->name, " eats $food.\n"; 665 } 666 } 667 { package Horse; 668 @ISA = qw(Animal); 669 sub sound { "neigh" } 670 } 671 { package Sheep; 672 @ISA = qw(Animal); 673 sub sound { "baaaah" } 674 } 675 676And now try it out: 677 678 my $talking = Horse->named("Mr. Ed"); 679 $talking->eat("hay"); 680 Sheep->eat("grass"); 681 682which prints: 683 684 Mr. Ed eats hay. 685 an unnamed Sheep eats grass. 686 687An instance method with parameters gets invoked with the instance, 688and then the list of parameters. So that first invocation is like: 689 690 Animal::eat($talking, "hay"); 691 692=head2 More interesting instances 693 694What if an instance needs more data? Most interesting instances are 695made of many items, each of which can in turn be a reference or even 696another object. The easiest way to store these is often in a hash. 697The keys of the hash serve as the names of parts of the object (often 698called "instance variables" or "member variables"), and the 699corresponding values are, well, the values. 700 701But how do we turn the horse into a hash? Recall that an object was 702any blessed reference. We can just as easily make it a blessed hash 703reference as a blessed scalar reference, as long as everything that 704looks at the reference is changed accordingly. 705 706Let's make a sheep that has a name and a color: 707 708 my $bad = bless { Name => "Evil", Color => "black" }, Sheep; 709 710so C<< $bad->{Name} >> has C<Evil>, and C<< $bad->{Color} >> has 711C<black>. But we want to make C<< $bad->name >> access the name, and 712that's now messed up because it's expecting a scalar reference. Not 713to worry, because that's pretty easy to fix up: 714 715 ## in Animal 716 sub name { 717 my $either = shift; 718 ref $either ? 719 $either->{Name} : 720 "an unnamed $either"; 721 } 722 723And of course C<named> still builds a scalar sheep, so let's fix that 724as well: 725 726 ## in Animal 727 sub named { 728 my $class = shift; 729 my $name = shift; 730 my $self = { Name => $name, Color => $class->default_color }; 731 bless $self, $class; 732 } 733 734What's this C<default_color>? Well, if C<named> has only the name, 735we still need to set a color, so we'll have a class-specific initial color. 736For a sheep, we might define it as white: 737 738 ## in Sheep 739 sub default_color { "white" } 740 741And then to keep from having to define one for each additional class, 742we'll define a "backstop" method that serves as the "default default", 743directly in C<Animal>: 744 745 ## in Animal 746 sub default_color { "brown" } 747 748Now, because C<name> and C<named> were the only methods that 749referenced the "structure" of the object, the rest of the methods can 750remain the same, so C<speak> still works as before. 751 752=head2 A horse of a different color 753 754But having all our horses be brown would be boring. So let's add a 755method or two to get and set the color. 756 757 ## in Animal 758 sub color { 759 $_[0]->{Color} 760 } 761 sub set_color { 762 $_[0]->{Color} = $_[1]; 763 } 764 765Note the alternate way of accessing the arguments: C<$_[0]> is used 766in-place, rather than with a C<shift>. (This saves us a bit of time 767for something that may be invoked frequently.) And now we can fix 768that color for Mr. Ed: 769 770 my $talking = Horse->named("Mr. Ed"); 771 $talking->set_color("black-and-white"); 772 print $talking->name, " is colored ", $talking->color, "\n"; 773 774which results in: 775 776 Mr. Ed is colored black-and-white 777 778=head2 Summary 779 780So, now we have class methods, constructors, instance methods, 781instance data, and even accessors. But that's still just the 782beginning of what Perl has to offer. We haven't even begun to talk 783about accessors that double as getters and setters, destructors, 784indirect object notation, subclasses that add instance data, per-class 785data, overloading, "isa" and "can" tests, C<UNIVERSAL> class, and so 786on. That's for the rest of the Perl documentation to cover. 787Hopefully, this gets you started, though. 788 789=head1 SEE ALSO 790 791For more information, see L<perlobj> (for all the gritty details about 792Perl objects, now that you've seen the basics), L<perltoot> (the 793tutorial for those who already know objects), L<perltootc> (dealing 794with class data), L<perlbot> (for some more tricks), and books such as 795Damian Conway's excellent I<Object Oriented Perl>. 796 797Some modules which might prove interesting are Class::Accessor, 798Class::Class, Class::Contract, Class::Data::Inheritable, 799Class::MethodMaker and Tie::SecureHash 800 801=head1 COPYRIGHT 802 803Copyright (c) 1999, 2000 by Randal L. Schwartz and Stonehenge 804Consulting Services, Inc. Permission is hereby granted to distribute 805this document intact with the Perl distribution, and in accordance 806with the licenses of the Perl distribution; derived documents must 807include this copyright notice intact. 808 809Portions of this text have been derived from Perl Training materials 810originally appearing in the I<Packages, References, Objects, and 811Modules> course taught by instructors for Stonehenge Consulting 812Services, Inc. and used with permission. 813 814Portions of this text have been derived from materials originally 815appearing in I<Linux Magazine> and used with permission. 816