NAME
perlboot - Beginners Object-Oriented Tutorial
DESCRIPTION
If youre not familiar with objects from other languages, some of the other Perl object documentation may be a little daunting, such as perlobj, a basic reference in using objects, and perltoot, which introduces readers to the peculiarities of Perls object system in a tutorial way.
So, lets take a different approach, presuming no prior object experience. It helps if you know about subroutines (perlsub), references (perlref et. seq.), and packages (perlmod), so become familiar with those first if you havent already.
If we could talk to the animals...
Lets let the animals talk for a moment:
sub Cow::speak {
print "a Cow goes moooo!\n";
}
sub Horse::speak {
print "a Horse goes neigh!\n";
}
sub Sheep::speak {
print "a Sheep goes baaaah!\n";
}
Cow::speak;
Horse::speak;
Sheep::speak;
This results in:
a Cow goes moooo!
a Horse goes neigh!
a Sheep goes baaaah!
Nothing spectacular here. Simple subroutines, albeit from separate packages, and called using the full package name. So lets create an entire pasture:
# Cow::speak, Horse::speak, Sheep::speak as before
@pasture = qw(Cow Cow Horse Sheep Sheep);
foreach $animal (@pasture) {
&{$animal."::speak"};
}
This results in:
a Cow goes moooo!
a Cow goes moooo!
a Horse goes neigh!
a Sheep goes baaaah!
a Sheep goes baaaah!
Wow. That symbolic coderef de-referencing there is pretty nasty. Were counting on
no strict subsmode, certainly not recommended for larger programs. And why was that necessary? Because the name of the package seems to be inseparable from the name of the subroutine we want to invoke within that package.
Or is it?
Introducing the method invocation arrow
For now, lets say that
Class->methodinvokes subroutine
methodin package
Class. (Here, Class is used in its category meaning, not its scholastic meaning.) Thats not completely accurate, but well do this one step at a time. Now lets use it like so:
# Cow::speak, Horse::speak, Sheep::speak as before
Cow->speak;
Horse->speak;
Sheep->speak;
And once again, this results in:
a Cow goes moooo!
a Horse goes neigh!
a Sheep goes baaaah!
Thats not fun yet. Same number of characters, all constant, no variables. But yet, the parts are separable now. Watch:
$a = "Cow";
$a->speak; # invokes Cow->speak
Ahh! Now that the package name has been parted from the subroutine name, we can use a variable package name. And this time, weve got something that works even when
use strict refsis enabled.
Invoking a barnyard
Lets take that new arrow invocation and put it back in the barnyard example:
sub Cow::speak {
print "a Cow goes moooo!\n";
}
sub Horse::speak {
print "a Horse goes neigh!\n";
}
sub Sheep::speak {
print "a Sheep goes baaaah!\n";
}
@pasture = qw(Cow Cow Horse Sheep Sheep);
foreach $animal (@pasture) {
$animal->speak;
}
There! Now we have the animals all talking, and safely at that, without the use of symbolic coderefs.
But look at all that common code. Each of the
speakroutines has a similar structure: a
saysinstead of
goes.
And we actually have a way of doing that without much fuss, but we have to hear a bit more about what the method invocation arrow is actually doing for us.
The extra parameter of method invocation
The invocation of:
Class->method(@args)
attempts to invoke subroutine
Class::methodas:
Class::method("Class", @args);
(If the subroutine cant be found, inheritance kicks in, but well get to that later.) This means that we get the class name as the first parameter (the only parameter, if no arguments are given). So we can rewrite the
Sheepspeaking subroutine as:
sub Sheep::speak {
my $class = shift;
print "a $class goes baaaah!\n";
}
And the other two animals come out similarly:
sub Cow::speak {
my $class = shift;
print "a $class goes moooo!\n";
}
sub Horse::speak {
my $class = shift;
print "a $class goes neigh!\n";
}
In each case,
$classwill get the value appropriate for that subroutine. But once again, we have a lot of similar structure. Can we factor that out even further? Yes, by calling another method in the same class.
Calling a second method to simplify things
Lets call out from
speakto a helper method called
sound. This method provides the constant text for the sound itself.
{ package Cow;
sub sound { "moooo" }
sub speak {
my $class = shift;
print "a $class goes ", $class->sound, "!\n";
}
}
Now, when we call
Cow->speak, we get a
$classof
Cowin
speak. This in turn selects the
Cow->soundmethod, which returns
moooo. But how different would this be for the
Horse?
{ package Horse;
sub sound { "neigh" }
sub speak {
my $class = shift;
print "a $class goes ", $class->sound, "!\n";
}
}
Only the name of the package and the specific sound change. So can we somehow share the definition for
speakbetween the Cow and the Horse? Yes, with inheritance!
Inheriting the windpipes
Well define a common subroutine package called
Animal, with the definition for
speak:
{ package Animal;
sub speak {
my $class = shift;
print "a $class goes ", $class->sound, "!\n";
}
}
Then, for each animal, we say it inherits from
Animal, along with the animal-specific sound:
{ package Cow;
@ISA = qw(Animal);
sub sound { "moooo" }
}
Note the added
@ISAarray. Well get to that in a minute.
But what happens when we invoke
Cow->speaknow?
First, Perl constructs the argument list. In this case, its just
Cow. Then Perl looks for
Cow::speak. But thats not there, so Perl checks for the inheritance array
@Cow::ISA. Its there, and contains the single name
Animal.
Perl next checks for
speakinside
Animalinstead, as in
Animal::speak. And thats found, so Perl invokes that subroutine with the already frozen argument list.
Inside the
Animal::speaksubroutine,
$classbecomes
Cow(the first argument). So when we get to the step of invoking
$class->sound, itll be looking for
Cow->sound, which gets it on the first try without looking at
@ISA. Success!
A few notes about \f(CW@ISA\fP
This magical
@ISAvariable (pronounced is a not ice-uh), has declared that
Cowis a
Animal. Note that its an array, not a simple single value, because on rare occasions, it makes sense to have more than one parent class searched for the missing methods.
If
Animalalso had an
@ISA, then wed check there too. The search is recursive, depth-first, left-to-right in each
@ISAby default (see mro for alternatives). Typically, each
@ISAhas only one element (multiple elements means multiple inheritance and multiple headaches), so we get a nice tree of inheritance.
When we turn on
use strict, well get complaints on
@ISA, since its not a variable containing an explicit package name, nor is it a lexical (my) variable. We cant make it a lexical variable though (it has to belong to the package to be found by the inheritance mechanism), so theres a couple of straightforward ways to handle that.
The easiest is to just spell the package name out:
@Cow::ISA = qw(Animal);
Or allow it as an implicitly named package variable:
package Cow;
use vars qw(@ISA);
@ISA = qw(Animal);
If youre bringing in the class from outside, via an object-oriented module, you change:
package Cow;
use Animal;
use vars qw(@ISA);
@ISA = qw(Animal);
into just:
package Cow;
use base qw(Animal);
And thats pretty darn compact.
Overriding the methods
Lets add a mouse, which can barely be heard:
# Animal package from before
{ package Mouse;
@ISA = qw(Animal);
sub sound { "squeak" }
sub speak {
my $class = shift;
print "a $class goes ", $class->sound, "!\n";
print "[but you can barely hear it!]\n";
}
}
Mouse->speak;
which results in:
a Mouse goes squeak!
[but you can barely hear it!]
Here,
Mousehas its own speaking routine, so
Mouse->speakdoesnt immediately invoke
Animal->speak. This is known as overriding. In fact, we didnt even need to say that a
Mousewas an
Animalat all, since all of the methods needed for
speakare completely defined with
Mouse.
But weve now duplicated some of the code from
Animal->speak, and this can once again be a maintenance headache. So, can we avoid that? Can we say somehow that a
Mousedoes everything any other
Animaldoes, but add in the extra comment? Sure!
First, we can invoke the
Animal::speakmethod directly:
# Animal package from before
{ package Mouse;
@ISA = qw(Animal);
sub sound { "squeak" }
sub speak {
my $class = shift;
Animal::speak($class);
print "[but you can barely hear it!]\n";
}
}
Note that we have to include the
$classparameter (almost surely the value of
"Mouse") as the first parameter to
Animal::speak, since weve stopped using the method arrow. Why did we stop? Well, if we invoke
Animal->speakthere, the first parameter to the method will be
"Animal"not
"Mouse", and when time comes for it to call for the
sound, it wont have the right class to come back to this package.
Invoking
Animal::speakdirectly is a mess, however. What if
Animal::speakdidnt exist before, and was being inherited from a class mentioned in
@Animal::ISA? Because we are no longer using the method arrow, we get one and only one chance to hit the right subroutine.
Also note that the
Animalclassname is now hardwired into the subroutine selection. This is a mess if someone maintains the code, changing
@ISAfor
Mouseand didnt notice
Animalthere in
speak. So, this is probably not the right way to go.
Starting the search from a different place
A better solution is to tell Perl to search from a higher place in the inheritance chain:
# same Animal as before
{ package Mouse;
# same @ISA, &sound as before
sub speak {
my $class = shift;
$class->Animal::speak;
print "[but you can barely hear it!]\n";
}
}
Ahh. This works. Using this syntax, we start with
Animalto find
speak, and use all of
Animals inheritance chain if not found immediately. And yet the first parameter will be
$class, so the found
speakmethod will get
Mouseas its first entry, and eventually work its way back to
Mouse::soundfor the details.
But this isnt the best solution. We still have to keep the
@ISAand the initial search package coordinated. Worse, if
Mousehad multiple entries in
@ISA, we wouldnt necessarily know which one had actually defined
speak. So, is there an even better way?
The \s-1SUPER\s0 way of doing things
By changing the
Animalclass to the
SUPERclass in that invocation, we get a search of all of our super classes (classes listed in
@ISA) automatically:
# same Animal as before
{ package Mouse;
# same @ISA, &sound as before
sub speak {
my $class = shift;
$class->SUPER::speak;
print "[but you can barely hear it!]\n";
}
}
So,
SUPER::speakmeans look in the current packages
@ISAfor
speak, invoking the first one found. Note that it does not look in the
@ISAof
$class.
Where we're at so far...
So far, weve seen the method arrow syntax:
Class->method(@args);
or the equivalent:
$a = "Class";
$a->method(@args);
which constructs an argument list of:
("Class", @args)
and attempts to invoke
Class::method("Class", @Args);
However, if
Class::methodis not found, then
@Class::ISAis examined (recursively) to locate a package that does indeed contain
method, and that subroutine is invoked instead.
Using this simple syntax, we have class methods, (multiple) inheritance, overriding, and extending. Using just what weve seen so far, weve been able to factor out common code, and provide a nice way to reuse implementations with variations. This is at the core of what objects provide, but objects also provide instance data, which we havent even begun to cover.
A horse is a horse, of course of course \|\| or is it?
Lets start with the code for the
Animalclass and the
Horseclass:
{ package Animal;
sub speak {
my $class = shift;
print "a $class goes ", $class->sound, "!\n";
}
}
{ package Horse;
@ISA = qw(Animal);
sub sound { "neigh" }
}
This lets us invoke
Horse->speakto ripple upward to
Animal::speak, calling back to
Horse::soundto get the specific sound, and the output of:
a Horse goes neigh!
But all of our Horse objects would have to be absolutely identical. If I add a subroutine, all horses automatically share it. Thats great for making horses the same, but how do we capture the distinctions about an individual horse? For example, suppose I want to give my first horse a name. Theres got to be a way to keep its name separate from the other horses.
We can do that by drawing a new distinction, called an instance. An instance is generally created by a class. In Perl, any reference can be an instance, so lets start with the simplest reference that can hold a horses name: a scalar reference.
my $name = "Mr. Ed";
my $talking = \$name;
So now
$talkingis a reference to what will be the instance-specific data (the name). The final step in turning this into a real instance is with a special operator called
bless:
bless $talking, Horse;
This operator stores information about the package named
Horseinto the thing pointed at by the reference. At this point, we say
$talkingis an instance of
Horse. That is, its a specific horse. The reference is otherwise unchanged, and can still be used with traditional dereferencing operators.
Invoking an instance method
The method arrow can be used on instances, as well as names of packages (classes). So, lets get the sound that
$talkingmakes:
my $noise = $talking->sound;
To invoke
sound, Perl first notes that
$talkingis a blessed reference (and thus an instance). It then constructs an argument list, in this case from just
($talking). (Later well see that arguments will take their place following the instance variable, just like with classes.)
Now for the fun part: Perl takes the class in which the instance was blessed, in this case
Horse, and uses that to locate the subroutine to invoke the method. In this case,
Horse::soundis found directly (without using inheritance), yielding the final subroutine invocation:
Horse::sound($talking)
Note that the first parameter here is still the instance, not the name of the class as before. Well get
neighas the return value, and thatll end up as the
$noisevariable above.
If Horse::sound had not been found, wed be wandering up the
@Horse::ISAlist to try to find the method in one of the superclasses, just as for a class method. The only difference between a class method and an instance method is whether the first parameter is an instance (a blessed reference) or a class name (a string).
Accessing the instance data
Because we get the instance as the first parameter, we can now access the instance-specific data. In this case, lets add a way to get at the name:
{ package Horse;
@ISA = qw(Animal);
sub sound { "neigh" }
sub name {
my $self = shift;
$$self;
}
}
Now we call for the name:
print $talking->name, " says ", $talking->sound, "\n";
Inside
Horse::name, the
@_array contains just
$talking, which the
shiftstores into
$self. (Its traditional to shift the first parameter off into a variable named
$selffor instance methods, so stay with that unless you have strong reasons otherwise.) Then,
$selfgets de-referenced as a scalar ref, yielding
Mr. Ed, and were done with that. The result is:
Mr. Ed says neigh.
How to build a horse
Of course, if we constructed all of our horses by hand, wed most likely make mistakes from time to time. Were also violating one of the properties of object-oriented programming, in that the inside guts of a Horse are visible. Thats good if youre a veterinarian, but not if you just like to own horses. So, lets let the Horse class build a new horse:
{ package Horse;
@ISA = qw(Animal);
sub sound { "neigh" }
sub name {
my $self = shift;
$$self;
}
sub named {
my $class = shift;
my $name = shift;
bless \$name, $class;
}
}
Now with the new
namedmethod, we can build a horse:
my $talking = Horse->named("Mr. Ed");
Notice were back to a class method, so the two arguments to
Horse::namedare
Horseand
Mr. Ed. The
blessoperator not only blesses
$name, it also returns the reference to
$name, so thats fine as a return value. And thats how to build a horse.
Weve called the constructor
namedhere, so that it quickly denotes the constructors argument as the name for this particular
Horse. You can use different constructors with different names for different ways of giving birth to the object (like maybe recording its pedigree or date of birth). However, youll find that most people coming to Perl from more limited languages use a single constructor named
new, with various ways of interpreting the arguments to
new. Either style is fine, as long as you document your particular way of giving birth to an object. (And you were going to do that, right?)
Inheriting the constructor
But was there anything specific to
Horsein that method? No. Therefore, its also the same recipe for building anything else that inherited from
Animal, so lets put it there:
{ package Animal;
sub speak {
my $class = shift;
print "a $class goes ", $class->sound, "!\n";
}
sub name {
my $self = shift;
$$self;
}
sub named {
my $class = shift;
my $name = shift;
bless \$name, $class;
}
}
{ package Horse;
@ISA = qw(Animal);
sub sound { "neigh" }
}
Ahh, but what happens if we invoke
speakon an instance?
my $talking = Horse->named("Mr. Ed");
$talking->speak;
We get a debugging value:
a Horse=SCALAR(0xaca42ac) goes neigh!
Why? Because the
Animal::speakroutine is expecting a classname as its first parameter, not an instance. When the instance is passed in, well end up using a blessed scalar reference as a string, and that shows up as we saw it just now.
Making a method work with either classes or instances
All we need is for a method to detect if it is being called on a class or called on an instance. The most straightforward way is with the
refoperator. This returns a string (the classname) when used on a blessed reference, and an empty string when used on a string (like a classname). Lets modify the
namemethod first to notice the change:
sub name {
my $either = shift;
ref $either
? $$either # its an instance, return name
: "an unnamed $either"; # its a class, return generic
}
Here, the
?:operator comes in handy to select either the dereference or a derived string. Now we can use this with either an instance or a class. Note that Ive changed the first parameter holder to
$eitherto show that this is intended:
my $talking = Horse->named("Mr. Ed");
print Horse->name, "\n"; # prints "an unnamed Horse\n"
print $talking->name, "\n"; # prints "Mr Ed.\n"
and now well fix
speakto use this:
sub speak {
my $either = shift;
print $either->name, " goes ", $either->sound, "\n";
}
And since
soundalready worked with either a class or an instance, were done!
Adding parameters to a method
Lets train our animals to eat:
{ package Animal;
sub named {
my $class = shift;
my $name = shift;
bless \$name, $class;
}
sub name {
my $either = shift;
ref $either
? $$either # its an instance, return name
: "an unnamed $either"; # its a class, return generic
}
sub speak {
my $either = shift;
print $either->name, " goes ", $either->sound, "\n";
}
sub eat {
my $either = shift;
my $food = shift;
print $either->name, " eats $food.\n";
}
}
{ package Horse;
@ISA = qw(Animal);
sub sound { "neigh" }
}
{ package Sheep;
@ISA = qw(Animal);
sub sound { "baaaah" }
}
And now try it out:
my $talking = Horse->named("Mr. Ed");
$talking->eat("hay");
Sheep->eat("grass");
which prints:
Mr. Ed eats hay.
an unnamed Sheep eats grass.
An instance method with parameters gets invoked with the instance, and then the list of parameters. So that first invocation is like:
Animal::eat($talking, "hay");
More interesting instances
What if an instance needs more data? Most interesting instances are made of many items, each of which can in turn be a reference or even another object. The easiest way to store these is often in a hash. The keys of the hash serve as the names of parts of the object (often called instance variables or member variables), and the corresponding values are, well, the values.
But how do we turn the horse into a hash? Recall that an object was any blessed reference. We can just as easily make it a blessed hash reference as a blessed scalar reference, as long as everything that looks at the reference is changed accordingly.
Lets make a sheep that has a name and a color:
my $bad = bless { Name => "Evil", Color => "black" }, Sheep;
so
$bad->{Name}has
Evil, and
$bad->{Color}has
black. But we want to make
$bad->nameaccess the name, and thats now messed up because its expecting a scalar reference. Not to worry, because thats pretty easy to fix up:
## in Animal
sub name {
my $either = shift;
ref $either ?
$either->{Name} :
"an unnamed $either";
}
And of course
namedstill builds a scalar sheep, so lets fix that as well:
## in Animal
sub named {
my $class = shift;
my $name = shift;
my $self = { Name => $name, Color => $class->default_color };
bless $self, $class;
}
Whats this
default_color? Well, if
namedhas only the name, we still need to set a color, so well have a class-specific initial color. For a sheep, we might define it as white:
## in Sheep
sub default_color { "white" }
And then to keep from having to define one for each additional class, well define a backstop method that serves as the default default, directly in
Animal:
## in Animal
sub default_color { "brown" }
Now, because
nameand
namedwere the only methods that referenced the structure of the object, the rest of the methods can remain the same, so
speakstill works as before.
A horse of a different color
But having all our horses be brown would be boring. So lets add a method or two to get and set the color.
## in Animal
sub color {
$_[0]->{Color}
}
sub set_color {
$_[0]->{Color} = $_[1];
}
Note the alternate way of accessing the arguments:
$_[0]is used in-place, rather than with a
shift. (This saves us a bit of time for something that may be invoked frequently.) And now we can fix that color for Mr. Ed:
my $talking = Horse->named("Mr. Ed");
$talking->set_color("black-and-white");
print $talking->name, " is colored ", $talking->color, "\n";
which results in:
Mr. Ed is colored black-and-white
Summary
So, now we have class methods, constructors, instance methods, instance data, and even accessors. But thats still just the beginning of what Perl has to offer. We havent even begun to talk about accessors that double as getters and setters, destructors, indirect object notation, subclasses that add instance data, per-class data, overloading, isa and can tests,
UNIVERSALclass, and so on. Thats for the rest of the Perl documentation to cover. Hopefully, this gets you started, though.
SEE ALSO
For more information, see perlobj (for all the gritty details about Perl objects, now that youve seen the basics), perltoot (the tutorial for those who already know objects), perltooc (dealing with class data), perlbot (for some more tricks), and books such as Damian Conways excellent Object Oriented Perl.
Some modules which might prove interesting are Class::Accessor, Class::Class, Class::Contract, Class::Data::Inheritable, Class::MethodMaker and Tie::SecureHash
COPYRIGHT
Copyright (c) 1999, 2000 by Randal L. Schwartz and Stonehenge Consulting Services, Inc. Permission is hereby granted to distribute this document intact with the Perl distribution, and in accordance with the licenses of the Perl distribution; derived documents must include this copyright notice intact.
Portions of this text have been derived from Perl Training materials originally appearing in the Packages, References, Objects, and Modules course taught by instructors for Stonehenge Consulting Services, Inc. and used with permission.
Portions of this text have been derived from materials originally appearing in Linux Magazine and used with permission.