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perlboot (1)
>> perlboot (1) ( Solaris man: Команды и прикладные программы пользовательского уровня )
perlboot (1) ( Разные man: Команды и прикладные программы пользовательского уровня )
NAME
perlboot - Beginner's Object-Oriented Tutorial
DESCRIPTION
If you're not familiar with objects from other languages,
some of the other Perl object documentation may be a little
daunting, such as the perlobj manpage, a basic reference in
using objects, and the perltoot manpage, which introduces
readers to the peculiarities of Perl's object system in a
tutorial way.
So, let's take a different approach, presuming no prior
object experience. It helps if you know about subroutines
(the perlsub manpage), references (the perlref manpage et.
seq.), and packages (the perlmod manpage), so become
familiar with those first if you haven't already.
Ifwecouldtalktotheanimals...
Let's 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 let's 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. We're counting on `no strict subs' mode, 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?
Introducingthemethodinvocationarrow
For now, let's say that `Class->method' invokes subroutine
`method' in package `Class'. (Here, "Class" is used in its
"category" meaning, not its "scholastic" meaning.) That's
not completely accurate, but we'll do this one step at a
time. Now let's 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!
That's 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, we've got something that works even when `use
strict refs' is enabled.
Invokingabarnyard
Let's 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 `speak'
routines has a similar structure: a `print' operator and a
string that contains common text, except for two of the
words. It'd be nice if we could factor out the commonality,
in case we decide later to change it all to `says' instead
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.
Theextraparameterofmethodinvocation
The invocation of:
Class->method(@args)
attempts to invoke subroutine `Class::method' as:
Class::method("Class", @args);
(If the subroutine can't be found, "inheritance" kicks in,
but we'll 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 `Sheep'
speaking 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 $class goes neigh!\n";
}
In each case, `$class' will 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.
Callingasecondmethodtosimplifythings
Let's call out from `speak' to 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 ", $class->sound, "!\n"
}
}
Now, when we call `Cow->speak', we get a `$class' of `Cow'
in `speak'. This in turn selects the `Cow->sound' method,
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 `speak' between
the Cow and the Horse? Yes, with inheritance!
Inheritingthewindpipes
We'll define a common subroutine package called `Animal',
with the definition for `speak':
{ package Animal;
sub speak {
my $class = shift;
print "a $class goes ", $class->sound, "!\n"
}
}
Then, for each animal, we say it "inherits" from `Animal',
along with the animal-specific sound:
{ package Cow;
@ISA = qw(Animal);
sub sound { "moooo" }
}
Note the added `@ISA' array. We'll get to that in a minute.
But what happens when we invoke `Cow->speak' now?
First, Perl constructs the argument list. In this case,
it's just `Cow'. Then Perl looks for `Cow::speak'. But
that's not there, so Perl checks for the inheritance array
`@Cow::ISA'. It's there, and contains the single name
`Animal'.
Perl next checks for `speak' inside `Animal' instead, as in
`Animal::speak'. And that's found, so Perl invokes that
subroutine with the already frozen argument list.
Inside the `Animal::speak' subroutine, `$class' becomes
`Cow' (the first argument). So when we get to the step of
invoking `$class->sound', it'll be looking for `Cow->sound',
which gets it on the first try without looking at `@ISA'.
Success!
Afewnotesabout@ISA
This magical `@ISA' variable (pronounced "is a" not "ice-
uh"), has declared that `Cow' "is a" `Animal'. Note that
it's 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 `Animal' also had an `@ISA', then we'd check there too.
The search is recursive, depth-first, left-to-right in each
`@ISA'. Typically, each `@ISA' has 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', we'll get complaints on
`@ISA', since it's not a variable containing an explicit
package name, nor is it a lexical ("my") variable. We can't
make it a lexical variable though (it has to belong to the
package to be found by the inheritance mechanism), so
there's 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 you're 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 that's pretty darn compact.
Overridingthemethods
Let's 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, `Mouse' has its own speaking routine, so
`Mouse->speak' doesn't immediately invoke `Animal->speak'.
This is known as "overriding". In fact, we didn't even need
to say that a `Mouse' was an `Animal' at all, since all of
the methods needed for `speak' are completely defined with
`Mouse'.
But we've 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
`Mouse' does everything any other `Animal' does, but add in
the extra comment? Sure!
First, we can invoke the `Animal::speak' method 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 `$class' parameter (almost
surely the value of `"Mouse"') as the first parameter to
`Animal::speak', since we've stopped using the method arrow.
Why did we stop? Well, if we invoke `Animal->speak' there,
the first parameter to the method will be `"Animal"' not
`"Mouse"', and when time comes for it to call for the
`sound', it won't have the right class to come back to this
package.
Invoking `Animal::speak' directly is a mess, however. What
if `Animal::speak' didn't 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 `Animal' classname is now hardwired into
the subroutine selection. This is a mess if someone
maintains the code, changing `@ISA' for <Mouse> and didn't
notice `Animal' there in `speak'. So, this is probably not
the right way to go.
Startingthesearchfromadifferentplace
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;
$class->Animal::speak;
print "[but you can barely hear it!]\n";
}
}
Ahh. This works. Using this syntax, we start with `Animal'
to find `speak', and use all of `Animal''s inheritance chain
if not found immediately. And yet the first parameter will
be `$class', so the found `speak' method will get `Mouse' as
its first entry, and eventually work its way back to
`Mouse::sound' for the details.
But this isn't the best solution. We still have to keep the
`@ISA' and the initial search package coordinated. Worse,
if `Mouse' had multiple entries in `@ISA', we wouldn't
necessarily know which one had actually defined `speak'.
So, is there an even better way?
TheSUPERwayofdoingthings
By changing the `Animal' class to the `SUPER' class 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::speak' means look in the current package's
`@ISA' for `speak', invoking the first one found.
Wherewe'reatsofar...
So far, we've 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::method' is not found, then `@Class::ISA'
is 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
we've seen so far, we've 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 haven't
even begun to cover.
Ahorseisahorse,ofcourseofcourse--orisit?
Let's start with the code for the `Animal' class and the
`Horse' class:
{ 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->speak' to ripple upward to
`Animal::speak', calling back to `Horse::sound' to 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. That's 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.
There's 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 let's start
with the simplest reference that can hold a horse's name: a
scalar reference.
my $name = "Mr. Ed";
my $talking = \$name;
So now `$talking' is 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 $talking, Horse;
This operator stores information about the package named
`Horse' into the thing pointed at by the reference. At this
point, we say `$talking' is an instance of `Horse'. That
is, it's a specific horse. The reference is otherwise
unchanged, and can still be used with traditional
dereferencing operators.
Invokinganinstancemethod
The method arrow can be used on instances, as well as names
of packages (classes). So, let's get the sound that
`$talking' makes:
my $noise = $talking->sound;
To invoke `sound', Perl first notes that `$talking' is a
blessed reference (and thus an instance). It then
constructs an argument list, in this case from just
`($talking)'. (Later we'll see that arguments will take
their place following the instance variable, just like with
classes.)
Now for the fun part: Perl takes the class in which the
instance was blessed, in this case `Horse', and uses that to
locate the subroutine to invoke the method. In this case,
`Horse::sound' is found directly (without using
inheritance), yielding the final subroutine invocation:
Horse::sound($talking)
Note that the first parameter here is still the instance,
not the name of the class as before. We'll get `neigh' as
the return value, and that'll end up as the `$noise'
variable above.
If Horse::sound had not been found, we'd be wandering up the
`@Horse::ISA' list 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).
Accessingtheinstancedata
Because we get the instance as the first parameter, we can
now access the instance-specific data. In this case, let's
add a way to get at the name:
{ package Horse;
@ISA = qw(Animal);
sub sound { "neigh" }
sub name {
my $self = shift;
$$self;
}
}
Now we call for the name:
print $talking->name, " says ", $talking->sound, "\n";
Inside `Horse::name', the `@_' array contains just
`$talking', which the `shift' stores into `$self'. (It's
traditional to shift the first parameter off into a variable
named `$self' for instance methods, so stay with that unless
you have strong reasons otherwise.) Then, `$self' gets de-
referenced as a scalar ref, yielding `Mr. Ed', and we're
done with that. The result is:
Mr. Ed says neigh.
Howtobuildahorse
Of course, if we constructed all of our horses by hand, we'd
most likely make mistakes from time to time. We're also
violating one of the properties of object-oriented
programming, in that the "inside guts" of a Horse are
visible. That's good if you're a veterinarian, but not if
you just like to own horses. So, let's let the Horse class
build a new horse:
{ package Horse;
@ISA = qw(Animal);
sub sound { "neigh" }
sub name {
my $self = shift;
$$self;
}
sub named {
my $class = shift;
my $name = shift;
bless \$name, $class;
}
}
Now with the new `named' method, we can build a horse:
my $talking = Horse->named("Mr. Ed");
Notice we're back to a class method, so the two arguments to
`Horse::named' are `Horse' and `Mr. Ed'. The `bless'
operator not only blesses `$name', it also returns the
reference to `$name', so that's fine as a return value. And
that's how to build a horse.
We've called the constructor `named' here, so that it
quickly denotes the constructor's 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, you'll 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?)
Inheritingtheconstructor
But was there anything specific to `Horse' in that method?
No. Therefore, it's also the same recipe for building
anything else that inherited from `Animal', so let's put it
there:
{ package Animal;
sub speak {
my $class = shift;
print "a $class goes ", $class->sound, "!\n"
}
sub name {
my $self = shift;
$$self;
}
sub named {
my $class = shift;
my $name = shift;
bless \$name, $class;
}
}
{ package Horse;
@ISA = qw(Animal);
sub sound { "neigh" }
}
Ahh, but what happens if we invoke `speak' on an instance?
my $talking = Horse->named("Mr. Ed");
$talking->speak;
We get a debugging value:
a Horse=SCALAR(0xaca42ac) goes neigh!
Why? Because the `Animal::speak' routine is expecting a
classname as its first parameter, not an instance. When the
instance is passed in, we'll end up using a blessed scalar
reference as a string, and that shows up as we saw it just
now.
Makingamethodworkwitheitherclassesorinstances
All we need is for a method to detect if it is being called
on a class or called on an instance. The most
straightforward way is with the `ref' operator. This
returns a string (the classname) when used on a blessed
reference, and `undef' when used on a string (like a
classname). Let's modify the `name' method first to notice
the change:
sub name {
my $either = shift;
ref $either
? $$either # it's an instance, return name
: "an unnamed $either"; # it's a class, return generic
}
Here, the `?:' operator comes in handy to select either the
dereference or a derived string. Now we can use this with
either an instance or a class. Note that I've changed the
first parameter holder to `$either' to 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 we'll fix `speak' to use this:
sub speak {
my $either = shift;
print $either->name, " goes ", $either->sound, "\n";
}
And since `sound' already worked with either a class or an
instance, we're done!
Addingparameterstoamethod
Let's 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 # it's an instance, return name
: "an unnamed $either"; # it's 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");
Moreinterestinginstances
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.
Let's 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->name' access the name,
and that's now messed up because it's expecting a scalar
reference. Not to worry, because that's pretty easy to fix
up:
## in Animal
sub name {
my $either = shift;
ref $either ?
$either->{Name} :
"an unnamed $either";
}
And of course `named' still builds a scalar sheep, so let's
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;
}
What's this `default_color'? Well, if `named' has only the
name, we still need to set a color, so we'll 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, we'll define a "backstop" method that
serves as the "default default", directly in `Animal':
## in Animal
sub default_color { "brown" }
Now, because `name' and `named' were the only methods that
referenced the "structure" of the object, the rest of the
methods can remain the same, so `speak' still works as
before.
Ahorseofadifferentcolor
But having all our horses be brown would be boring. So
let's 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 that's
still just the beginning of what Perl has to offer. We
haven't 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, `UNIVERSAL' class, and
so on. That's for the rest of the Perl documentation to
cover. Hopefully, this gets you started, though.
SEE ALSO
For more information, see the perlobj manpage (for all the
gritty details about Perl objects, now that you've seen the
basics), the perltoot manpage (the tutorial for those who
already know objects), the perlbot manpage (for some more
tricks), and books such as Damian Conway's excellent ObjectOrientedPerl.
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, andModules 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 LinuxMagazine and used with
permission.