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perlboot (1)

Name

perlboot - Oriented Tutorial

Synopsis

Please see following description for synopsis

Description




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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 perlobj, a basic reference in using
     objects, and perltoot, 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
     (perlsub), references (perlref et. seq.), and packages
     (perlmod), so become familiar with those first if you
     haven't already.

  If we could talk to the animals...
     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:





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         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 refs" 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?

  Introducing the method invocation arrow
     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.

  Invoking a barnyard
     Let's take that new arrow invocation and put it back in the
     barnyard example:







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         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.

  The extra parameter of method invocation
     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:





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         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.

  Calling a second method to simplify things
     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!

  Inheriting the windpipes
     We'll define a common subroutine package called "Animal",
     with the definition for "speak":








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         { 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 (pronounced "is a").  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!

  A few notes about @ISA
     This magical @ISA variable 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 by default (see mro for alternatives).  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



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     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 declare it as package global variable:

         package Cow;
         our @ISA = qw(Animal);

     Or allow it as an implicitly named package variable:

         package Cow;
         use vars qw(@ISA);
         @ISA = qw(Animal);

     If the "Animal" class comes from another (object-oriented)
     module, then just employ "use base" to specify that "Animal"
     should serve as the basis for the "Cow" class:

         package Cow;
         use base qw(Animal);

     Now that's pretty darn simple!

  Overriding the methods
     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 don't even need



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     to say that a "Mouse" is an "Animal" at all, because all of
     the methods needed for "speak" are completely defined for
     "Mouse"; this is known as "duck typing": "If it walks like a
     duck and quacks like a duck, I would call it a duck" (James
     Whitcomb). However, it would probably be beneficial to allow
     a closer examination to conclude that a "Mouse" is indeed an
     "Animal", so it is actually better to define "Mouse" with
     "Animal" as its base (that is, it is better to "derive
     "Mouse" from "Animal"").

     Moreover, this duplication of code could become a
     maintenance headache (though code-reuse is not actually a
     good reason for inheritance; good design practices dictate
     that a derived class should be usable wherever its base
     class is usable, which might not be the outcome if code-
     reuse is the sole criterion for inheritance. Just remember
     that a "Mouse" should always act like an "Animal").

     So, let's make "Mouse" an "Animal"!

     The obvious solution is to invoke "Animal::speak" 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're using "Animal::speak". If we were to invoke
     "Animal->speak" instead, the first parameter to
     "Animal::speak" would automatically be "Animal" rather than
     "Mouse", so that the call to "$class->sound" in
     "Animal::speak" would become "Animal->sound" rather than
     "Mouse->sound".

     Also, without the method arrow "->", it becomes necessary to
     specify the first parameter to "Animal::speak" ourselves,
     which is why $class is explicitly passed:
     "Animal::speak($class)".

     However, invoking "Animal::speak" directly is a mess:
     Firstly, it assumes that the "speak" method is a member of
     the "Animal" class; what if "Animal" actually inherits
     "speak" from its own base? Because we are no longer using
     "->" to access "speak", the special method look up mechanism
     wouldn't be used, so "speak" wouldn't even be found!




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     The second problem is more subtle: "Animal" is now hardwired
     into the subroutine selection. Let's assume that
     "Animal::speak" does exist. What happens when, at a later
     time, someone expands the class hierarchy by having "Mouse"
     inherit from "Mus" instead of "Animal". Unless the
     invocation of "Animal::speak" is also changed to an
     invocation of "Mus::speak", centuries worth of taxonomical
     classification could be obliterated!

     What we have here is a fragile or leaky abstraction; it is
     the beginning of a maintenance nightmare. What we need is
     the ability to search for the right method wih as few
     assumptions as possible.

  Starting the search from a different place
     A better solution is to tell Perl where in the inheritance
     chain to begin searching for "speak". This can be achieved
     with a modified version of the method arrow "->":

         ClassName->FirstPlaceToLook::method

     So, the improved "Mouse" class is:

         # 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";
           }
         }

     Using this syntax, we start with "Animal" to find "speak",
     and then use all of "Animal"'s inheritance chain if it is
     not found immediately.  As usual, the first parameter to
     "speak" would be $class, so we no longer need to pass $class
     explicitly to "speak".

     But what about the second problem? We're still hardwiring
     "Animal" into the method lookup.

  The SUPER way of doing things
     If "Animal" is replaced with the special placeholder "SUPER"
     in that invocation, then the contents of "Mouse"'s @ISA are
     used for the search, beginning with $ISA[0]. So, all of the
     problems can be fixed as follows:








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         # 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";
           }
         }

     In general, "SUPER::speak" means look in the current
     package's @ISA for a class that implements "speak", and
     invoke the first one found.  The placeholder is called
     "SUPER", because many other languages refer to base classes
     as "superclasses", and Perl likes to be eclectic.

     Note that a call such as

         $class->SUPER::method;

     does not look in the @ISA of $class unless $class happens to
     be the current package.

  Let's review...
     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 class (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
     (though that's never a good reason for inheritance!), and
     provide a nice way to reuse implementations with variations.




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     Now, what about data?

  A horse is a horse, of course of course, or is it?
     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 we add a subroutine, all horses automatically
     share it. That's great for making horses the same, but how
     do we capture the distinctions of an individual horse?  For
     example, suppose we want to give our first horse a name.
     There's got to be a way to keep its name separate from the
     other horses.

     That is to say, we want particular instances of "Horse" to
     have different names.

     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 $horse = \$name;

     So, now $horse is a reference to what will be the instance-
     specific data (the name). The final step is to turn this
     reference into a real instance of a "Horse" by using the
     special operator "bless":

       bless $horse, Horse;

     This operator stores information about the package named
     "Horse" into the thing pointed at by the reference.  At this
     point, we say $horse is an instance of "Horse".  That is,
     it's a specific horse.  The reference is otherwise



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     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
     classes (the names of packages). So, let's get the sound
     that $horse makes:

       my $noise = $horse->sound("some", "unnecessary", "args");

     To invoke "sound", Perl first notes that $horse is a blessed
     reference (and thus an instance).  It then constructs an
     argument list, as per usual.

     Now for the fun part: Perl takes the class in which the
     instance was blessed, in this case "Horse", and uses that
     class to locate the subroutine. In this case, "Horse::sound"
     is found directly (without using inheritance). In the end,
     it is as though our initial line were written as follows:

       my $noise = Horse::sound($horse, "some", "unnecessary", "args");

     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 array, trying to find the method in one of the
     superclasses. 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, let's
     add a way to get at the name:

       { package Horse;
         @ISA = qw(Animal);
         sub sound { "neigh" }
         sub name {
           my $self = shift;
           $$self;
         }
       }

     Inside "Horse::name", the @_ array contains:

         ($horse, "some", "unnecessary", "args")





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     so the "shift" stores $horse into $self. Then, $self gets
     de-referenced with $$self as normal, yielding "Mr. Ed".

     It's traditional to "shift" the first parameter into a
     variable named $self for instance methods and into a
     variable named $class for class methods.

     Then, the following line:

       print $horse->name, " says ", $horse->sound, "\n";

     outputs:

       Mr. Ed says neigh.

  How to build a horse
     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 have the Horse class
     handle the details inside a class method:

       { package Horse;
         @ISA = qw(Animal);
         sub sound { "neigh" }
         sub name {
           my $self = shift;     # instance method, so use $self
           $$self;
         }
         sub named {
           my $class = shift;    # class method, so use $class
           my $name = shift;
           bless \$name, $class;
         }
       }

     Now with the new "named" method, we can build a horse as
     follows:

       my $horse = 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 that
     reference.

     This "Horse::named" method is called a "constructor".

     We've called the constructor "named" here, so that it
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     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?)

  Inheriting the constructor
     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
     "name" and "named" 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 $horse = Horse->named("Mr. Ed");
       $horse->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.





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  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 "ref" operator.  This
     returns a string (the classname) when used on a blessed
     reference, and an empty string 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 : "Any $either";
       }

     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 $horse = Horse->named("Mr. Ed");
       print Horse->name, "\n"; # prints "Any Horse\n"
       print $horse->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!

  Adding parameters to a method
     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 : "Any $either";
         }
         sub speak {
           my $either = shift;
           print $either->name, " goes ", $either->sound, "\n";
         }
         sub eat {



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           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 $horse = Horse->named("Mr. Ed");
       $horse->eat("hay");
       Sheep->eat("grass");

     which prints:

       Mr. Ed eats hay.
       Any 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($horse, "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.

     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,



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     and that's now messed up because it's expecting a scalar
     reference.  Not to worry, because that's pretty easy to fix
     up.

     One solution is to override "Animal::name" and
     "Animal::named" by defining them anew in "Sheep", but then
     any methods added later to "Animal" might still mess up, and
     we'd have to override all of those too. Therefore, it's
     never a good idea to define the data layout in a way that's
     different from the data layout of the base classes. In fact,
     it's a good idea to use blessed hash references in all
     cases. Also, this is why it's important to have constructors
     do the low-level work. So, let's redefine "Animal":

       ## in Animal
       sub name {
         my $either = shift;
         ref $either ? $either->{Name} : "Any $either";
       }
       sub named {
         my $class = shift;
         my $name = shift;
         my $self = { Name => $name };
         bless $self, $class;
       }

     Of course, we still need to override "named" in order to
     handle constructing a "Sheep" with a certain color:

       ## in Sheep
       sub named {
         my ($class, $name) = @_;
         my $self = $class->SUPER::named(@_);
         $$self{Color} = $class->default_color;
         $self
       }

     (Note that @_ contains the parameters to "named".)

     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 default color.  For a sheep, we might define it as
     white:

       ## in Sheep
       sub default_color { "white" }

     Now:

       my $sheep = Sheep->named("Bad");
       print $sheep->{Color}, "\n";




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     outputs:

       white

     Now, there's nothing particularly specific to "Sheep" when
     it comes to color, so let's remove "Sheep::named" and
     implement "Animal::named" to handle color instead:

       ## in Animal
       sub named {
         my ($class, $name) = @_;
         my $self = { Name => $name, Color => $class->default_color };
         bless $self, $class;
       }

     And then to keep from having to define "default_color" for
     each additional class, we'll define a method that serves as
     the "default default" directly in "Animal":

       ## in Animal
       sub default_color { "brown" }

     Of course, 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.

  A horse of a different color
     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 $horse = Horse->named("Mr. Ed");
       $horse->set_color("black-and-white");
       print $horse->name, " is colored ", $horse->color, "\n";

     which results in:

       Mr. Ed is colored black-and-white




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  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,
     overloading, "isa" and "can" tests, the "UNIVERSAL" class,
     and so on.  That's for the rest of the Perl documentation to
     cover. Hopefully, this gets you started, though.


ATTRIBUTES
     See attributes(5) for descriptions of the following
     attributes:

     +---------------+------------------+
     |ATTRIBUTE TYPE | ATTRIBUTE VALUE  |
     +---------------+------------------+
     |Availability   | runtime/perl-512 |
     +---------------+------------------+
     |Stability      | Uncommitted      |
     +---------------+------------------+
SEE ALSO
     For more information, see perlobj (for all the gritty
     details about Perl objects, now that you've 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 Conway's
     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.

     Copyright (c) 2009 by Michael F. Witten.

     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.




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     Portions of this text have been derived from materials
     originally appearing in Linux Magazine and used with
     permission.



NOTES
     This software was built from source available at
     https://java.net/projects/solaris-userland.  The original
     community source was downloaded from
     http://www.cpan.org/src/5.0/perl-5.12.5.tar.bz2

     Further information about this software can be found on the
     open source community website at http://www.perl.org/.









































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