http://www.perlmonks.org?node_id=1062409

gurpreetsingh13 has asked for the wisdom of the Perl Monks concerning the following question:

Hello Monks. Tried searching for this, but couldn't find the answer.

Was just wondering why perlboot, perltoot, perltooc are deleted in perl 5.16. Since we don't have Moose right now in core library and moreover, perlootut as well as perlobj still focusses primarily on bless. Though we can definitely read those modules by changing the version in dropdown, but they had their own importance - they were written by the perl guru and were great in themselves.

No comparison or flame wars or nothing like that. Just a curiosity.

Replies are listed 'Best First'.
Re: perldoc deleted modules
by daxim (Curate) on Nov 13, 2013 at 16:16 UTC
Re: perldoc deleted modules
by boftx (Deacon) on Nov 13, 2013 at 18:48 UTC
      I asked not that long ago in CB where to find those docs

      That is not the question. Question is why they were deleted. Are they old enough? If yes, then I would say Perl Cookbook is also old. I would say CPAN contains old modules. I would say filter out all of the things in that documentation of 70000 words.

      Perldoc is not a book which you have to complete reading for an examination. It is something to keep for reference and use whenever required. Uninterested one would not read something in which he/she is not interested. Surprising...

        I realized later that I had not actually addressed the OP question, but knowing where to find the docs in question might still be handy for some.

        It helps to remember that the primary goal is to drain the swamp even when you are hip-deep in alligators.
Re: perldoc deleted modules
by educated_foo (Vicar) on Nov 14, 2013 at 02:49 UTC
    Basically, Dave Rolsky (a.k.a. "autarch") had an agenda, and pushed it until others got tired of arguing, so the existing documentation was removed, and replaced by some stuff he wrote. Sad, really.

      Basically, Dave Rolsky (a.k.a. "autarch") had an agenda, and pushed it until others got tired of arguing, so the existing documentation was removed, and replaced by some stuff he wrote. Sad, really.

      funny that, isn't that how everything works?

        funny that, isn't that how everything works?
        Pretty much. Life is politics, which is just a polite form of war, in which winning is the only thing that matters. That doesn't make it suck less, Anonymous Coward.
Re: perldoc deleted modules
by Anonymous Monk on Nov 13, 2013 at 20:00 UTC
    They're tutorials for object-oriented programming. With animals. Highly beginner-friendly. The kind you'll find in pretty much every for-dummies programming book. Why would you need/want to read such a tutorial more than once?

    Once you know the concepts of OOP, the meat is in perlobj. It has everything you need to know, in a format that doesn't make you cringe.

    (It's questionable whether animals are any good for teaching the concepts of OO, or whether they actually impede learning...)

    (Okay, perltooc seems to contain some interesting content, and its deletion might have been a bad idea)

      I am more interested in those written by Tom Christiansen, not those by Randal (which contains examples of Animals). The ones written by Tom were still enough and important for someone learning OOP in perl. Though being more than a decade old, they were something like PerlCookbook - we can really learn from them.

      I'm putting these back in my local installation. Why would I want to read them again? Well, to be honest, they're kind of long and I was reading them a bit at a time at work... well I never finished.

      Aside from that, this was work by two exceptional people known for writing that's both fun to read and helpful. By tossing it away you take something that was uncommonly good from Perl. Other languages may have somewhat complete documentation but I don't know one that has documentation quite like Perl's, so people should be careful about what they toss. It's not only the concepts expressed that's important but the form of presentation.

      Btw. I'm confused (I think because for me, though I don't like to admit it to myself, C++'s OO == OO) a little on what exactly a role is and how it differs from an abstract class (one or more of which you may inherit from). perlootut equates inheritance with an is a relationship and is sees semantic trouble when you want moreso to express some kind of contract for what your class must be able to do. Even this is muddy to me, conceptually, though I see the difference in code. Is what something *is* not related, depending on your philospophy maybe equivalent, to what it can *do*? I'd rather express it as "is partly a" vs. "is a" than "does" vs. "is". Or is the main thing just that roles can't have member variables -- or can they?

      I dunno, I'm used to thinking of the inheritance mechanism in the language as a means to an end, only one of which would be this "is a" relationship. Inheritance is also the means by which you get, in C++, what C#, Java, and COM IDL programmers have a special interface keyword for. Is that what a role is, like a Java interface? Except I've seen in a talk that roles can have implementation -- I guess this is appropriate when some operations can universally be defined in terms of others that must be supplied by the class implementing the role. So in my C++ rut I'm thinking okay, it's like I got to use C++ instead of Java and did an "interface" with a bass class with all pure virtuals but then decided some of them could naturally be implemented down there, and C++ was nice enough to let me do this, all without any extra keywords (with or without cognitive dissonance with what I think I've done). Would I then have a C++ role (mixin = role?) or am I missing something? So getting back to Perl OO, you can't get roles by putting certain kinds of classes in @ISA, ones that complain if certain methods aren't overridden and define a small coherent related set of operations that could usefully be combined with others?

      I'm either not getting something about the concept of role or fail to see the advantage of having a keyword to support it vs. existing language mechanisms + external vocabulary.

      Have Tom Christianson or Randall Schwartz written anything about roles?

Re: perldoc deleted modules
by Anonymous Monk on Nov 14, 2013 at 03:42 UTC

    Just a curiosity.

    Find the commit message, it should say why or mention the discussion (or bug report) where you can find the reasoning , see http://perl5.git.perl.org/perl.git

      it should say why or mention the discussion

      Checked all of those commit and commitdiff messages. But couldn't find the exact reason for this. Only a copy of those tutorials is pasted in commit messages.

Re: perldoc deleted modules
by Anonymous Monk on Nov 14, 2013 at 21:53 UTC

    If however unfortunate it must be that they have been exiled from the main distribution - I mean, you are not really experiencing the journey of learning Perl if you have not read those, ok. The least that can be done is to have the oot-tuts hosted on perlmonks. This is the monastery after all right?

    The links in the tutorials section re objects, need updating hint hint

    the latest draft of intermediate perl book does introduce moose and roles due to moose being the prevailing thing of its kind.

    But mostly the book fills round all the other stuff that goes with the oot-tuts. For which I am very grateful, however unfortunate for newbie monks that may be, as I get round to dogmatically eradicating any hints of bible references that may remain in them through the subtleties of indoctrination by thread comment invasion.

    No really, I think the balance between learning aspects of programming and the language specific approach is handled really well through the oot-tuts and the related documentation

    I was in fact delighted to hear from the bookshop attendant that the mastering perl new draft is out this coming December. I may be able to skip past some deparsing magic sections of the intermediate book and go straight for the 2014 warlock kit.

      The least that can be done is to have the oot-tuts hosted on perlmonks

      Let me be the one doing this work.

        Simply posting them in this thread is not the best place to store the information. The suggestion was that the Tutorials section be used. Before doing anything you should read the "Should I post here" note at the top of the page.

        Update: typo.

perlbot (From perldoc.perl.org)
by gurpreetsingh13 (Scribe) on Nov 15, 2013 at 03:43 UTC

    NAME

    perlbot - Bag'o Object Tricks (the BOT)


    DESCRIPTION

    The following collection of tricks and hints is intended to whet curious appetites about such things as the use of instance variables and the mechanics of object and class relationships. The reader is encouraged to consult relevant textbooks for discussion of Object Oriented definitions and methodology. This is not intended as a tutorial for object-oriented programming or as a comprehensive guide to Perl's object oriented features, nor should it be construed as a style guide. If you're looking for tutorials, be sure to read the perlboot manpage, the perltoot manpage, and the perltooc manpage.

    The Perl motto still holds: There's more than one way to do it.


    OO SCALING TIPS

    1. Do not attempt to verify the type of $self. That'll break if the class is inherited, when the type of $self is valid but its package isn't what you expect. See rule 5.

    2. If an object-oriented (OO) or indirect-object (IO) syntax was used, then the object is probably the correct type and there's no need to become paranoid about it. Perl isn't a paranoid language anyway. If people subvert the OO or IO syntax then they probably know what they're doing and you should let them do it. See rule 1.

    3. Use the two-argument form of bless(). Let a subclass use your constructor. See INHERITING A CONSTRUCTOR.

    4. The subclass is allowed to know things about its immediate superclass, the superclass is allowed to know nothing about a subclass.

    5. Don't be trigger happy with inheritance. A ``using'', ``containing'', or ``delegation'' relationship (some sort of aggregation, at least) is often more appropriate. See OBJECT RELATIONSHIPS, USING RELATIONSHIP WITH SDBM, and DELEGATION.

    6. The object is the namespace. Make package globals accessible via the object. This will remove the guess work about the symbol's home package. See CLASS CONTEXT AND THE OBJECT.

    7. IO syntax is certainly less noisy, but it is also prone to ambiguities that can cause difficult-to-find bugs. Allow people to use the sure-thing OO syntax, even if you don't like it.

    8. Do not use function-call syntax on a method. You're going to be bitten someday. Someone might move that method into a superclass and your code will be broken. On top of that you're feeding the paranoia in rule 2.

    9. Don't assume you know the home package of a method. You're making it difficult for someone to override that method. See THINKING OF CODE REUSE.


    INSTANCE VARIABLES

    An anonymous array or anonymous hash can be used to hold instance variables. Named parameters are also demonstrated.

            package Foo;
            sub new {
                    my $type = shift;
                    my %params = @_;
                    my $self = {};
                    $self->{'High'} = $params{'High'};
                    $self->{'Low'}  = $params{'Low'};
                    bless $self, $type;
            }
            package Bar;
            sub new {
                    my $type = shift;
                    my %params = @_;
                    my $self = [];
                    $self->[0] = $params{'Left'};
                    $self->1 = $params{'Right'};
                    bless $self, $type;
            }
            package main;
            $a = Foo->new( 'High' => 42, 'Low' => 11 );
            print "High=$a->{'High'}\n";
            print "Low=$a->{'Low'}\n";
            $b = Bar->new( 'Left' => 78, 'Right' => 40 );
            print "Left=$b->[0]\n";
            print "Right=$b->1\n";


    SCALAR INSTANCE VARIABLES

    An anonymous scalar can be used when only one instance variable is needed.

            package Foo;
            sub new {
                    my $type = shift;
                    my $self;
                    $self = shift;
                    bless \$self, $type;
            }
            package main;
            $a = Foo->new( 42 );
            print "a=$$a\n";


    INSTANCE VARIABLE INHERITANCE

    This example demonstrates how one might inherit instance variables from a superclass for inclusion in the new class. This requires calling the superclass's constructor and adding one's own instance variables to the new object.

            package Bar;
            sub new {
                    my $type = shift;
                    my $self = {};
                    $self->{'buz'} = 42;
                    bless $self, $type;
            }
            package Foo;
            @ISA = qw( Bar );
            sub new {
                    my $type = shift;
                    my $self = Bar->new;
                    $self->{'biz'} = 11;
                    bless $self, $type;
            }
            package main;
            $a = Foo->new;
            print "buz = ", $a->{'buz'}, "\n";
            print "biz = ", $a->{'biz'}, "\n";


    OBJECT RELATIONSHIPS

    The following demonstrates how one might implement ``containing'' and ``using'' relationships between objects.

            package Bar;
            sub new {
                    my $type = shift;
                    my $self = {};
                    $self->{'buz'} = 42;
                    bless $self, $type;
            }
            package Foo;
            sub new {
                    my $type = shift;
                    my $self = {};
                    $self->{'Bar'} = Bar->new;
                    $self->{'biz'} = 11;
                    bless $self, $type;
            }
            package main;
            $a = Foo->new;
            print "buz = ", $a->{'Bar'}->{'buz'}, "\n";
            print "biz = ", $a->{'biz'}, "\n";


    OVERRIDING SUPERCLASS METHODS

    The following example demonstrates how to override a superclass method and then call the overridden method. The SUPER pseudo-class allows the programmer to call an overridden superclass method without actually knowing where that method is defined.

            package Buz;
            sub goo { print "here's the goo\n" }
            package Bar; @ISA = qw( Buz );
            sub google { print "google here\n" }
            package Baz;
            sub mumble { print "mumbling\n" }
            package Foo;
            @ISA = qw( Bar Baz );
            sub new {
                    my $type = shift;
                    bless [], $type;
            }
            sub grr { print "grumble\n" }
            sub goo {
                    my $self = shift;
                    $self->SUPER::goo();
            }
            sub mumble {
                    my $self = shift;
                    $self->SUPER::mumble();
            }
            sub google {
                    my $self = shift;
                    $self->SUPER::google();
            }
            package main;
            $foo = Foo->new;
            $foo->mumble;
            $foo->grr;
            $foo->goo;
            $foo->google;

    Note that SUPER refers to the superclasses of the current package (Foo), not to the superclasses of $self.


    USING RELATIONSHIP WITH SDBM

    This example demonstrates an interface for the SDBM class. This creates a ``using'' relationship between the SDBM class and the new class Mydbm.

            package Mydbm;
            require SDBM_File;
            require Tie::Hash;
            @ISA = qw( Tie::Hash );
            sub TIEHASH {
                my $type = shift;
                my $ref  = SDBM_File->new(@_);
                bless {'dbm' => $ref}, $type;
            }
            sub FETCH {
                my $self = shift;
                my $ref  = $self->{'dbm'};
                $ref->FETCH(@_);
            }
            sub STORE {
                my $self = shift;
                if (defined $_[0]){
                    my $ref = $self->{'dbm'};
                    $ref->STORE(@_);
                } else {
                    die "Cannot STORE an undefined key in Mydbm\n";
                }
            }
            package main;
            use Fcntl qw( O_RDWR O_CREAT );
            tie %foo, "Mydbm", "Sdbm", O_RDWR|O_CREAT, 0640;
            $foo{'bar'} = 123;
            print "foo-bar = $foo{'bar'}\n";
            tie %bar, "Mydbm", "Sdbm2", O_RDWR|O_CREAT, 0640;
            $bar{'Cathy'} = 456;
            print "bar-Cathy = $bar{'Cathy'}\n";


    THINKING OF CODE REUSE

    One strength of Object-Oriented languages is the ease with which old code can use new code. The following examples will demonstrate first how one can hinder code reuse and then how one can promote code reuse.

    This first example illustrates a class which uses a fully-qualified method call to access the ``private'' method BAZ(). The second example will show that it is impossible to override the BAZ() method.

            package FOO;
            sub new {
                    my $type = shift;
                    bless {}, $type;
            }
            sub bar {
                    my $self = shift;
                    $self->FOO::private::BAZ;
            }
            package FOO::private;
            sub BAZ {
                    print "in BAZ\n";
            }
            package main;
            $a = FOO->new;
            $a->bar;

    Now we try to override the BAZ() method. We would like FOO::bar() to call GOOP::BAZ(), but this cannot happen because FOO::bar() explicitly calls FOO::private::BAZ().

            package FOO;
            sub new {
                    my $type = shift;
                    bless {}, $type;
            }
            sub bar {
                    my $self = shift;
                    $self->FOO::private::BAZ;
            }
            package FOO::private;
            sub BAZ {
                    print "in BAZ\n";
            }
            package GOOP;
            @ISA = qw( FOO );
            sub new {
                    my $type = shift;
                    bless {}, $type;
            }
            sub BAZ {
                    print "in GOOP::BAZ\n";
            }
            package main;
            $a = GOOP->new;
            $a->bar;

    To create reusable code we must modify class FOO, flattening class FOO::private. The next example shows a reusable class FOO which allows the method GOOP::BAZ() to be used in place of FOO::BAZ().

            package FOO;
            sub new {
                    my $type = shift;
                    bless {}, $type;
            }
            sub bar {
                    my $self = shift;
                    $self->BAZ;
            }
            sub BAZ {
                    print "in BAZ\n";
            }
            package GOOP;
            @ISA = qw( FOO );
            sub new {
                    my $type = shift;
                    bless {}, $type;
            }
            sub BAZ {
                    print "in GOOP::BAZ\n";
            }
            package main;
            $a = GOOP->new;
            $a->bar;


    CLASS CONTEXT AND THE OBJECT

    Use the object to solve package and class context problems. Everything a method needs should be available via the object or should be passed as a parameter to the method.

    A class will sometimes have static or global data to be used by the methods. A subclass may want to override that data and replace it with new data. When this happens the superclass may not know how to find the new copy of the data.

    This problem can be solved by using the object to define the context of the method. Let the method look in the object for a reference to the data. The alternative is to force the method to go hunting for the data (``Is it in my class, or in a subclass? Which subclass?''), and this can be inconvenient and will lead to hackery. It is better just to let the object tell the method where that data is located.

            package Bar;
            %fizzle = ( 'Password' => 'XYZZY' );
            sub new {
                    my $type = shift;
                    my $self = {};
                    $self->{'fizzle'} = \%fizzle;
                    bless $self, $type;
            }
            sub enter {
                    my $self = shift;
                    # Don't try to guess if we should use %Bar::fizzle
                    # or %Foo::fizzle.  The object already knows which
                    # we should use, so just ask it.
                    #
                    my $fizzle = $self->{'fizzle'};
                    print "The word is ", $fizzle->{'Password'}, "\n";
            }
            package Foo;
            @ISA = qw( Bar );
            %fizzle = ( 'Password' => 'Rumple' );
            sub new {
                    my $type = shift;
                    my $self = Bar->new;
                    $self->{'fizzle'} = \%fizzle;
                    bless $self, $type;
            }
            package main;
            $a = Bar->new;
            $b = Foo->new;
            $a->enter;
            $b->enter;


    INHERITING A CONSTRUCTOR

    An inheritable constructor should use the second form of bless() which allows blessing directly into a specified class. Notice in this example that the object will be a BAR not a FOO, even though the constructor is in class FOO.

            package FOO;
            sub new {
                    my $type = shift;
                    my $self = {};
                    bless $self, $type;
            }
            sub baz {
                    print "in FOO::baz()\n";
            }
            package BAR;
            @ISA = qw(FOO);
            sub baz {
                    print "in BAR::baz()\n";
            }
            package main;
            $a = BAR->new;
            $a->baz;


    DELEGATION

    Some classes, such as SDBM_File, cannot be effectively subclassed because they create foreign objects. Such a class can be extended with some sort of aggregation technique such as the ``using'' relationship mentioned earlier or by delegation.

    The following example demonstrates delegation using an AUTOLOAD() function to perform message-forwarding. This will allow the Mydbm object to behave exactly like an SDBM_File object. The Mydbm class could now extend the behavior by adding custom FETCH() and STORE() methods, if this is desired.

            package Mydbm;
            require SDBM_File;
            require Tie::Hash;
            @ISA = qw(Tie::Hash);
            sub TIEHASH {
                    my $type = shift;
                    my $ref = SDBM_File->new(@_);
                    bless {'delegate' => $ref};
            }
            sub AUTOLOAD {
                    my $self = shift;
                    # The Perl interpreter places the name of the
                    # message in a variable called $AUTOLOAD.
                    # DESTROY messages should never be propagated.
                    return if $AUTOLOAD =~ /::DESTROY$/;
                    # Remove the package name.
                    $AUTOLOAD =~ s/^Mydbm:://;
                    # Pass the message to the delegate.
                    $self->{'delegate'}->$AUTOLOAD(@_);
            }
            package main;
            use Fcntl qw( O_RDWR O_CREAT );
            tie %foo, "Mydbm", "adbm", O_RDWR|O_CREAT, 0640;
            $foo{'bar'} = 123;
            print "foo-bar = $foo{'bar'}\n";
perltoot (From perldoc.perl.org)
by gurpreetsingh13 (Scribe) on Nov 15, 2013 at 03:49 UTC

    NAME

    perltoot - Tom's object-oriented tutorial for perl


    DESCRIPTION

    Object-oriented programming is a big seller these days. Some managers would rather have objects than sliced bread. Why is that? What's so special about an object? Just what is an object anyway?

    An object is nothing but a way of tucking away complex behaviours into a neat little easy-to-use bundle. (This is what professors call abstraction.) Smart people who have nothing to do but sit around for weeks on end figuring out really hard problems make these nifty objects that even regular people can use. (This is what professors call software reuse.) Users (well, programmers) can play with this little bundle all they want, but they aren't to open it up and mess with the insides. Just like an expensive piece of hardware, the contract says that you void the warranty if you muck with the cover. So don't do that.

    The heart of objects is the class, a protected little private namespace full of data and functions. A class is a set of related routines that addresses some problem area. You can think of it as a user-defined type. The Perl package mechanism, also used for more traditional modules, is used for class modules as well. Objects ``live'' in a class, meaning that they belong to some package.

    More often than not, the class provides the user with little bundles. These bundles are objects. They know whose class they belong to, and how to behave. Users ask the class to do something, like ``give me an object.'' Or they can ask one of these objects to do something. Asking a class to do something for you is calling a class method. Asking an object to do something for you is calling an object method. Asking either a class (usually) or an object (sometimes) to give you back an object is calling a constructor, which is just a kind of method.

    That's all well and good, but how is an object different from any other Perl data type? Just what is an object really; that is, what's its fundamental type? The answer to the first question is easy. An object is different from any other data type in Perl in one and only one way: you may dereference it using not merely string or numeric subscripts as with simple arrays and hashes, but with named subroutine calls. In a word, with methods.

    The answer to the second question is that it's a reference, and not just any reference, mind you, but one whose referent has been bless()ed into a particular class (read: package). What kind of reference? Well, the answer to that one is a bit less concrete. That's because in Perl the designer of the class can employ any sort of reference they'd like as the underlying intrinsic data type. It could be a scalar, an array, or a hash reference. It could even be a code reference. But because of its inherent flexibility, an object is usually a hash reference.


    Creating a Class

    Before you create a class, you need to decide what to name it. That's because the class (package) name governs the name of the file used to house it, just as with regular modules. Then, that class (package) should provide one or more ways to generate objects. Finally, it should provide mechanisms to allow users of its objects to indirectly manipulate these objects from a distance.

    For example, let's make a simple Person class module. It gets stored in the file Person.pm. If it were called a Happy::Person class, it would be stored in the file Happy/Person.pm, and its package would become Happy::Person instead of just Person. (On a personal computer not running Unix or Plan 9, but something like Mac OS or VMS, the directory separator may be different, but the principle is the same.) Do not assume any formal relationship between modules based on their directory names. This is merely a grouping convenience, and has no effect on inheritance, variable accessibility, or anything else.

    For this module we aren't going to use Exporter, because we're a well-behaved class module that doesn't export anything at all. In order to manufacture objects, a class needs to have a constructor method. A constructor gives you back not just a regular data type, but a brand-new object in that class. This magic is taken care of by the bless() function, whose sole purpose is to enable its referent to be used as an object. Remember: being an object really means nothing more than that methods may now be called against it.

    While a constructor may be named anything you'd like, most Perl programmers seem to like to call theirs new(). However, new() is not a reserved word, and a class is under no obligation to supply such. Some programmers have also been known to use a function with the same name as the class as the constructor.

    Object Representation

    By far the most common mechanism used in Perl to represent a Pascal record, a C struct, or a C++ class is an anonymous hash. That's because a hash has an arbitrary number of data fields, each conveniently accessed by an arbitrary name of your own devising.

    If you were just doing a simple struct-like emulation, you would likely go about it something like this:

        $rec = {
            name  => "Jason",
            age   => 23,
            peers =>  "Norbert", "Rhys", "Phineas",
        };

    If you felt like it, you could add a bit of visual distinction by up-casing the hash keys:

        $rec = {
            NAME  => "Jason",
            AGE   => 23,
            PEERS =>  "Norbert", "Rhys", "Phineas",
        };

    And so you could get at $rec->{NAME} to find ``Jason'', or @{ $rec->{PEERS} } to get at ``Norbert'', ``Rhys'', and ``Phineas''. (Have you ever noticed how many 23-year-old programmers seem to be named ``Jason'' these days? :-)

    This same model is often used for classes, although it is not considered the pinnacle of programming propriety for folks from outside the class to come waltzing into an object, brazenly accessing its data members directly. Generally speaking, an object should be considered an opaque cookie that you use object methods to access. Visually, methods look like you're dereffing a reference using a function name instead of brackets or braces.

    Class Interface

    Some languages provide a formal syntactic interface to a class's methods, but Perl does not. It relies on you to read the documentation of each class. If you try to call an undefined method on an object, Perl won't complain, but the program will trigger an exception while it's running. Likewise, if you call a method expecting a prime number as its argument with a non-prime one instead, you can't expect the compiler to catch this. (Well, you can expect it all you like, but it's not going to happen.)

    Let's suppose you have a well-educated user of your Person class, someone who has read the docs that explain the prescribed interface. Here's how they might use the Person class:

        use Person;
        $him = Person->new();
        $him->name("Jason");
        $him->age(23);
        $him->peers( "Norbert", "Rhys", "Phineas" );
        push @All_Recs, $him;  # save object in array for later
        printf "%s is %d years old.\n", $him->name, $him->age;
        print "His peers are: ", join(", ", $him->peers), "\n";
        printf "Last rec's name is %s\n", $All_Recs-1->name;

    As you can see, the user of the class doesn't know (or at least, has no business paying attention to the fact) that the object has one particular implementation or another. The interface to the class and its objects is exclusively via methods, and that's all the user of the class should ever play with.

    Constructors and Instance Methods

    Still, someone has to know what's in the object. And that someone is the class. It implements methods that the programmer uses to access the object. Here's how to implement the Person class using the standard hash-ref-as-an-object idiom. We'll make a class method called new() to act as the constructor, and three object methods called name(), age(), and peers() to get at per-object data hidden away in our anonymous hash.

        package Person;
        use strict;
        ##################################################
        ## the object constructor (simplistic version)  ##
        ##################################################
        sub new {
            my $self  = {};
            $self->{NAME}   = undef;
            $self->{AGE}    = undef;
            $self->{PEERS}  = [];
            bless($self);           # but see below
            return $self;
        }
        ##############################################
        ## methods to access per-object data        ##
        ##                                          ##
        ## With args, they set the value.  Without  ##
        ## any, they only retrieve it/them.         ##
        ##############################################
        sub name {
            my $self = shift;
            if (@_) { $self->{NAME} = shift }
            return $self->{NAME};
        }
        sub age {
            my $self = shift;
            if (@_) { $self->{AGE} = shift }
            return $self->{AGE};
        }
        sub peers {
            my $self = shift;
            if (@_) { @{ $self->{PEERS} } = @_ }
            return @{ $self->{PEERS} };
        }
        1;  # so the require or use succeeds

    We've created three methods to access an object's data, name(), age(), and peers(). These are all substantially similar. If called with an argument, they set the appropriate field; otherwise they return the value held by that field, meaning the value of that hash key.

    Planning for the Future: Better Constructors

    Even though at this point you may not even know what it means, someday you're going to worry about inheritance. (You can safely ignore this for now and worry about it later if you'd like.) To ensure that this all works out smoothly, you must use the double-argument form of bless(). The second argument is the class into which the referent will be blessed. By not assuming our own class as the default second argument and instead using the class passed into us, we make our constructor inheritable.

    While we're at it, let's make our constructor a bit more flexible. Rather than being uniquely a class method, we'll set it up so that it can be called as either a class method or an object method. That way you can say:

        $me  = Person->new();
        $him = $me->new();

    To do this, all we have to do is check whether what was passed in was a reference or not. If so, we were invoked as an object method, and we need to extract the package (class) using the ref() function. If not, we just use the string passed in as the package name for blessing our referent.

        sub new {
            my $proto = shift;
            my $class = ref($proto) || $proto;
            my $self  = {};
            $self->{NAME}   = undef;
            $self->{AGE}    = undef;
            $self->{PEERS}  = [];
            bless ($self, $class);
            return $self;
        }

    That's about all there is for constructors. These methods bring objects to life, returning neat little opaque bundles to the user to be used in subsequent method calls.

    Destructors

    Every story has a beginning and an end. The beginning of the object's story is its constructor, explicitly called when the object comes into existence. But the ending of its story is the destructor, a method implicitly called when an object leaves this life. Any per-object clean-up code is placed in the destructor, which must (in Perl) be called DESTROY.

    If constructors can have arbitrary names, then why not destructors? Because while a constructor is explicitly called, a destructor is not. Destruction happens automatically via Perl's garbage collection (GC) system, which is a quick but somewhat lazy reference-based GC system. To know what to call, Perl insists that the destructor be named DESTROY. Perl's notion of the right time to call a destructor is not well-defined currently, which is why your destructors should not rely on when they are called.

    Why is DESTROY in all caps? Perl on occasion uses purely uppercase function names as a convention to indicate that the function will be automatically called by Perl in some way. Others that are called implicitly include BEGIN, END, AUTOLOAD, plus all methods used by tied objects, described in the perltie manpage.

    In really good object-oriented programming languages, the user doesn't care when the destructor is called. It just happens when it's supposed to. In low-level languages without any GC at all, there's no way to depend on this happening at the right time, so the programmer must explicitly call the destructor to clean up memory and state, crossing their fingers that it's the right time to do so. Unlike C++, an object destructor is nearly never needed in Perl, and even when it is, explicit invocation is uncalled for. In the case of our Person class, we don't need a destructor because Perl takes care of simple matters like memory deallocation.

    The only situation where Perl's reference-based GC won't work is when there's a circularity in the data structure, such as:

        $this->{WHATEVER} = $this;

    In that case, you must delete the self-reference manually if you expect your program not to leak memory. While admittedly error-prone, this is the best we can do right now. Nonetheless, rest assured that when your program is finished, its objects' destructors are all duly called. So you are guaranteed that an object eventually gets properly destroyed, except in the unique case of a program that never exits. (If you're running Perl embedded in another application, this full GC pass happens a bit more frequently--whenever a thread shuts down.)

    Other Object Methods

    The methods we've talked about so far have either been constructors or else simple ``data methods'', interfaces to data stored in the object. These are a bit like an object's data members in the C++ world, except that strangers don't access them as data. Instead, they should only access the object's data indirectly via its methods. This is an important rule: in Perl, access to an object's data should only be made through methods.

    Perl doesn't impose restrictions on who gets to use which methods. The public-versus-private distinction is by convention, not syntax. (Well, unless you use the Alias module described below in Data Members as Variables.) Occasionally you'll see method names beginning or ending with an underscore or two. This marking is a convention indicating that the methods are private to that class alone and sometimes to its closest acquaintances, its immediate subclasses. But this distinction is not enforced by Perl itself. It's up to the programmer to behave.

    There's no reason to limit methods to those that simply access data. Methods can do anything at all. The key point is that they're invoked against an object or a class. Let's say we'd like object methods that do more than fetch or set one particular field.

        sub exclaim {
            my $self = shift;
            return sprintf "Hi, I'm %s, age %d, working with %s",
                $self->{NAME}, $self->{AGE}, join(", ", @{$self->{PEERS}});
        }

    Or maybe even one like this:

        sub happy_birthday {
            my $self = shift;
            return ++$self->{AGE};
        }

    Some might argue that one should go at these this way:

        sub exclaim {
            my $self = shift;
            return sprintf "Hi, I'm %s, age %d, working with %s",
                $self->name, $self->age, join(", ", $self->peers);
        }
        sub happy_birthday {
            my $self = shift;
            return $self->age( $self->age() + 1 );
        }

    But since these methods are all executing in the class itself, this may not be critical. There are tradeoffs to be made. Using direct hash access is faster (about an order of magnitude faster, in fact), and it's more convenient when you want to interpolate in strings. But using methods (the external interface) internally shields not just the users of your class but even you yourself from changes in your data representation.


    Class Data

    What about ``class data'', data items common to each object in a class? What would you want that for? Well, in your Person class, you might like to keep track of the total people alive. How do you implement that?

    You could make it a global variable called $Person::Census. But about only reason you'd do that would be if you wanted people to be able to get at your class data directly. They could just say $Person::Census and play around with it. Maybe this is ok in your design scheme. You might even conceivably want to make it an exported variable. To be exportable, a variable must be a (package) global. If this were a traditional module rather than an object-oriented one, you might do that.

    While this approach is expected in most traditional modules, it's generally considered rather poor form in most object modules. In an object module, you should set up a protective veil to separate interface from implementation. So provide a class method to access class data just as you provide object methods to access object data.

    So, you could still keep $Census as a package global and rely upon others to honor the contract of the module and therefore not play around with its implementation. You could even be supertricky and make $Census a tied object as described in the perltie manpage, thereby intercepting all accesses.

    But more often than not, you just want to make your class data a file-scoped lexical. To do so, simply put this at the top of the file:

        my $Census = 0;

    Even though the scope of a my() normally expires when the block in which it was declared is done (in this case the whole file being required or used), Perl's deep binding of lexical variables guarantees that the variable will not be deallocated, remaining accessible to functions declared within that scope. This doesn't work with global variables given temporary values via local(), though.

    Irrespective of whether you leave $Census a package global or make it instead a file-scoped lexical, you should make these changes to your Person::new() constructor:

        sub new {
            my $proto = shift;
            my $class = ref($proto) || $proto;
            my $self  = {};
            $Census++;
            $self->{NAME}   = undef;
            $self->{AGE}    = undef;
            $self->{PEERS}  = [];
            bless ($self, $class);
            return $self;
        }
        sub population {
            return $Census;
        }

    Now that we've done this, we certainly do need a destructor so that when Person is destroyed, the $Census goes down. Here's how this could be done:

        sub DESTROY { --$Census }

    Notice how there's no memory to deallocate in the destructor? That's something that Perl takes care of for you all by itself.

    Alternatively, you could use the Class::Data::Inheritable module from CPAN.

    Accessing Class Data

    It turns out that this is not really a good way to go about handling class data. A good scalable rule is that you must never reference class data directly from an object method. Otherwise you aren't building a scalable, inheritable class. The object must be the rendezvous point for all operations, especially from an object method. The globals (class data) would in some sense be in the ``wrong'' package in your derived classes. In Perl, methods execute in the context of the class they were defined in, not that of the object that triggered them. Therefore, namespace visibility of package globals in methods is unrelated to inheritance.

    Got that? Maybe not. Ok, let's say that some other class ``borrowed'' (well, inherited) the DESTROY method as it was defined above. When those objects are destroyed, the original $Census variable will be altered, not the one in the new class's package namespace. Perhaps this is what you want, but probably it isn't.

    Here's how to fix this. We'll store a reference to the data in the value accessed by the hash key ``_CENSUS''. Why the underscore? Well, mostly because an initial underscore already conveys strong feelings of magicalness to a C programmer. It's really just a mnemonic device to remind ourselves that this field is special and not to be used as a public data member in the same way that NAME, AGE, and PEERS are. (Because we've been developing this code under the strict pragma, prior to perl version 5.004 we'll have to quote the field name.)

        sub new {
            my $proto = shift;
            my $class = ref($proto) || $proto;
            my $self  = {};
            $self->{NAME}     = undef;
            $self->{AGE}      = undef;
            $self->{PEERS}    = [];
            # "private" data
            $self->{"_CENSUS"} = \$Census;
            bless ($self, $class);
            ++ ${ $self->{"_CENSUS"} };
            return $self;
        }
        sub population {
            my $self = shift;
            if (ref $self) {
                return ${ $self->{"_CENSUS"} };
            } else {
                return $Census;
            }
        }
        sub DESTROY {
            my $self = shift;
            -- ${ $self->{"_CENSUS"} };
        }

    Debugging Methods

    It's common for a class to have a debugging mechanism. For example, you might want to see when objects are created or destroyed. To do that, add a debugging variable as a file-scoped lexical. For this, we'll pull in the standard Carp module to emit our warnings and fatal messages. That way messages will come out with the caller's filename and line number instead of our own; if we wanted them to be from our own perspective, we'd just use die() and warn() directly instead of croak() and carp() respectively.

        use Carp;
        my $Debugging = 0;

    Now add a new class method to access the variable.

        sub debug {
            my $class = shift;
            if (ref $class)  { confess "Class method called as object method" }
            unless (@_ == 1) { confess "usage: CLASSNAME->debug(level)" }
            $Debugging = shift;
        }

    Now fix up DESTROY to murmur a bit as the moribund object expires:

        sub DESTROY {
            my $self = shift;
            if ($Debugging) { carp "Destroying $self " . $self->name }
            -- ${ $self->{"_CENSUS"} };
        }

    One could conceivably make a per-object debug state. That way you could call both of these:

        Person->debug(1);   # entire class
        $him->debug(1);     # just this object

    To do so, we need our debugging method to be a ``bimodal'' one, one that works on both classes and objects. Therefore, adjust the debug() and DESTROY methods as follows:

        sub debug {
            my $self = shift;
            confess "usage: thing->debug(level)"    unless @_ == 1;
            my $level = shift;
            if (ref($self))  {
                $self->{"_DEBUG"} = $level;         # just myself
            } else {
                $Debugging        = $level;         # whole class
            }
        }
        sub DESTROY {
            my $self = shift;
            if ($Debugging || $self->{"_DEBUG"}) {
                carp "Destroying $self " . $self->name;
            }
            -- ${ $self->{"_CENSUS"} };
        }

    What happens if a derived class (which we'll call Employee) inherits methods from this Person base class? Then Employee->debug(), when called as a class method, manipulates $Person::Debugging not $Employee::Debugging.

    Class Destructors

    The object destructor handles the death of each distinct object. But sometimes you want a bit of cleanup when the entire class is shut down, which currently only happens when the program exits. To make such a class destructor, create a function in that class's package named END. This works just like the END function in traditional modules, meaning that it gets called whenever your program exits unless it execs or dies of an uncaught signal. For example,

        sub END {
            if ($Debugging) {
                print "All persons are going away now.\n";
            }
        }

    When the program exits, all the class destructors (END functions) are be called in the opposite order that they were loaded in (LIFO order).

    Documenting the Interface

    And there you have it: we've just shown you the implementation of this Person class. Its interface would be its documentation. Usually this means putting it in pod (``plain old documentation'') format right there in the same file. In our Person example, we would place the following docs anywhere in the Person.pm file. Even though it looks mostly like code, it's not. It's embedded documentation such as would be used by the pod2man, pod2html, or pod2text programs. The Perl compiler ignores pods entirely, just as the translators ignore code. Here's an example of some pods describing the informal interface:

        =head1 NAME
        Person - class to implement people
        =head1 SYNOPSIS
         use Person;
         #################
         # class methods #
         #################
         $ob    = Person->new;
         $count = Person->population;
         #######################
         # object data methods #
         #######################
         ### get versions ###
             $who   = $ob->name;
             $years = $ob->age;
             @pals  = $ob->peers;
         ### set versions ###
             $ob->name("Jason");
             $ob->age(23);
             $ob->peers( "Norbert", "Rhys", "Phineas" );
         ########################
         # other object methods #
         ########################
         $phrase = $ob->exclaim;
         $ob->happy_birthday;
        =head1 DESCRIPTION
        The Person class implements dah dee dah dee dah....

    That's all there is to the matter of interface versus implementation. A programmer who opens up the module and plays around with all the private little shiny bits that were safely locked up behind the interface contract has voided the warranty, and you shouldn't worry about their fate.


    Aggregation

    Suppose you later want to change the class to implement better names. Perhaps you'd like to support both given names (called Christian names, irrespective of one's religion) and family names (called surnames), plus nicknames and titles. If users of your Person class have been properly accessing it through its documented interface, then you can easily change the underlying implementation. If they haven't, then they lose and it's their fault for breaking the contract and voiding their warranty.

    To do this, we'll make another class, this one called Fullname. What's the Fullname class look like? To answer that question, you have to first figure out how you want to use it. How about we use it this way:

        $him = Person->new();
        $him->fullname->title("St");
        $him->fullname->christian("Thomas");
        $him->fullname->surname("Aquinas");
        $him->fullname->nickname("Tommy");
        printf "His normal name is %s\n", $him->name;
        printf "But his real name is %s\n", $him->fullname->as_string;

    Ok. To do this, we'll change Person::new() so that it supports a full name field this way:

        sub new {
            my $proto = shift;
            my $class = ref($proto) || $proto;
            my $self  = {};
            $self->{FULLNAME} = Fullname->new();
            $self->{AGE}      = undef;
            $self->{PEERS}    = [];
            $self->{"_CENSUS"} = \$Census;
            bless ($self, $class);
            ++ ${ $self->{"_CENSUS"} };
            return $self;
        }
        sub fullname {
            my $self = shift;
            return $self->{FULLNAME};
        }

    Then to support old code, define Person::name() this way:

        sub name {
            my $self = shift;
            return $self->{FULLNAME}->nickname(@_)
              ||   $self->{FULLNAME}->christian(@_);
        }

    Here's the Fullname class. We'll use the same technique of using a hash reference to hold data fields, and methods by the appropriate name to access them:

        package Fullname;
        use strict;
        sub new {
            my $proto = shift;
            my $class = ref($proto) || $proto;
            my $self  = {
                TITLE       => undef,
                CHRISTIAN   => undef,
                SURNAME     => undef,
                NICK        => undef,
            };
            bless ($self, $class);
            return $self;
        }
        sub christian {
            my $self = shift;
            if (@_) { $self->{CHRISTIAN} = shift }
            return $self->{CHRISTIAN};
        }
        sub surname {
            my $self = shift;
            if (@_) { $self->{SURNAME} = shift }
            return $self->{SURNAME};
        }
        sub nickname {
            my $self = shift;
            if (@_) { $self->{NICK} = shift }
            return $self->{NICK};
        }
        sub title {
            my $self = shift;
            if (@_) { $self->{TITLE} = shift }
            return $self->{TITLE};
        }
        sub as_string {
            my $self = shift;
            my $name = join(" ", @$self{'CHRISTIAN', 'SURNAME'});
            if ($self->{TITLE}) {
                $name = $self->{TITLE} . " " . $name;
            }
            return $name;
        }
        1;

    Finally, here's the test program:

        #!/usr/bin/perl -w
        use strict;
        use Person;
        sub END { show_census() }
        sub show_census ()  {
            printf "Current population: %d\n", Person->population;
        }
        Person->debug(1);
        show_census();
        my $him = Person->new();
        $him->fullname->christian("Thomas");
        $him->fullname->surname("Aquinas");
        $him->fullname->nickname("Tommy");
        $him->fullname->title("St");
        $him->age(1);
        printf "%s is really %s.\n", $him->name, $him->fullname->as_string;
        printf "%s's age: %d.\n", $him->name, $him->age;
        $him->happy_birthday;
        printf "%s's age: %d.\n", $him->name, $him->age;
        show_census();


    Inheritance

    Object-oriented programming systems all support some notion of inheritance. Inheritance means allowing one class to piggy-back on top of another one so you don't have to write the same code again and again. It's about software reuse, and therefore related to Laziness, the principal virtue of a programmer. (The import/export mechanisms in traditional modules are also a form of code reuse, but a simpler one than the true inheritance that you find in object modules.)

    Sometimes the syntax of inheritance is built into the core of the language, and sometimes it's not. Perl has no special syntax for specifying the class (or classes) to inherit from. Instead, it's all strictly in the semantics. Each package can have a variable called @ISA, which governs (method) inheritance. If you try to call a method on an object or class, and that method is not found in that object's package, Perl then looks to @ISA for other packages to go looking through in search of the missing method.

    Like the special per-package variables recognized by Exporter (such as @EXPORT, @EXPORT_OK, @EXPORT_FAIL, %EXPORT_TAGS, and $VERSION), the @ISA array must be a package-scoped global and not a file-scoped lexical created via my(). Most classes have just one item in their @ISA array. In this case, we have what's called ``single inheritance'', or SI for short.

    Consider this class:

        package Employee;
        use Person;
        @ISA = ("Person");
        1;

    Not a lot to it, eh? All it's doing so far is loading in another class and stating that this one will inherit methods from that other class if need be. We have given it none of its own methods. We rely upon an Employee to behave just like a Person.

    Setting up an empty class like this is called the ``empty subclass test''; that is, making a derived class that does nothing but inherit from a base class. If the original base class has been designed properly, then the new derived class can be used as a drop-in replacement for the old one. This means you should be able to write a program like this:

        use Employee;
        my $empl = Employee->new();
        $empl->name("Jason");
        $empl->age(23);
        printf "%s is age %d.\n", $empl->name, $empl->age;

    By proper design, we mean always using the two-argument form of bless(), avoiding direct access of global data, and not exporting anything. If you look back at the Person::new() function we defined above, we were careful to do that. There's a bit of package data used in the constructor, but the reference to this is stored on the object itself and all other methods access package data via that reference, so we should be ok.

    What do we mean by the Person::new() function -- isn't that actually a method? Well, in principle, yes. A method is just a function that expects as its first argument a class name (package) or object (blessed reference). Person::new() is the function that both the Person->new() method and the Employee->new() method end up calling. Understand that while a method call looks a lot like a function call, they aren't really quite the same, and if you treat them as the same, you'll very soon be left with nothing but broken programs. First, the actual underlying calling conventions are different: method calls get an extra argument. Second, function calls don't do inheritance, but methods do.

            Method Call             Resulting Function Call
            -----------             ------------------------
            Person->new()           Person::new("Person")
            Employee->new()         Person::new("Employee")

    So don't use function calls when you mean to call a method.

    If an employee is just a Person, that's not all too very interesting. So let's add some other methods. We'll give our employee data fields to access their salary, their employee ID, and their start date.

    If you're getting a little tired of creating all these nearly identical methods just to get at the object's data, do not despair. Later, we'll describe several different convenience mechanisms for shortening this up. Meanwhile, here's the straight-forward way:

        sub salary {
            my $self = shift;
            if (@_) { $self->{SALARY} = shift }
            return $self->{SALARY};
        }
        sub id_number {
            my $self = shift;
            if (@_) { $self->{ID} = shift }
            return $self->{ID};
        }
        sub start_date {
            my $self = shift;
            if (@_) { $self->{START_DATE} = shift }
            return $self->{START_DATE};
        }

    Overridden Methods

    What happens when both a derived class and its base class have the same method defined? Well, then you get the derived class's version of that method. For example, let's say that we want the peers() method called on an employee to act a bit differently. Instead of just returning the list of peer names, let's return slightly different strings. So doing this:

        $empl->peers("Peter", "Paul", "Mary");
        printf "His peers are: %s\n", join(", ", $empl->peers);

    will produce:

        His peers are: PEON=PETER, PEON=PAUL, PEON=MARY

    To do this, merely add this definition into the Employee.pm file:

        sub peers {
            my $self = shift;
            if (@_) { @{ $self->{PEERS} } = @_ }
            return map { "PEON=\U$_" } @{ $self->{PEERS} };
        }

    There, we've just demonstrated the high-falutin' concept known in certain circles as polymorphism. We've taken on the form and behaviour of an existing object, and then we've altered it to suit our own purposes. This is a form of Laziness. (Getting polymorphed is also what happens when the wizard decides you'd look better as a frog.)

    Every now and then you'll want to have a method call trigger both its derived class (also known as ``subclass'') version as well as its base class (also known as ``superclass'') version. In practice, constructors and destructors are likely to want to do this, and it probably also makes sense in the debug() method we showed previously.

    To do this, add this to Employee.pm:

        use Carp;
        my $Debugging = 0;
        sub debug {
            my $self = shift;
            confess "usage: thing->debug(level)"    unless @_ == 1;
            my $level = shift;
            if (ref($self))  {
                $self->{"_DEBUG"} = $level;
            } else {
                $Debugging = $level;            # whole class
            }
            Person::debug($self, $Debugging);   # don't really do this
        }

    As you see, we turn around and call the Person package's debug() function. But this is far too fragile for good design. What if Person doesn't have a debug() function, but is inheriting its debug() method from elsewhere? It would have been slightly better to say

        Person->debug($Debugging);

    But even that's got too much hard-coded. It's somewhat better to say

        $self->Person::debug($Debugging);

    Which is a funny way to say to start looking for a debug() method up in Person. This strategy is more often seen on overridden object methods than on overridden class methods.

    There is still something a bit off here. We've hard-coded our superclass's name. This in particular is bad if you change which classes you inherit from, or add others. Fortunately, the pseudoclass SUPER comes to the rescue here.

        $self->SUPER::debug($Debugging);

    This way it starts looking in my class's @ISA. This only makes sense from within a method call, though. Don't try to access anything in SUPER:: from anywhere else, because it doesn't exist outside an overridden method call. Note that SUPER refers to the superclass of the current package, not to the superclass of $self.

    Things are getting a bit complicated here. Have we done anything we shouldn't? As before, one way to test whether we're designing a decent class is via the empty subclass test. Since we already have an Employee class that we're trying to check, we'd better get a new empty subclass that can derive from Employee. Here's one:

        package Boss;
        use Employee;        # :-)
        @ISA = qw(Employee);

    And here's the test program:

        #!/usr/bin/perl -w
        use strict;
        use Boss;
        Boss->debug(1);
        my $boss = Boss->new();
        $boss->fullname->title("Don");
        $boss->fullname->surname("Pichon Alvarez");
        $boss->fullname->christian("Federico Jesus");
        $boss->fullname->nickname("Fred");
        $boss->age(47);
        $boss->peers("Frank", "Felipe", "Faust");
        printf "%s is age %d.\n", $boss->fullname->as_string, $boss->age;
        printf "His peers are: %s\n", join(", ", $boss->peers);

    Running it, we see that we're still ok. If you'd like to dump out your object in a nice format, somewhat like the way the 'x' command works in the debugger, you could use the Data::Dumper module from CPAN this way:

        use Data::Dumper;
        print "Here's the boss:\n";
        print Dumper($boss);

    Which shows us something like this:

        Here's the boss:
        $VAR1 = bless( {
             _CENSUS => \1,
             FULLNAME => bless( {
                                  TITLE => 'Don',
                                  SURNAME => 'Pichon Alvarez',
                                  NICK => 'Fred',
                                  CHRISTIAN => 'Federico Jesus'
                                }, 'Fullname' ),
             AGE => 47,
             PEERS => 
                        'Frank',
                        'Felipe',
                        'Faust'
                      
           }, 'Boss' );

    Hm.... something's missing there. What about the salary, start date, and ID fields? Well, we never set them to anything, even undef, so they don't show up in the hash's keys. The Employee class has no new() method of its own, and the new() method in Person doesn't know about Employees. (Nor should it: proper OO design dictates that a subclass be allowed to know about its immediate superclass, but never vice-versa.) So let's fix up Employee::new() this way:

        sub new {
            my $proto = shift;
            my $class = ref($proto) || $proto;
            my $self  = $class->SUPER::new();
            $self->{SALARY}        = undef;
            $self->{ID}            = undef;
            $self->{START_DATE}    = undef;
            bless ($self, $class);          # reconsecrate
            return $self;
        }

    Now if you dump out an Employee or Boss object, you'll find that new fields show up there now.

    Multiple Inheritance

    Ok, at the risk of confusing beginners and annoying OO gurus, it's time to confess that Perl's object system includes that controversial notion known as multiple inheritance, or MI for short. All this means is that rather than having just one parent class who in turn might itself have a parent class, etc., that you can directly inherit from two or more parents. It's true that some uses of MI can get you into trouble, although hopefully not quite so much trouble with Perl as with dubiously-OO languages like C++.

    The way it works is actually pretty simple: just put more than one package name in your @ISA array. When it comes time for Perl to go finding methods for your object, it looks at each of these packages in order. Well, kinda. It's actually a fully recursive, depth-first order. Consider a bunch of @ISA arrays like this:

        @First::ISA    = qw( Alpha );
        @Second::ISA   = qw( Beta );
        @Third::ISA    = qw( First Second );

    If you have an object of class Third:

        my $ob = Third->new();
        $ob->spin();

    How do we find a spin() method (or a new() method for that matter)? Because the search is depth-first, classes will be looked up in the following order: Third, First, Alpha, Second, and Beta.

    In practice, few class modules have been seen that actually make use of MI. One nearly always chooses simple containership of one class within another over MI. That's why our Person object contained a Fullname object. That doesn't mean it was one.

    However, there is one particular area where MI in Perl is rampant: borrowing another class's class methods. This is rather common, especially with some bundled ``objectless'' classes, like Exporter, DynaLoader, AutoLoader, and SelfLoader. These classes do not provide constructors; they exist only so you may inherit their class methods. (It's not entirely clear why inheritance was done here rather than traditional module importation.)

    For example, here is the POSIX module's @ISA:

        package POSIX;
        @ISA = qw(Exporter DynaLoader);

    The POSIX module isn't really an object module, but then, neither are Exporter or DynaLoader. They're just lending their classes' behaviours to POSIX.

    Why don't people use MI for object methods much? One reason is that it can have complicated side-effects. For one thing, your inheritance graph (no longer a tree) might converge back to the same base class. Although Perl guards against recursive inheritance, merely having parents who are related to each other via a common ancestor, incestuous though it sounds, is not forbidden. What if in our Third class shown above we wanted its new() method to also call both overridden constructors in its two parent classes? The SUPER notation would only find the first one. Also, what about if the Alpha and Beta classes both had a common ancestor, like Nought? If you kept climbing up the inheritance tree calling overridden methods, you'd end up calling Nought::new() twice, which might well be a bad idea.

    UNIVERSAL: The Root of All Objects

    Wouldn't it be convenient if all objects were rooted at some ultimate base class? That way you could give every object common methods without having to go and add it to each and every @ISA. Well, it turns out that you can. You don't see it, but Perl tacitly and irrevocably assumes that there's an extra element at the end of @ISA: the class UNIVERSAL. In version 5.003, there were no predefined methods there, but you could put whatever you felt like into it.

    However, as of version 5.004 (or some subversive releases, like 5.003_08), UNIVERSAL has some methods in it already. These are builtin to your Perl binary, so they don't take any extra time to load. Predefined methods include isa(), can(), and VERSION(). isa() tells you whether an object or class ``is'' another one without having to traverse the hierarchy yourself:

       $has_io = $fd->isa("IO::Handle");
       $itza_handle = IO::Socket->isa("IO::Handle");

    The can() method, called against that object or class, reports back whether its string argument is a callable method name in that class. In fact, it gives you back a function reference to that method:

       $his_print_method = $obj->can('as_string');

    Finally, the VERSION method checks whether the class (or the object's class) has a package global called $VERSION that's high enough, as in:

        Some_Module->VERSION(3.0);
        $his_vers = $ob->VERSION();

    However, we don't usually call VERSION ourselves. (Remember that an all uppercase function name is a Perl convention that indicates that the function will be automatically used by Perl in some way.) In this case, it happens when you say

        use Some_Module 3.0;

    If you wanted to add version checking to your Person class explained above, just add this to Person.pm:

        our $VERSION = '1.1';

    and then in Employee.pm could you can say

        use Employee 1.1;

    And it would make sure that you have at least that version number or higher available. This is not the same as loading in that exact version number. No mechanism currently exists for concurrent installation of multiple versions of a module. Lamentably.


    Alternate Object Representations

    Nothing requires objects to be implemented as hash references. An object can be any sort of reference so long as its referent has been suitably blessed. That means scalar, array, and code references are also fair game.

    A scalar would work if the object has only one datum to hold. An array would work for most cases, but makes inheritance a bit dodgy because you have to invent new indices for the derived classes.

    Arrays as Objects

    If the user of your class honors the contract and sticks to the advertised interface, then you can change its underlying interface if you feel like it. Here's another implementation that conforms to the same interface specification. This time we'll use an array reference instead of a hash reference to represent the object.

        package Person;
        use strict;
        my($NAME, $AGE, $PEERS) = ( 0 .. 2 );
        ############################################
        ## the object constructor (array version) ##
        ############################################
        sub new {
            my $self = [];
            $self->$NAME   = undef;  # this is unnecessary
            $self->$AGE    = undef;  # as is this
            $self->$PEERS  = [];     # but this isn't, really
            bless($self);
            return $self;
        }
        sub name {
            my $self = shift;
            if (@_) { $self->$NAME = shift }
            return $self->$NAME;
        }
        sub age {
            my $self = shift;
            if (@_) { $self->$AGE = shift }
            return $self->$AGE;
        }
        sub peers {
            my $self = shift;
            if (@_) { @{ $self->$PEERS } = @_ }
            return @{ $self->$PEERS };
        }
        1;  # so the require or use succeeds

    You might guess that the array access would be a lot faster than the hash access, but they're actually comparable. The array is a little bit faster, but not more than ten or fifteen percent, even when you replace the variables above like $AGE with literal numbers, like 1. A bigger difference between the two approaches can be found in memory use. A hash representation takes up more memory than an array representation because you have to allocate memory for the keys as well as for the values. However, it really isn't that bad, especially since as of version 5.004, memory is only allocated once for a given hash key, no matter how many hashes have that key. It's expected that sometime in the future, even these differences will fade into obscurity as more efficient underlying representations are devised.

    Still, the tiny edge in speed (and somewhat larger one in memory) is enough to make some programmers choose an array representation for simple classes. There's still a little problem with scalability, though, because later in life when you feel like creating subclasses, you'll find that hashes just work out better.

    Closures as Objects

    Using a code reference to represent an object offers some fascinating possibilities. We can create a new anonymous function (closure) who alone in all the world can see the object's data. This is because we put the data into an anonymous hash that's lexically visible only to the closure we create, bless, and return as the object. This object's methods turn around and call the closure as a regular subroutine call, passing it the field we want to affect. (Yes, the double-function call is slow, but if you wanted fast, you wouldn't be using objects at all, eh? :-)

    Use would be similar to before:

        use Person;
        $him = Person->new();
        $him->name("Jason");
        $him->age(23);
        $him->peers(  "Norbert", "Rhys", "Phineas"  );
        printf "%s is %d years old.\n", $him->name, $him->age;
        print "His peers are: ", join(", ", @{$him->peers}), "\n";

    but the implementation would be radically, perhaps even sublimely different:

        package Person;
        sub new {
             my $that  = shift;
             my $class = ref($that) || $that;
             my $self = {
                NAME  => undef,
                AGE   => undef,
                PEERS => [],
             };
             my $closure = sub {
                my $field = shift;
                if (@_) { $self->{$field} = shift }
                return    $self->{$field};
            };
            bless($closure, $class);
            return $closure;
        }
        sub name   { &{ $_[0] }("NAME",  @_ 1 .. $#_  ) }
        sub age    { &{ $_[0] }("AGE",   @_ 1 .. $#_  ) }
        sub peers  { &{ $_[0] }("PEERS", @_ 1 .. $#_  ) }
        1;

    Because this object is hidden behind a code reference, it's probably a bit mysterious to those whose background is more firmly rooted in standard procedural or object-based programming languages than in functional programming languages whence closures derive. The object created and returned by the new() method is itself not a data reference as we've seen before. It's an anonymous code reference that has within it access to a specific version (lexical binding and instantiation) of the object's data, which are stored in the private variable $self. Although this is the same function each time, it contains a different version of $self.

    When a method like $him->name("Jason") is called, its implicit zeroth argument is the invoking object--just as it is with all method calls. But in this case, it's our code reference (something like a function pointer in C++, but with deep binding of lexical variables). There's not a lot to be done with a code reference beyond calling it, so that's just what we do when we say &{$_[0]}. This is just a regular function call, not a method call. The initial argument is the string ``NAME'', and any remaining arguments are whatever had been passed to the method itself.

    Once we're executing inside the closure that had been created in new(), the $self hash reference suddenly becomes visible. The closure grabs its first argument (``NAME'' in this case because that's what the name() method passed it), and uses that string to subscript into the private hash hidden in its unique version of $self.

    Nothing under the sun will allow anyone outside the executing method to be able to get at this hidden data. Well, nearly nothing. You could single step through the program using the debugger and find out the pieces while you're in the method, but everyone else is out of luck.

    There, if that doesn't excite the Scheme folks, then I just don't know what will. Translation of this technique into C++, Java, or any other braindead-static language is left as a futile exercise for aficionados of those camps.

    You could even add a bit of nosiness via the caller() function and make the closure refuse to operate unless called via its own package. This would no doubt satisfy certain fastidious concerns of programming police and related puritans.

    If you were wondering when Hubris, the third principle virtue of a programmer, would come into play, here you have it. (More seriously, Hubris is just the pride in craftsmanship that comes from having written a sound bit of well-designed code.)


    AUTOLOAD: Proxy Methods

    Autoloading is a way to intercept calls to undefined methods. An autoload routine may choose to create a new function on the fly, either loaded from disk or perhaps just eval()ed right there. This define-on-the-fly strategy is why it's called autoloading.

    But that's only one possible approach. Another one is to just have the autoloaded method itself directly provide the requested service. When used in this way, you may think of autoloaded methods as ``proxy'' methods.

    When Perl tries to call an undefined function in a particular package and that function is not defined, it looks for a function in that same package called AUTOLOAD. If one exists, it's called with the same arguments as the original function would have had. The fully-qualified name of the function is stored in that package's global variable $AUTOLOAD. Once called, the function can do anything it would like, including defining a new function by the right name, and then doing a really fancy kind of goto right to it, erasing itself from the call stack.

    What does this have to do with objects? After all, we keep talking about functions, not methods. Well, since a method is just a function with an extra argument and some fancier semantics about where it's found, we can use autoloading for methods, too. Perl doesn't start looking for an AUTOLOAD method until it has exhausted the recursive hunt up through @ISA, though. Some programmers have even been known to define a UNIVERSAL::AUTOLOAD method to trap unresolved method calls to any kind of object.

    Autoloaded Data Methods

    You probably began to get a little suspicious about the duplicated code way back earlier when we first showed you the Person class, and then later the Employee class. Each method used to access the hash fields looked virtually identical. This should have tickled that great programming virtue, Impatience, but for the time, we let Laziness win out, and so did nothing. Proxy methods can cure this.

    Instead of writing a new function every time we want a new data field, we'll use the autoload mechanism to generate (actually, mimic) methods on the fly. To verify that we're accessing a valid member, we will check against an _permitted (pronounced ``under-permitted'') field, which is a reference to a file-scoped lexical (like a C file static) hash of permitted fields in this record called %fields. Why the underscore? For the same reason as the _CENSUS field we once used: as a marker that means ``for internal use only''.

    Here's what the module initialization code and class constructor will look like when taking this approach:

        package Person;
        use Carp;
        our $AUTOLOAD;  # it's a package global
        my %fields = (
            name        => undef,
            age         => undef,
            peers       => undef,
        );
        sub new {
            my $that  = shift;
            my $class = ref($that) || $that;
            my $self  = {
                _permitted => \%fields,
                %fields,
            };
            bless $self, $class;
            return $self;
        }

    If we wanted our record to have default values, we could fill those in where current we have undef in the %fields hash.

    Notice how we saved a reference to our class data on the object itself? Remember that it's important to access class data through the object itself instead of having any method reference %fields directly, or else you won't have a decent inheritance.

    The real magic, though, is going to reside in our proxy method, which will handle all calls to undefined methods for objects of class Person (or subclasses of Person). It has to be called AUTOLOAD. Again, it's all caps because it's called for us implicitly by Perl itself, not by a user directly.

        sub AUTOLOAD {
            my $self = shift;
            my $type = ref($self)
                        or croak "$self is not an object";
            my $name = $A
perlboot (From perldoc.perl.org)
by gurpreetsingh13 (Scribe) on Nov 15, 2013 at 03:46 UTC

    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.

    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:

        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?

    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:

        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:

        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:

        { 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!

    A few notes about @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.

    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 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.

    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 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?

    The SUPER way of doing things

    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. Note that it does not look in the @ISA of $class.

    Where we're at so far...

    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.

    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-&gt;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.

    Invoking an instance method

    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).

    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;
        }
      }

    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.

    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 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?)

    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 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.

    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 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!

    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 # 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");

    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-&gt;{Name} has Evil, and $bad-&gt;{Color} has black. But we want to make $bad-&gt;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.

    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 $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 perltooc manpage (dealing with class data), the perlbot manpage (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. 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.

perltooc (From perldoc.perl.org)
by gurpreetsingh13 (Scribe) on Nov 15, 2013 at 03:48 UTC

    NAME

    perltooc - Tom's OO Tutorial for Class Data in Perl


    DESCRIPTION

    When designing an object class, you are sometimes faced with the situation of wanting common state shared by all objects of that class. Such class attributes act somewhat like global variables for the entire class, but unlike program-wide globals, class attributes have meaning only to the class itself.

    Here are a few examples where class attributes might come in handy:

    • to keep a count of the objects you've created, or how many are still extant.

    • to extract the name or file descriptor for a logfile used by a debugging method.

    • to access collective data, like the total amount of cash dispensed by all ATMs in a network in a given day.

    • to access the last object created by a class, or the most accessed object, or to retrieve a list of all objects.

    Unlike a true global, class attributes should not be accessed directly. Instead, their state should be inspected, and perhaps altered, only through the mediated access of class methods. These class attributes accessor methods are similar in spirit and function to accessors used to manipulate the state of instance attributes on an object. They provide a clear firewall between interface and implementation.

    You should allow access to class attributes through either the class name or any object of that class. If we assume that $an_object is of type Some_Class, and the &Some_Class::population_count method accesses class attributes, then these two invocations should both be possible, and almost certainly equivalent.

        Some_Class->population_count()
        $an_object->population_count()

    The question is, where do you store the state which that method accesses? Unlike more restrictive languages like C++, where these are called static data members, Perl provides no syntactic mechanism to declare class attributes, any more than it provides a syntactic mechanism to declare instance attributes. Perl provides the developer with a broad set of powerful but flexible features that can be uniquely crafted to the particular demands of the situation.

    A class in Perl is typically implemented in a module. A module consists of two complementary feature sets: a package for interfacing with the outside world, and a lexical file scope for privacy. Either of these two mechanisms can be used to implement class attributes. That means you get to decide whether to put your class attributes in package variables or to put them in lexical variables.

    And those aren't the only decisions to make. If you choose to use package variables, you can make your class attribute accessor methods either ignorant of inheritance or sensitive to it. If you choose lexical variables, you can elect to permit access to them from anywhere in the entire file scope, or you can limit direct data access exclusively to the methods implementing those attributes.


    Class Data in a Can

    One of the easiest ways to solve a hard problem is to let someone else do it for you! In this case, Class::Data::Inheritable (available on a CPAN near you) offers a canned solution to the class data problem using closures. So before you wade into this document, consider having a look at that module.


    Class Data as Package Variables

    Because a class in Perl is really just a package, using package variables to hold class attributes is the most natural choice. This makes it simple for each class to have its own class attributes. Let's say you have a class called Some_Class that needs a couple of different attributes that you'd like to be global to the entire class. The simplest thing to do is to use package variables like $Some_Class::CData1 and $Some_Class::CData2 to hold these attributes. But we certainly don't want to encourage outsiders to touch those data directly, so we provide methods to mediate access.

    In the accessor methods below, we'll for now just ignore the first argument--that part to the left of the arrow on method invocation, which is either a class name or an object reference.

        package Some_Class;
        sub CData1 {
            shift;  # XXX: ignore calling class/object
            $Some_Class::CData1 = shift if @_;
            return $Some_Class::CData1;
        } 
        sub CData2 {
            shift;  # XXX: ignore calling class/object
            $Some_Class::CData2 = shift if @_;
            return $Some_Class::CData2;
        }

    This technique is highly legible and should be completely straightforward to even the novice Perl programmer. By fully qualifying the package variables, they stand out clearly when reading the code. Unfortunately, if you misspell one of these, you've introduced an error that's hard to catch. It's also somewhat disconcerting to see the class name itself hard-coded in so many places.

    Both these problems can be easily fixed. Just add the use strict pragma, then pre-declare your package variables. (The our operator will be new in 5.6, and will work for package globals just like my works for scoped lexicals.)

        package Some_Class;
        use strict;
        our($CData1, $CData2);      # our() is new to perl5.6
        sub CData1 {
            shift;  # XXX: ignore calling class/object
            $CData1 = shift if @_;
            return $CData1;
        } 
        sub CData2 {
            shift;  # XXX: ignore calling class/object
            $CData2 = shift if @_;
            return $CData2;
        }

    As with any other global variable, some programmers prefer to start their package variables with capital letters. This helps clarity somewhat, but by no longer fully qualifying the package variables, their significance can be lost when reading the code. You can fix this easily enough by choosing better names than were used here.

    Putting All Your Eggs in One Basket

    Just as the mindless enumeration of accessor methods for instance attributes grows tedious after the first few (see the perltoot manpage), so too does the repetition begin to grate when listing out accessor methods for class data. Repetition runs counter to the primary virtue of a programmer: Laziness, here manifesting as that innate urge every programmer feels to factor out duplicate code whenever possible.

    Here's what to do. First, make just one hash to hold all class attributes.

        package Some_Class;
        use strict;
        our %ClassData = (          # our() is new to perl5.6
            CData1 => "",
            CData2 => "",
        );

    Using closures (see the perlref manpage) and direct access to the package symbol table (see the perlmod manpage), now clone an accessor method for each key in the %ClassData hash. Each of these methods is used to fetch or store values to the specific, named class attribute.

        for my $datum (keys %ClassData) {
            no strict "refs";       # to register new methods in package
            *$datum = sub {
                shift;      # XXX: ignore calling class/object
                $ClassData{$datum} = shift if @_;
                return $ClassData{$datum};
            } 
        }

    It's true that you could work out a solution employing an &AUTOLOAD method, but this approach is unlikely to prove satisfactory. Your function would have to distinguish between class attributes and object attributes; it could interfere with inheritance; and it would have to careful about DESTROY. Such complexity is uncalled for in most cases, and certainly in this one.

    You may wonder why we're rescinding strict refs for the loop. We're manipulating the package's symbol table to introduce new function names using symbolic references (indirect naming), which the strict pragma would otherwise forbid. Normally, symbolic references are a dodgy notion at best. This isn't just because they can be used accidentally when you aren't meaning to. It's also because for most uses to which beginning Perl programmers attempt to put symbolic references, we have much better approaches, like nested hashes or hashes of arrays. But there's nothing wrong with using symbolic references to manipulate something that is meaningful only from the perspective of the package symbol table, like method names or package variables. In other words, when you want to refer to the symbol table, use symbol references.

    Clustering all the class attributes in one place has several advantages. They're easy to spot, initialize, and change. The aggregation also makes them convenient to access externally, such as from a debugger or a persistence package. The only possible problem is that we don't automatically know the name of each class's class object, should it have one. This issue is addressed below in The Eponymous Meta-Object.

    Inheritance Concerns

    Suppose you have an instance of a derived class, and you access class data using an inherited method call. Should that end up referring to the base class's attributes, or to those in the derived class? How would it work in the earlier examples? The derived class inherits all the base class's methods, including those that access class attributes. But what package are the class attributes stored in?

    The answer is that, as written, class attributes are stored in the package into which those methods were compiled. When you invoke the &CData1 method on the name of the derived class or on one of that class's objects, the version shown above is still run, so you'll access $Some_Class::CData1--or in the method cloning version, $Some_Class::ClassData{CData1}.

    Think of these class methods as executing in the context of their base class, not in that of their derived class. Sometimes this is exactly what you want. If Feline subclasses Carnivore, then the population of Carnivores in the world should go up when a new Feline is born. But what if you wanted to figure out how many Felines you have apart from Carnivores? The current approach doesn't support that.

    You'll have to decide on a case-by-case basis whether it makes any sense for class attributes to be package-relative. If you want it to be so, then stop ignoring the first argument to the function. Either it will be a package name if the method was invoked directly on a class name, or else it will be an object reference if the method was invoked on an object reference. In the latter case, the ref() function provides the class of that object.

        package Some_Class;
        sub CData1 {
            my $obclass = shift;    
            my $class   = ref($obclass) || $obclass;
            my $varname = $class . "::CData1";
            no strict "refs";       # to access package data symbolically
            $$varname = shift if @_;
            return $$varname;
        }

    And then do likewise for all other class attributes (such as CData2, etc.) that you wish to access as package variables in the invoking package instead of the compiling package as we had previously.

    Once again we temporarily disable the strict references ban, because otherwise we couldn't use the fully-qualified symbolic name for the package global. This is perfectly reasonable: since all package variables by definition live in a package, there's nothing wrong with accessing them via that package's symbol table. That's what it's there for (well, somewhat).

    What about just using a single hash for everything and then cloning methods? What would that look like? The only difference would be the closure used to produce new method entries for the class's symbol table.

        no strict "refs";   
        *$datum = sub {
            my $obclass = shift;    
            my $class   = ref($obclass) || $obclass;
            my $varname = $class . "::ClassData";
            $varname->{$datum} = shift if @_;
            return $varname->{$datum};
        }

    The Eponymous Meta-Object

    It could be argued that the %ClassData hash in the previous example is neither the most imaginative nor the most intuitive of names. Is there something else that might make more sense, be more useful, or both?

    As it happens, yes, there is. For the ``class meta-object'', we'll use a package variable of the same name as the package itself. Within the scope of a package Some_Class declaration, we'll use the eponymously named hash %Some_Class as that class's meta-object. (Using an eponymously named hash is somewhat reminiscent of classes that name their constructors eponymously in the Python or C++ fashion. That is, class Some_Class would use &Some_Class::Some_Class as a constructor, probably even exporting that name as well. The StrNum class in Recipe 13.14 in The Perl Cookbook does this, if you're looking for an example.)

    This predictable approach has many benefits, including having a well-known identifier to aid in debugging, transparent persistence, or checkpointing. It's also the obvious name for monadic classes and translucent attributes, discussed later.

    Here's an example of such a class. Notice how the name of the hash storing the meta-object is the same as the name of the package used to implement the class.

        package Some_Class;
        use strict;
        # create class meta-object using that most perfect of names
        our %Some_Class = (         # our() is new to perl5.6
            CData1 => "",
            CData2 => "",
        );
        # this accessor is calling-package-relative
        sub CData1 {
            my $obclass = shift;    
            my $class   = ref($obclass) || $obclass;
            no strict "refs";       # to access eponymous meta-object
            $class->{CData1} = shift if @_;
            return $class->{CData1};
        }
        # but this accessor is not
        sub CData2 {
            shift;                  # XXX: ignore calling class/object
            no strict "refs";       # to access eponymous meta-object
            __PACKAGE__ -> {CData2} = shift if @_;
            return __PACKAGE__ -> {CData2};
        }

    In the second accessor method, the __PACKAGE__ notation was used for two reasons. First, to avoid hardcoding the literal package name in the code in case we later want to change that name. Second, to clarify to the reader that what matters here is the package currently being compiled into, not the package of the invoking object or class. If the long sequence of non-alphabetic characters bothers you, you can always put the __PACKAGE__ in a variable first.

        sub CData2 {
            shift;                  # XXX: ignore calling class/object
            no strict "refs";       # to access eponymous meta-object
            my $class = __PACKAGE__;
            $class->{CData2} = shift if @_;
            return $class->{CData2};
        }

    Even though we're using symbolic references for good not evil, some folks tend to become unnerved when they see so many places with strict ref checking disabled. Given a symbolic reference, you can always produce a real reference (the reverse is not true, though). So we'll create a subroutine that does this conversion for us. If invoked as a function of no arguments, it returns a reference to the compiling class's eponymous hash. Invoked as a class method, it returns a reference to the eponymous hash of its caller. And when invoked as an object method, this function returns a reference to the eponymous hash for whatever class the object belongs to.

        package Some_Class;
        use strict;
        our %Some_Class = (         # our() is new to perl5.6
            CData1 => "",
            CData2 => "",
        );
        # tri-natured: function, class method, or object method
        sub _classobj {
            my $obclass = shift || __PACKAGE__;
            my $class   = ref($obclass) || $obclass;
            no strict "refs";   # to convert sym ref to real one
            return \%$class;
        }
        for my $datum (keys %{ _classobj() } ) { 
            # turn off strict refs so that we can
            # register a method in the symbol table
            no strict "refs";       
            *$datum = sub {
                use strict "refs";
                my $self = shift->_classobj();
                $self->{$datum} = shift if @_;
                return $self->{$datum};
            }
        }

    Indirect References to Class Data

    A reasonably common strategy for handling class attributes is to store a reference to each package variable on the object itself. This is a strategy you've probably seen before, such as in the perltoot manpage and the perlbot manpage, but there may be variations in the example below that you haven't thought of before.

        package Some_Class;
        our($CData1, $CData2);              # our() is new to perl5.6
        sub new {
            my $obclass = shift;
            return bless my $self = {
                ObData1 => "",
                ObData2 => "",
                CData1  => \$CData1,
                CData2  => \$CData2,
            } => (ref $obclass || $obclass);
        }
        sub ObData1 {
            my $self = shift;
            $self->{ObData1} = shift if @_;
            return $self->{ObData1};
        }
        sub ObData2 {
            my $self = shift;
            $self->{ObData2} = shift if @_;
            return $self->{ObData2};
        }
        sub CData1 {
            my $self = shift;
            my $dataref = ref $self
                            ? $self->{CData1}
                            : \$CData1;
            $$dataref = shift if @_;
            return $$dataref;
        }
        sub CData2 {
            my $self = shift;
            my $dataref = ref $self
                            ? $self->{CData2}
                            : \$CData2;
            $$dataref = shift if @_;
            return $$dataref;
        }

    As written above, a derived class will inherit these methods, which will consequently access package variables in the base class's package. This is not necessarily expected behavior in all circumstances. Here's an example that uses a variable meta-object, taking care to access the proper package's data.

            package Some_Class;
            use strict;
            our %Some_Class = (     # our() is new to perl5.6
                CData1 => "",
                CData2 => "",
            );
            sub _classobj {
                my $self  = shift;
                my $class = ref($self) || $self;
                no strict "refs";
                # get (hard) ref to eponymous meta-object
                return \%$class;
            }
            sub new {
                my $obclass  = shift;
                my $classobj = $obclass->_classobj();
                bless my $self = {
                    ObData1 => "",
                    ObData2 => "",
                    CData1  => \$classobj->{CData1},
                    CData2  => \$classobj->{CData2},
                } => (ref $obclass || $obclass);
                return $self;
            }
            sub ObData1 {
                my $self = shift;
                $self->{ObData1} = shift if @_;
                return $self->{ObData1};
            }
            sub ObData2 {
                my $self = shift;
                $self->{ObData2} = shift if @_;
                return $self->{ObData2};
            }
            sub CData1 {
                my $self = shift;
                $self = $self->_classobj() unless ref $self;
                my $dataref = $self->{CData1};
                $$dataref = shift if @_;
                return $$dataref;
            }
            sub CData2 {
                my $self = shift;
                $self = $self->_classobj() unless ref $self;
                my $dataref = $self->{CData2};
                $$dataref = shift if @_;
                return $$dataref;
            }

    Not only are we now strict refs clean, using an eponymous meta-object seems to make the code cleaner. Unlike the previous version, this one does something interesting in the face of inheritance: it accesses the class meta-object in the invoking class instead of the one into which the method was initially compiled.

    You can easily access data in the class meta-object, making it easy to dump the complete class state using an external mechanism such as when debugging or implementing a persistent class. This works because the class meta-object is a package variable, has a well-known name, and clusters all its data together. (Transparent persistence is not always feasible, but it's certainly an appealing idea.)

    There's still no check that object accessor methods have not been invoked on a class name. If strict ref checking is enabled, you'd blow up. If not, then you get the eponymous meta-object. What you do with--or about--this is up to you. The next two sections demonstrate innovative uses for this powerful feature.

    Monadic Classes

    Some of the standard modules shipped with Perl provide class interfaces without any attribute methods whatsoever. The most commonly used module not numbered amongst the pragmata, the Exporter module, is a class with neither constructors nor attributes. Its job is simply to provide a standard interface for modules wishing to export part of their namespace into that of their caller. Modules use the Exporter's &import method by setting their inheritance list in their package's @ISA array to mention ``Exporter''. But class Exporter provides no constructor, so you can't have several instances of the class. In fact, you can't have any--it just doesn't make any sense. All you get is its methods. Its interface contains no statefulness, so state data is wholly superfluous.

    Another sort of class that pops up from time to time is one that supports a unique instance. Such classes are called monadic classes, or less formally, singletons or highlander classes.

    If a class is monadic, where do you store its state, that is, its attributes? How do you make sure that there's never more than one instance? While you could merely use a slew of package variables, it's a lot cleaner to use the eponymously named hash. Here's a complete example of a monadic class:

        package Cosmos;
        %Cosmos = ();
        # accessor method for "name" attribute
        sub name {
            my $self = shift;
            $self->{name} = shift if @_;
            return $self->{name};
        }
        # read-only accessor method for "birthday" attribute
        sub birthday {
            my $self = shift;
            die "can't reset birthday" if @_;  # XXX: croak() is better
            return $self->{birthday};
        }
        # accessor method for "stars" attribute
        sub stars {
            my $self = shift;
            $self->{stars} = shift if @_;
            return $self->{stars};
        }
        # oh my - one of our stars just went out!
        sub supernova {
            my $self = shift;
            my $count = $self->stars();
            $self->stars($count - 1) if $count > 0;
        }
        # constructor/initializer method - fix by reboot
        sub bigbang { 
            my $self = shift;
            %$self = (
                name         => "the world according to tchrist",
                birthday     => time(),
                stars        => 0,
            );
            return $self;       # yes, it's probably a class.  SURPRISE!
        }
        # After the class is compiled, but before any use or require 
        # returns, we start off the universe with a bang.  
        __PACKAGE__ -> bigbang();

    Hold on, that doesn't look like anything special. Those attribute accessors look no different than they would if this were a regular class instead of a monadic one. The crux of the matter is there's nothing that says that $self must hold a reference to a blessed object. It merely has to be something you can invoke methods on. Here the package name itself, Cosmos, works as an object. Look at the &supernova method. Is that a class method or an object method? The answer is that static analysis cannot reveal the answer. Perl doesn't care, and neither should you. In the three attribute methods, %$self is really accessing the %Cosmos package variable.

    If like Stephen Hawking, you posit the existence of multiple, sequential, and unrelated universes, then you can invoke the &bigbang method yourself at any time to start everything all over again. You might think of &bigbang as more of an initializer than a constructor, since the function doesn't allocate new memory; it only initializes what's already there. But like any other constructor, it does return a scalar value to use for later method invocations.

    Imagine that some day in the future, you decide that one universe just isn't enough. You could write a new class from scratch, but you already have an existing class that does what you want--except that it's monadic, and you want more than just one cosmos.

    That's what code reuse via subclassing is all about. Look how short the new code is:

        package Multiverse;
        use Cosmos;
        @ISA = qw(Cosmos);
        sub new {
            my $protoverse = shift;
            my $class      = ref($protoverse) || $protoverse;
            my $self       = {};
            return bless($self, $class)->bigbang();
        } 
        1;

    Because we were careful to be good little creators when we designed our Cosmos class, we can now reuse it without touching a single line of code when it comes time to write our Multiverse class. The same code that worked when invoked as a class method continues to work perfectly well when invoked against separate instances of a derived class.

    The astonishing thing about the Cosmos class above is that the value returned by the &bigbang ``constructor'' is not a reference to a blessed object at all. It's just the class's own name. A class name is, for virtually all intents and purposes, a perfectly acceptable object. It has state, behavior, and identity, the three crucial components of an object system. It even manifests inheritance, polymorphism, and encapsulation. And what more can you ask of an object?

    To understand object orientation in Perl, it's important to recognize the unification of what other programming languages might think of as class methods and object methods into just plain methods. ``Class methods'' and ``object methods'' are distinct only in the compartmentalizing mind of the Perl programmer, not in the Perl language itself.

    Along those same lines, a constructor is nothing special either, which is one reason why Perl has no pre-ordained name for them. ``Constructor'' is just an informal term loosely used to describe a method that returns a scalar value that you can make further method calls against. So long as it's either a class name or an object reference, that's good enough. It doesn't even have to be a reference to a brand new object.

    You can have as many--or as few--constructors as you want, and you can name them whatever you care to. Blindly and obediently using new() for each and every constructor you ever write is to speak Perl with such a severe C++ accent that you do a disservice to both languages. There's no reason to insist that each class have but one constructor, or that a constructor be named new(), or that a constructor be used solely as a class method and not an object method.

    The next section shows how useful it can be to further distance ourselves from any formal distinction between class method calls and object method calls, both in constructors and in accessor methods.

    Translucent Attributes

    A package's eponymous hash can be used for more than just containing per-class, global state data. It can also serve as a sort of template containing default settings for object attributes. These default settings can then be used in constructors for initialization of a particular object. The class's eponymous hash can also be used to implement translucent attributes. A translucent attribute is one that has a class-wide default. Each object can set its own value for the attribute, in which case $object-&gt;attribute() returns that value. But if no value has been set, then $object-&gt;attribute() returns the class-wide default.

    We'll apply something of a copy-on-write approach to these translucent attributes. If you're just fetching values from them, you get translucency. But if you store a new value to them, that new value is set on the current object. On the other hand, if you use the class as an object and store the attribute value directly on the class, then the meta-object's value changes, and later fetch operations on objects with uninitialized values for those attributes will retrieve the meta-object's new values. Objects with their own initialized values, however, won't see any change.

    Let's look at some concrete examples of using these properties before we show how to implement them. Suppose that a class named Some_Class had a translucent data attribute called ``color''. First you set the color in the meta-object, then you create three objects using a constructor that happens to be named &spawn.

        use Vermin;
        Vermin->color("vermilion");
        $ob1 = Vermin->spawn();     # so that's where Jedi come from
        $ob2 = Vermin->spawn();   
        $ob3 = Vermin->spawn();
        print $obj3->color();       # prints "vermilion"

    Each of these objects' colors is now ``vermilion'', because that's the meta-object's value for that attribute, and these objects do not have individual color values set.

    Changing the attribute on one object has no effect on other objects previously created.

        $ob3->color("chartreuse");          
        print $ob3->color();        # prints "chartreuse"
        print $ob1->color();        # prints "vermilion", translucently

    If you now use $ob3 to spawn off another object, the new object will take the color its parent held, which now happens to be ``chartreuse''. That's because the constructor uses the invoking object as its template for initializing attributes. When that invoking object is the class name, the object used as a template is the eponymous meta-object. When the invoking object is a reference to an instantiated object, the &spawn constructor uses that existing object as a template.

        $ob4 = $ob3->spawn();       # $ob3 now template, not %Vermin
        print $ob4->color();        # prints "chartreuse"

    Any actual values set on the template object will be copied to the new object. But attributes undefined in the template object, being translucent, will remain undefined and consequently translucent in the new one as well.

    Now let's change the color attribute on the entire class:

        Vermin->color("azure");     
        print $ob1->color();        # prints "azure"
        print $ob2->color();        # prints "azure"
        print $ob3->color();        # prints "chartreuse"
        print $ob4->color();        # prints "chartreuse"

    That color change took effect only in the first pair of objects, which were still translucently accessing the meta-object's values. The second pair had per-object initialized colors, and so didn't change.

    One important question remains. Changes to the meta-object are reflected in translucent attributes in the entire class, but what about changes to discrete objects? If you change the color of $ob3, does the value of $ob4 see that change? Or vice-versa. If you change the color of $ob4, does then the value of $ob3 shift?

        $ob3->color("amethyst");            
        print $ob3->color();        # prints "amethyst"
        print $ob4->color();        # hmm: "chartreuse" or "amethyst"?

    While one could argue that in certain rare cases it should, let's not do that. Good taste aside, we want the answer to the question posed in the comment above to be ``chartreuse'', not ``amethyst''. So we'll treat these attributes similar to the way process attributes like environment variables, user and group IDs, or the current working directory are treated across a fork(). You can change only yourself, but you will see those changes reflected in your unspawned children. Changes to one object will propagate neither up to the parent nor down to any existing child objects. Those objects made later, however, will see the changes.

    If you have an object with an actual attribute value, and you want to make that object's attribute value translucent again, what do you do? Let's design the class so that when you invoke an accessor method with undef as its argument, that attribute returns to translucency.

        $ob4->color(undef);         # back to "azure"

    Here's a complete implementation of Vermin as described above.

        package Vermin;
        # here's the class meta-object, eponymously named.
        # it holds all class attributes, and also all instance attributes 
        # so the latter can be used for both initialization 
        # and translucency.
        our %Vermin = (             # our() is new to perl5.6
            PopCount => 0,          # capital for class attributes
            color    => "beige",    # small for instance attributes         
        );
        # constructor method
        # invoked as class method or object method
        sub spawn {
            my $obclass = shift;
            my $class   = ref($obclass) || $obclass;
            my $self = {};
            bless($self, $class);
            $class->{PopCount}++;
            # init fields from invoking object, or omit if 
            # invoking object is the class to provide translucency
            %$self = %$obclass if ref $obclass;
            return $self;
        }
        # translucent accessor for "color" attribute
        # invoked as class method or object method
        sub color {
            my $self  = shift;
            my $class = ref($self) || $self;
            # handle class invocation
            unless (ref $self) {
                $class->{color} = shift if @_;
                return $class->{color}
            }
            # handle object invocation
            $self->{color} = shift if @_;
            if (defined $self->{color}) {  # not exists!
                return $self->{color};
            } else {
                return $class->{color};
            } 
        }
        # accessor for "PopCount" class attribute
        # invoked as class method or object method
        # but uses object solely to locate meta-object
        sub population {
            my $obclass = shift;
            my $class   = ref($obclass) || $obclass;
            return $class->{PopCount};
        }
        # instance destructor
        # invoked only as object method
        sub DESTROY {
            my $self  = shift;
            my $class = ref $self;
            $class->{PopCount}--;
        }

    Here are a couple of helper methods that might be convenient. They aren't accessor methods at all. They're used to detect accessibility of data attributes. The &is_translucent method determines whether a particular object attribute is coming from the meta-object. The &has_attribute method detects whether a class implements a particular property at all. It could also be used to distinguish undefined properties from non-existent ones.

        # detect whether an object attribute is translucent
        # (typically?) invoked only as object method
        sub is_translucent {
            my($self, $attr)  = @_;
            return !defined $self->{$attr};  
        }
        # test for presence of attribute in class
        # invoked as class method or object method
        sub has_attribute {
            my($self, $attr)  = @_;
            my $class = ref($self) || $self;
            return exists $class->{$attr};  
        }

    If you prefer to install your accessors more generically, you can make use of the upper-case versus lower-case convention to register into the package appropriate methods cloned from generic closures.

        for my $datum (keys %{ +__PACKAGE__ }) {
            *$datum = ($datum =~ /^A-Z/)
                ? sub {  # install class accessor
                        my $obclass = shift;
                        my $class   = ref($obclass) || $obclass;
                        return $class->{$datum};
                      }
                : sub { # install translucent accessor
                        my $self  = shift;
                        my $class = ref($self) || $self;
                        unless (ref $self) {
                            $class->{$datum} = shift if @_;
                            return $class->{$datum}
                        }
                        $self->{$datum} = shift if @_;
                        return defined $self->{$datum}
                            ? $self  -> {$datum}
                            : $class -> {$datum}
                      } 
        }

    Translations of this closure-based approach into C++, Java, and Python have been left as exercises for the reader. Be sure to send us mail as soon as you're done.


    Class Data as Lexical Variables

    Privacy and Responsibility

    Unlike conventions used by some Perl programmers, in the previous examples, we didn't prefix the package variables used for class attributes with an underscore, nor did we do so for the names of the hash keys used for instance attributes. You don't need little markers on data names to suggest nominal privacy on attribute variables or hash keys, because these are already notionally private! Outsiders have no business whatsoever playing with anything within a class save through the mediated access of its documented interface; in other words, through method invocations. And not even through just any method, either. Methods that begin with an underscore are traditionally considered off-limits outside the class. If outsiders skip the documented method interface to poke around the internals of your class and end up breaking something, that's not your fault--it's theirs.

    Perl believes in individual responsibility rather than mandated control. Perl respects you enough to let you choose your own preferred level of pain, or of pleasure. Perl believes that you are creative, intelligent, and capable of making your own decisions--and fully expects you to take complete responsibility for your own actions. In a perfect world, these admonitions alone would suffice, and everyone would be intelligent, responsible, happy, and creative. And careful. One probably shouldn't forget careful, and that's a good bit harder to expect. Even Einstein would take wrong turns by accident and end up lost in the wrong part of town.

    Some folks get the heebie-jeebies when they see package variables hanging out there for anyone to reach over and alter them. Some folks live in constant fear that someone somewhere might do something wicked. The solution to that problem is simply to fire the wicked, of course. But unfortunately, it's not as simple as all that. These cautious types are also afraid that they or others will do something not so much wicked as careless, whether by accident or out of desperation. If we fire everyone who ever gets careless, pretty soon there won't be anybody left to get any work done.

    Whether it's needless paranoia or sensible caution, this uneasiness can be a problem for some people. We can take the edge off their discomfort by providing the option of storing class attributes as lexical variables instead of as package variables. The my() operator is the source of all privacy in Perl, and it is a powerful form of privacy indeed.

    It is widely perceived, and indeed has often been written, that Perl provides no data hiding, that it affords the class designer no privacy nor isolation, merely a rag-tag assortment of weak and unenforcible social conventions instead. This perception is demonstrably false and easily disproven. In the next section, we show how to implement forms of privacy that are far stronger than those provided in nearly any other object-oriented language.

    File-Scoped Lexicals

    A lexical variable is visible only through the end of its static scope. That means that the only code able to access that variable is code residing textually below the my() operator through the end of its block if it has one, or through the end of the current file if it doesn't.

    Starting again with our simplest example given at the start of this document, we replace our() variables with my() versions.

        package Some_Class;
        my($CData1, $CData2);   # file scope, not in any package
        sub CData1 {
            shift;  # XXX: ignore calling class/object
            $CData1 = shift if @_;
            return $CData1;
        } 
        sub CData2 {
            shift;  # XXX: ignore calling class/object
            $CData2 = shift if @_;
            return $CData2;
        }

    So much for that old $Some_Class::CData1 package variable and its brethren! Those are gone now, replaced with lexicals. No one outside the scope can reach in and alter the class state without resorting to the documented interface. Not even subclasses or superclasses of this one have unmediated access to $CData1. They have to invoke the &CData1 method against Some_Class or an instance thereof, just like anybody else.

    To be scrupulously honest, that last statement assumes you haven't packed several classes together into the same file scope, nor strewn your class implementation across several different files. Accessibility of those variables is based uniquely on the static file scope. It has nothing to do with the package. That means that code in a different file but the same package (class) could not access those variables, yet code in the same file but a different package (class) could. There are sound reasons why we usually suggest a one-to-one mapping between files and packages and modules and classes. You don't have to stick to this suggestion if you really know what you're doing, but you're apt to confuse yourself otherwise, especially at first.

    If you'd like to aggregate your class attributes into one lexically scoped, composite structure, you're perfectly free to do so.

        package Some_Class;
        my %ClassData = (
            CData1 => "",
            CData2 => "",
        );
        sub CData1 {
            shift;  # XXX: ignore calling class/object
            $ClassData{CData1} = shift if @_;
            return $ClassData{CData1};
        } 
        sub CData2 {
            shift;  # XXX: ignore calling class/object
            $ClassData{CData2} = shift if @_;
            return $ClassData{CData2};
        }

    To make this more scalable as other class attributes are added, we can again register closures into the package symbol table to create accessor methods for them.

        package Some_Class;
        my %ClassData = (
            CData1 => "",
            CData2 => "",
        );
        for my $datum (keys %ClassData) { 
            no strict "refs";
            *$datum = sub { 
                shift;      # XXX: ignore calling class/object
                $ClassData{$datum} = shift if @_;
                return $ClassData{$datum};
            };
        }

    Requiring even your own class to use accessor methods like anybody else is probably a good thing. But demanding and expecting that everyone else, be they subclass or superclass, friend or foe, will all come to your object through mediation is more than just a good idea. It's absolutely critical to the model. Let there be in your mind no such thing as ``public'' data, nor even ``protected'' data, which is a seductive but ultimately destructive notion. Both will come back to bite at you. That's because as soon as you take that first step out of the solid position in which all state is considered completely private, save from the perspective of its own accessor methods, you have violated the envelope. And, having pierced that encapsulating envelope, you shall doubtless someday pay the price when future changes in the implementation break unrelated code. Considering that avoiding this infelicitous outcome was precisely why you consented to suffer the slings and arrows of obsequious abstraction by turning to object orientation in the first place, such breakage seems unfortunate in the extreme.

    More Inheritance Concerns

    Suppose that Some_Class were used as a base class from which to derive Another_Class. If you invoke a &CData method on the derived class or on an object of that class, what do you get? Would the derived class have its own state, or would it piggyback on its base class's versions of the class attributes?

    The answer is that under the scheme outlined above, the derived class would not have its own state data. As before, whether you consider this a good thing or a bad one depends on the semantics of the classes involved.

    The cleanest, sanest, simplest way to address per-class state in a lexical is for the derived class to override its base class's version of the method that accesses the class attributes. Since the actual method called is the one in the object's derived class if this exists, you automatically get per-class state this way. Any urge to provide an unadvertised method to sneak out a reference to the %ClassData hash should be strenuously resisted.

    As with any other overridden method, the implementation in the derived class always has the option of invoking its base class's version of the method in addition to its own. Here's an example:

        package Another_Class;
        @ISA = qw(Some_Class);
        my %ClassData = (
            CData1 => "",
        );
        sub CData1 {
            my($self, $newvalue) = @_;
            if (@_ > 1) { 
                # set locally first
                $ClassData{CData1} = $newvalue;
                # then pass the buck up to the first 
                # overridden version, if there is one
                if ($self->can("SUPER::CData1")) { 
                    $self->SUPER::CData1($newvalue);
                }
            }
            return $ClassData{CData1};
        }

    Those dabbling in multiple inheritance might be concerned about there being more than one override.

        for my $parent (@ISA) {
            my $methname = $parent . "::CData1";
            if ($self->can($methname)) { 
                $self->$methname($newvalue);
            }
        }

    Because the &UNIVERSAL::can method returns a reference to the function directly, you can use this directly for a significant performance improvement:

        for my $parent (@ISA) {
            if (my $coderef = $self->can($parent . "::CData1")) {
                $self->$coderef($newvalue);
            }
        }

    Locking the Door and Throwing Away the Key

    As currently implemented, any code within the same scope as the file-scoped lexical %ClassData can alter that hash directly. Is that ok? Is it acceptable or even desirable to allow other parts of the implementation of this class to access class attributes directly?

    That depends on how careful you want to be. Think back to the Cosmos class. If the &supernova method had directly altered $Cosmos::Stars or $Cosmos::Cosmos{stars}, then we wouldn't have been able to reuse the class when it came to inventing a Multiverse. So letting even the class itself access its own class attributes without the mediating intervention of properly designed accessor methods is probably not a good idea after all.

    Restricting access to class attributes from the class itself is usually not enforcible even in strongly object-oriented languages. But in Perl, you can.

    Here's one way:

        package Some_Class;
        {  # scope for hiding $CData1
            my $CData1;
            sub CData1 {
                shift;      # XXX: unused
                $CData1 = shift if @_;
                return $CData1;
            } 
        }
        {  # scope for hiding $CData2
            my $CData2;
            sub CData2 {
                shift;      # XXX: unused
                $CData2 = shift if @_;
                return $CData2;
            } 
        }

    No one--absolutely no one--is allowed to read or write the class attributes without the mediation of the managing accessor method, since only that method has access to the lexical variable it's managing. This use of mediated access to class attributes is a form of privacy far stronger than most OO languages provide.

    The repetition of code used to create per-datum accessor methods chafes at our Laziness, so we'll again use closures to create similar methods.

        package Some_Class;
        {  # scope for ultra-private meta-object for class attributes
            my %ClassData = ( 
                CData1 => "",
                CData2 => "",
            );
            for my $datum (keys %ClassData ) { 
                no strict "refs";    
                *$datum = sub {
                    use strict "refs";    
                    my ($self, $newvalue) = @_;
                    $ClassData{$datum} = $newvalue if @_ > 1;
                    return $ClassData{$datum};
                }
            }
        }

    The closure above can be modified to take inheritance into account using the &UNIVERSAL::can method and SUPER as shown previously.

    Translucency Revisited

    The Vermin class demonstrates translucency using a package variable, eponymously named %Vermin, as its meta-object. If you prefer to use absolutely no package variables beyond those necessary to appease inheritance or possibly the Exporter, this strategy is closed to you. That's too bad, because translucent attributes are an appealing technique, so it would be valuable to devise an implementation using only lexicals.

    There's a second reason why you might wish to avoid the eponymous package hash. If you use class names with double-colons in them, you would end up poking around somewhere you might not have meant to poke.

        package Vermin;
        $class = "Vermin";
        $class->{PopCount}++;       
        # accesses $Vermin::Vermin{PopCount}
        package Vermin::Noxious;
        $class = "Vermin::Noxious";
        $class->{PopCount}++;       
        # accesses $Vermin::Noxious{PopCount}

    In the first case, because the class name had no double-colons, we got the hash in the current package. But in the second case, instead of getting some hash in the current package, we got the hash %Noxious in the Vermin package. (The noxious vermin just invaded another package and sprayed their data around it. :-) Perl doesn't support relative packages in its naming conventions, so any double-colons trigger a fully-qualified lookup instead of just looking in the current package.

    In practice, it is unlikely that the Vermin class had an existing package variable named %Noxious that you just blew away. If you're still mistrustful, you could always stake out your own territory where you know the rules, such as using Eponymous::Vermin::Noxious or Hieronymus::Vermin::Boschious or Leave_Me_Alone::Vermin::Noxious as class names instead. Sure, it's in theory possible that someone else has a class named Eponymous::Vermin with its own %Noxious hash, but this kind of thing is always true. There's no arbiter of package names. It's always the case that globals like @Cwd::ISA would collide if more than one class uses the same Cwd package.

    If this still leaves you with an uncomfortable twinge of paranoia, we have another solution for you. There's nothing that says that you have to have a package variable to hold a class meta-object, either for monadic classes or for translucent attributes. Just code up the methods so that they access a lexical instead.

    Here's another implementation of the Vermin class with semantics identical to those given previously, but this time using no package variables.

        package Vermin;
        # Here's the class meta-object, eponymously named.
        # It holds all class data, and also all instance data 
        # so the latter can be used for both initialization 
        # and translucency.  it's a template.
        my %ClassData = (                   
            PopCount => 0,          # capital for class attributes
            color    => "beige",    # small for instance attributes         
        );
        # constructor method
        # invoked as class method or object method
        sub spawn {
            my $obclass = shift;
            my $class   = ref($obclass) || $obclass;
            my $self = {};
            bless($self, $class);
            $ClassData{PopCount}++;
            # init fields from invoking object, or omit if 
            # invoking object is the class to provide translucency
            %$self = %$obclass if ref $obclass;
            return $self;
        }
        # translucent accessor for "color" attribute
        # invoked as class method or object method
        sub color {
            my $self  = shift;
            # handle class invocation
            unless (ref $self) {
                $ClassData{color} = shift if @_;
                return $ClassData{color}
            }
            # handle object invocation
            $self->{color} = shift if @_;
            if (defined $self->{color}) {  # not exists!
                return $self->{color};
            } else {
                return $ClassData{color};
            } 
        }
        # class attribute accessor for "PopCount" attribute
        # invoked as class method or object method
        sub population {
            return $ClassData{PopCount};
        }
        # instance destructor; invoked only as object method
        sub DESTROY {
            $ClassData{PopCount}--;
        }
        # detect whether an object attribute is translucent
        # (typically?) invoked only as object method
        sub is_translucent {
            my($self, $attr)  = @_;
            $self = \%ClassData if !ref $self;
            return !defined $self->{$attr};  
        }
        # test for presence of attribute in class
        # invoked as class method or object method
        sub has_attribute {
            my($self, $attr)  = @_;
            return exists $ClassData{$attr};  
        }


    NOTES

    Inheritance is a powerful but subtle device, best used only after careful forethought and design. Aggregation instead of inheritance is often a better approach.

    You can't use file-scoped lexicals in conjunction with the SelfLoader or the AutoLoader, because they alter the lexical scope in which the module's methods wind up getting compiled.

    The usual mealy-mouthed package-mungeing doubtless applies to setting up names of object attributes. For example, $self-&gt;{ObData1} should probably be $self-&gt;{ __PACKAGE__ . &quot;_ObData1&quot; }, but that would just confuse the examples.


    SEE ALSO

    the perltoot manpage, the perlobj manpage, the perlmod manpage, and the perlbot manpage.

    The Tie::SecureHash and Class::Data::Inheritable modules from CPAN are worth checking out.


    AUTHOR AND COPYRIGHT

    Copyright (c) 1999 Tom Christiansen. All rights reserved.

    This documentation is free; you can redistribute it and/or modify it under the same terms as Perl itself.

    Irrespective of its distribution, all code examples in this file are hereby placed into the public domain. You are permitted and encouraged to use this code in your own programs for fun or for profit as you see fit. A simple comment in the code giving credit would be courteous but is not required.


    ACKNOWLEDGEMENTS

    Russ Allbery, Jon Orwant, Randy Ray, Larry Rosler, Nat Torkington, and Stephen Warren all contributed suggestions and corrections to this piece. Thanks especially to Damian Conway for his ideas and feedback, and without whose indirect prodding I might never have taken the time to show others how much Perl has to offer in the way of objects once you start thinking outside the tiny little box that today's ``popular'' object-oriented languages enforce.