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Reference
perlboot - Beginner's Object-Oriented Tutorial
If you're not familiar with objects from other languages, some of the other Perl object documentation may be a little daunting, such as perlobj, a basic reference in using objects, and perltoot, which introduces readers to the peculiarities of Perl's object system in a tutorial way.
So, let's take a different approach, presuming no prior object experience. It helps if you know about subroutines (perlsub), references (perlref et. seq.), and packages (perlmod), so become familiar with those first if you haven't already.
Let's let the animals talk for a moment:
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 refs
 mode, certainly not recommended
for larger programs.  And why was that necessary?  Because the name of
the package seems to be inseparable from the name of the subroutine we
want to invoke within that package.
Or is it?
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.
Let's take that new arrow invocation and put it back in the barnyard example:
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 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:
And the other two animals come out similarly:
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.
Let's call out from speak
 to a helper method called sound
.
This method provides the constant text for the sound itself.
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
?
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!
We'll define a common subroutine package called Animal
, with the
definition for speak
:
Then, for each animal, we say it "inherits" from Animal
, along
with the animal-specific sound:
Note the added @ISA
 array (pronounced "is a").  We'll get to that in a minute.
But what happens when we invoke Cow->speak
 now?
First, Perl constructs the argument list.  In this case, it's just
Cow
.  Then Perl looks for Cow::speak
.  But that's not there, so
Perl checks for the inheritance array @Cow::ISA
.  It's there,
and contains the single name Animal
.
Perl next checks for speak
 inside Animal
 instead, as in
Animal::speak
.  And that's found, so Perl invokes that subroutine
with the already frozen argument list.
Inside the Animal::speak
 subroutine, $class
 becomes Cow
 (the
first argument).  So when we get to the step of invoking
$class->sound
, it'll be looking for Cow->sound
, which
gets it on the first try without looking at @ISA
.  Success!
This magical @ISA
 variable has declared that Cow
 "is a" Animal
.
Note that it's an array, not a simple single value, because on rare
occasions, it makes sense to have more than one parent class searched
for the missing methods.
If Animal
 also had an @ISA
, then we'd check there too.  The
search is recursive, depth-first, left-to-right in each @ISA
 by
default (see mro for alternatives).  Typically, each @ISA
 has
only one element (multiple elements means multiple inheritance and
multiple headaches), so we get a nice tree of inheritance.
When we turn on use strict
, we'll get complaints on @ISA
, since
it's not a variable containing an explicit package name, nor is it a
lexical ("my") variable.  We can't make it a lexical variable though
(it has to belong to the package to be found by the inheritance mechanism),
so there's a couple of straightforward ways to handle that.
The easiest is to just spell the package name out:
- @Cow::ISA = qw(Animal);
Or declare it as package global variable:
- package Cow;
- our @ISA = qw(Animal);
Or allow it as an implicitly named package variable:
- package Cow;
- use vars qw(@ISA);
- @ISA = qw(Animal);
If the Animal
 class comes from another (object-oriented) module, then
just employ use base
 to specify that Animal
 should serve as the basis
for the Cow
 class:
- package Cow;
- use base qw(Animal);
Now that's pretty darn simple!
Let's add a mouse, which can barely be heard:
which results in:
- a Mouse goes squeak!
- [but you can barely hear it!]
Here, Mouse
 has its own speaking routine, so Mouse->speak
doesn't immediately invoke Animal->speak
. This is known as
"overriding". In fact, we don't even need to say that a Mouse
 is
an Animal
 at all, because all of the methods needed for speak
 are
completely defined for Mouse
; this is known as "duck typing":
"If it walks like a duck and quacks like a duck, I would call it a duck"
(James Whitcomb). However, it would probably be beneficial to allow a
closer examination to conclude that a Mouse
 is indeed an Animal
,
so it is actually better to define Mouse
 with Animal
 as its base
(that is, it is better to "derive Mouse
 from Animal
").
Moreover, this duplication of code could become a maintenance headache
(though code-reuse is not actually a good reason for inheritance; good
design practices dictate that a derived class should be usable wherever
its base class is usable, which might not be the outcome if code-reuse
is the sole criterion for inheritance. Just remember that a Mouse
should always act like an Animal
).
So, let's make Mouse
 an Animal
!
The obvious solution is to invoke Animal::speak
 directly:
Note that we're using Animal::speak
. If we were to invoke
Animal->speak
 instead, the first parameter to Animal::speak
would automatically be "Animal"
 rather than "Mouse"
, so that
the call to $class->sound
 in Animal::speak
 would become
Animal->sound
 rather than Mouse->sound
.
Also, without the method arrow ->
, it becomes necessary to specify
the first parameter to Animal::speak
 ourselves, which is why $class
is explicitly passed: Animal::speak($class)
.
However, invoking Animal::speak
 directly is a mess: Firstly, it assumes
that the speak
 method is a member of the Animal
 class; what if Animal
actually inherits speak
 from its own base? Because we are no longer using
->
 to access speak
, the special method look up mechanism wouldn't be
used, so speak
 wouldn't even be found!
The second problem is more subtle: Animal
 is now hardwired into the subroutine
selection. Let's assume that Animal::speak
 does exist. What happens when,
at a later time, someone expands the class hierarchy by having Mouse
inherit from Mus
 instead of Animal
. Unless the invocation of Animal::speak
is also changed to an invocation of Mus::speak
, centuries worth of taxonomical
classification could be obliterated!
What we have here is a fragile or leaky abstraction; it is the beginning of a maintenance nightmare. What we need is the ability to search for the right method wih as few assumptions as possible.
A better solution is to tell Perl where in the inheritance chain to begin searching
for speak
. This can be achieved with a modified version of the method arrow ->
:
- ClassName->FirstPlaceToLook::method
So, the improved Mouse
 class is:
Using this syntax, we start with Animal
 to find speak
, and then
use all of Animal
's inheritance chain if it is not found immediately.
As usual, the first parameter to speak
 would be $class
, so we no
longer need to pass $class
 explicitly to speak
.
But what about the second problem? We're still hardwiring Animal
 into
the method lookup.
If Animal
 is replaced with the special placeholder SUPER
 in that
invocation, then the contents of Mouse
's @ISA
 are used for the
search, beginning with $ISA[0]
. So, all of the problems can be fixed
as follows:
In general, SUPER::speak
 means look in the current package's @ISA
for a class that implements speak
, and invoke the first one found.
The placeholder is called SUPER
, because many other languages refer
to base classes as "superclasses", and Perl likes to be eclectic.
Note that a call such as
- $class->SUPER::method;
does not look in the @ISA
 of $class
 unless $class
 happens to
be the current package.
So far, we've seen the method arrow syntax:
- Class->method(@args);
or the equivalent:
- $a = "Class";
- $a->method(@args);
which constructs an argument list of:
- ("Class", @args)
and attempts to invoke:
- Class::method("Class", @args);
However, if Class::method
 is not found, then @Class::ISA
 is examined
(recursively) to locate a class (a package) that does indeed contain method
,
and that subroutine is invoked instead.
Using this simple syntax, we have class methods, (multiple) inheritance, overriding, and extending. Using just what we've seen so far, we've been able to factor out common code (though that's never a good reason for inheritance!), and provide a nice way to reuse implementations with variations.
Now, what about data?
Let's start with the code for the Animal
 class
and the Horse
 class:
This lets us invoke Horse->speak
 to ripple upward to
Animal::speak
, calling back to Horse::sound
 to get the specific
sound, and the output of:
- a Horse goes neigh!
But all of our Horse objects would have to be absolutely identical. If we add a subroutine, all horses automatically share it. That's great for making horses the same, but how do we capture the distinctions of an individual horse? For example, suppose we want to give our first horse a name. There's got to be a way to keep its name separate from the other horses.
That is to say, we want particular instances of Horse
 to have
different names.
In Perl, any reference can be an "instance", so let's start with the simplest reference that can hold a horse's name: a scalar reference.
So, now $horse
 is a reference to what will be the instance-specific
data (the name). The final step is to turn this reference into a real
instance of a Horse
 by using the special operator bless:
- bless $horse, Horse;
This operator stores information about the package named Horse
 into
the thing pointed at by the reference.  At this point, we say
$horse
 is an instance of Horse
.  That is, it's a specific
horse.  The reference is otherwise unchanged, and can still be used
with traditional dereferencing operators.
The method arrow can be used on instances, as well as classes (the names
of packages). So, let's get the sound that $horse
 makes:
- my $noise = $horse->sound("some", "unnecessary", "args");
To invoke sound
, Perl first notes that $horse
 is a blessed
reference (and thus an instance).  It then constructs an argument
list, as per usual.
Now for the fun part: Perl takes the class in which the instance was
blessed, in this case Horse
, and uses that class to locate the
subroutine. In this case, Horse::sound
 is found directly (without
using inheritance). In the end, it is as though our initial line were
written as follows:
- my $noise = Horse::sound($horse, "some", "unnecessary", "args");
Note that the first parameter here is still the instance, not the name
of the class as before.  We'll get neigh
 as the return value, and
that'll end up as the $noise
 variable above.
If Horse::sound had not been found, we'd be wandering up the @Horse::ISA
array, trying to find the method in one of the superclasses. The only
difference between a class method and an instance method is whether the
first parameter is an instance (a blessed reference) or a class name (a
string).
Because we get the instance as the first parameter, we can now access the instance-specific data. In this case, let's add a way to get at the name:
Inside Horse::name
, the @_
 array contains:
- ($horse, "some", "unnecessary", "args")
so the shift stores $horse
 into $self
. Then, $self
 gets
de-referenced with $$self
 as normal, yielding "Mr. Ed"
.
It's traditional to shift the first parameter into a variable named
$self
 for instance methods and into a variable named $class
 for
class methods.
Then, the following line:
- print $horse->name, " says ", $horse->sound, "\n";
outputs:
- Mr. Ed says neigh.
Of course, if we constructed all of our horses by hand, we'd most likely make mistakes from time to time. We're also violating one of the properties of object-oriented programming, in that the "inside guts" of a Horse are visible. That's good if you're a veterinarian, but not if you just like to own horses. So, let's have the Horse class handle the details inside a class method:
Now with the new named
 method, we can build a horse as follows:
- my $horse = Horse->named("Mr. Ed");
Notice we're back to a class method, so the two arguments to
Horse::named
 are Horse
 and Mr. Ed
.  The bless operator
not only blesses \$name
, it also returns that reference.
This Horse::named
 method is called a "constructor".
We've called the constructor named
 here, so that it 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?)
But was there anything specific to Horse
 in that method?  No.  Therefore,
it's also the same recipe for building anything else that inherited from
Animal
, so let's put name
 and named
 there:
Ahh, but what happens if we invoke speak
 on an instance?
- my $horse = Horse->named("Mr. Ed");
- $horse->speak;
We get a debugging value:
- a Horse=SCALAR(0xaca42ac) goes neigh!
Why?  Because the Animal::speak
 routine is expecting a classname as
its first parameter, not an instance.  When the instance is passed in,
we'll end up using a blessed scalar reference as a string, and that
shows up as we saw it just now.
All we need is for a method to detect if it is being called on a class
or called on an instance.  The most straightforward way is with the
ref operator.  This returns a string (the classname) when used on a
blessed reference, and an empty string when used on a string (like a
classname).  Let's modify the name
 method first to notice the change:
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:
and now we'll fix speak
 to use this:
And since sound
 already worked with either a class or an instance,
we're done!
Let's train our animals to eat:
- { package Animal;
- sub named {
- my $class = shift;
- my $name = shift;
- bless \$name, $class;
- }
- sub name {
- my $either = shift;
- ref $either ? $$either : "Any $either";
- }
- sub speak {
- my $either = shift;
- print $either->name, " goes ", $either->sound, "\n";
- }
- sub eat {
- my $either = shift;
- my $food = shift;
- print $either->name, " eats $food.\n";
- }
- }
- { package Horse;
- @ISA = qw(Animal);
- sub sound { "neigh" }
- }
- { package Sheep;
- @ISA = qw(Animal);
- sub sound { "baaaah" }
- }
And now try it out:
- my $horse = Horse->named("Mr. Ed");
- $horse->eat("hay");
- Sheep->eat("grass");
which prints:
- Mr. Ed eats hay.
- Any Sheep eats grass.
An instance method with parameters gets invoked with the instance, and then the list of parameters. So that first invocation is like:
- Animal::eat($horse, "hay");
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:
so $bad->{Name}
 has Evil
, and $bad->{Color}
 has
black
.  But we want to make $bad->name
 access the name, and
that's now messed up because it's expecting a scalar reference.  Not
to worry, because that's pretty easy to fix up.
One solution is to override Animal::name
 and Animal::named
 by
defining them anew in Sheep
, but then any methods added later to
Animal
 might still mess up, and we'd have to override all of those
too. Therefore, it's never a good idea to define the data layout in a
way that's different from the data layout of the base classes. In fact,
it's a good idea to use blessed hash references in all cases. Also, this
is why it's important to have constructors do the low-level work. So,
let's redefine Animal
:
Of course, we still need to override named
 in order to handle
constructing a Sheep
 with a certain color:
(Note that @_
 contains the parameters to named
.)
What's this default_color
?  Well, if named
 has only the name,
we still need to set a color, so we'll have a class-specific default color.
For a sheep, we might define it as white:
Now:
outputs:
- white
Now, there's nothing particularly specific to Sheep
 when it comes
to color, so let's remove Sheep::named
 and implement Animal::named
to handle color instead:
And then to keep from having to define default_color
 for each additional
class, we'll define a method that serves as the "default default" directly
in Animal
:
Of course, because name
 and named
 were the only methods that
referenced the "structure" of the object, the rest of the methods can
remain the same, so speak
 still works as before.
But having all our horses be brown would be boring. So let's add a method or two to get and set the color.
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:
which results in:
- Mr. Ed is colored black-and-white
So, now we have class methods, constructors, instance methods, instance
data, and even accessors. But that's still just the beginning of what
Perl has to offer. We haven't even begun to talk about accessors that
double as getters and setters, destructors, indirect object notation,
overloading, "isa" and "can" tests, the UNIVERSAL
 class, and so on.
That's for the rest of the Perl documentation to cover. Hopefully, this
gets you started, though.
For more information, see perlobj (for all the gritty details about Perl objects, now that you've seen the basics), perltoot (the tutorial for those who already know objects), perltooc (dealing with class data), perlbot (for some more tricks), and books such as Damian Conway's excellent Object Oriented Perl.
Some modules which might prove interesting are Class::Accessor, Class::Class, Class::Contract, Class::Data::Inheritable, Class::MethodMaker and Tie::SecureHash
Copyright (c) 1999, 2000 by Randal L. Schwartz and Stonehenge Consulting Services, Inc.
Copyright (c) 2009 by Michael F. Witten.
Permission is hereby granted to distribute this document intact with the Perl distribution, and in accordance with the licenses of the Perl distribution; derived documents must include this copyright notice intact.
Portions of this text have been derived from Perl Training materials originally appearing in the Packages, References, Objects, and Modules course taught by instructors for Stonehenge Consulting Services, Inc. and used with permission.
Portions of this text have been derived from materials originally appearing in Linux Magazine and used with permission.