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perlobj (1)
  • >> perlobj (1) ( Solaris man: Команды и прикладные программы пользовательского уровня )
  • perlobj (1) ( Разные man: Команды и прикладные программы пользовательского уровня )
  • 
    
    

    NAME

         perlobj - Perl objects
    
    
    

    DESCRIPTION

         First you need to understand what references are in Perl.
         See the perlref manpage for that.  Second, if you still find
         the following reference work too complicated, a tutorial on
         object-oriented programming in Perl can be found in the
         perltoot manpage and the perltootc manpage.
    
         If you're still with us, then here are three very simple
         definitions that you should find reassuring.
    
         1.  An object is simply a reference that happens to know
             which class it belongs to.
    
         2.  A class is simply a package that happens to provide
             methods to deal with object references.
    
         3.  A method is simply a subroutine that expects an object
             reference (or a package name, for class methods) as the
             first argument.
    
         We'll cover these points now in more depth.
    
         An Object is Simply a Reference
    
         Unlike say C++, Perl doesn't provide any special syntax for
         constructors.  A constructor is merely a subroutine that
         returns a reference to something "blessed" into a class,
         generally the class that the subroutine is defined in.  Here
         is a typical constructor:
    
             package Critter;
             sub new { bless {} }
    
         That word `new' isn't special.  You could have written a
         construct this way, too:
    
             package Critter;
             sub spawn { bless {} }
    
         This might even be preferable, because the C++ programmers
         won't be tricked into thinking that `new' works in Perl as
         it does in C++.  It doesn't.  We recommend that you name
         your constructors whatever makes sense in the context of the
         problem you're solving.  For example, constructors in the Tk
         extension to Perl are named after the widgets they create.
    
         One thing that's different about Perl constructors compared
         with those in C++ is that in Perl, they have to allocate
         their own memory.  (The other things is that they don't
         automatically call overridden base-class constructors.)  The
         `{}' allocates an anonymous hash containing no key/value
         pairs, and returns it  The bless() takes that reference and
         tells the object it references that it's now a Critter, and
         returns the reference.  This is for convenience, because the
         referenced object itself knows that it has been blessed, and
         the reference to it could have been returned directly, like
         this:
    
             sub new {
                 my $self = {};
                 bless $self;
                 return $self;
             }
    
         You often see such a thing in more complicated constructors
         that wish to call methods in the class as part of the
         construction:
    
             sub new {
                 my $self = {};
                 bless $self;
                 $self->initialize();
                 return $self;
             }
    
         If you care about inheritance (and you should; see the
         Modules: Creation, Use, and Abuse entry in the perlmodlib
         manpage), then you want to use the two-arg form of bless so
         that your constructors may be inherited:
    
             sub new {
                 my $class = shift;
                 my $self = {};
                 bless $self, $class;
                 $self->initialize();
                 return $self;
             }
    
         Or if you expect people to call not just `CLASS->new()' but
         also `$obj->new()', then use something like this.  The
         initialize() method used will be of whatever $class we
         blessed the object into:
    
             sub new {
                 my $this = shift;
                 my $class = ref($this) || $this;
                 my $self = {};
                 bless $self, $class;
                 $self->initialize();
                 return $self;
             }
    
         Within the class package, the methods will typically deal
         with the reference as an ordinary reference.  Outside the
         class package, the reference is generally treated as an
         opaque value that may be accessed only through the class's
         methods.
    
         Although a constructor can in theory re-bless a referenced
         object currently belonging to another class, this is almost
         certainly going to get you into trouble.  The new class is
         responsible for all cleanup later.  The previous blessing is
         forgotten, as an object may belong to only one class at a
         time.  (Although of course it's free to inherit methods from
         many classes.)  If you find yourself having to do this, the
         parent class is probably misbehaving, though.
    
         A clarification:  Perl objects are blessed.  References are
         not.  Objects know which package they belong to.  References
         do not.  The bless() function uses the reference to find the
         object.  Consider the following example:
    
             $a = {};
             $b = $a;
             bless $a, BLAH;
             print "\$b is a ", ref($b), "\n";
    
         This reports $b as being a BLAH, so obviously bless()
         operated on the object and not on the reference.
    
         A Class is Simply a Package
    
         Unlike say C++, Perl doesn't provide any special syntax for
         class definitions.  You use a package as a class by putting
         method definitions into the class.
    
         There is a special array within each package called @ISA,
         which says where else to look for a method if you can't find
         it in the current package.  This is how Perl implements
         inheritance.  Each element of the @ISA array is just the
         name of another package that happens to be a class package.
         The classes are searched (depth first) for missing methods
         in the order that they occur in @ISA.  The classes
         accessible through @ISA are known as base classes of the
         current class.
    
         All classes implicitly inherit from class `UNIVERSAL' as
         their last base class.  Several commonly used methods are
         automatically supplied in the UNIVERSAL class; see the
         section on "Default UNIVERSAL methods" for more details.
    
         If a missing method is found in a base class, it is cached
         in the current class for efficiency.  Changing @ISA or
         defining new subroutines invalidates the cache and causes
         Perl to do the lookup again.
    
         If neither the current class, its named base classes, nor
         the UNIVERSAL class contains the requested method, these
         three places are searched all over again, this time looking
         for a method named AUTOLOAD().  If an AUTOLOAD is found,
         this method is called on behalf of the missing method,
         setting the package global $AUTOLOAD to be the fully
         qualified name of the method that was intended to be called.
    
         If none of that works, Perl finally gives up and complains.
    
         Perl classes do method inheritance only.  Data inheritance
         is left up to the class itself.  By and large, this is not a
         problem in Perl, because most classes model the attributes
         of their object using an anonymous hash, which serves as its
         own little namespace to be carved up by the various classes
         that might want to do something with the object.  The only
         problem with this is that you can't sure that you aren't
         using a piece of the hash that isn't already used.  A
         reasonable workaround is to prepend your fieldname in the
         hash with the package name.
    
             sub bump {
                 my $self = shift;
                 $self->{ __PACKAGE__ . ".count"}++;
             }
    
    
         A Method is Simply a Subroutine
    
         Unlike say C++, Perl doesn't provide any special syntax for
         method definition.  (It does provide a little syntax for
         method invocation though.  More on that later.)  A method
         expects its first argument to be the object (reference) or
         package (string) it is being invoked on.  There are two ways
         of calling methods, which we'll call class methods and
         instance methods.
    
         A class method expects a class name as the first argument.
         It provides functionality for the class as a whole, not for
         any individual object belonging to the class.  Constructors
         are often class methods, but see the perltoot manpage and
         the perltootc manpage for alternatives.  Many class methods
         simply ignore their first argument, because they already
         know what package they're in and don't care what package
         they were invoked via.  (These aren't necessarily the same,
         because class methods follow the inheritance tree just like
         ordinary instance methods.)  Another typical use for class
         methods is to look up an object by name:
    
    
             sub find {
                 my ($class, $name) = @_;
                 $objtable{$name};
             }
    
         An instance method expects an object reference as its first
         argument.  Typically it shifts the first argument into a
         "self" or "this" variable, and then uses that as an ordinary
         reference.
    
             sub display {
                 my $self = shift;
                 my @keys = @_ ? @_ : sort keys %$self;
                 foreach $key (@keys) {
                     print "\t$key => $self->{$key}\n";
                 }
             }
    
    
         Method Invocation
    
         There are two ways to invoke a method, one of which you're
         already familiar with, and the other of which will look
         familiar.  Perl 4 already had an "indirect object" syntax
         that you use when you say
    
             print STDERR "help!!!\n";
    
         This same syntax can be used to call either class or
         instance methods.  We'll use the two methods defined above,
         the class method to lookup an object reference and the
         instance method to print out its attributes.
    
             $fred = find Critter "Fred";
             display $fred 'Height', 'Weight';
    
         These could be combined into one statement by using a BLOCK
         in the indirect object slot:
    
             display {find Critter "Fred"} 'Height', 'Weight';
    
         For C++ fans, there's also a syntax using -> notation that
         does exactly the same thing.  The parentheses are required
         if there are any arguments.
    
             $fred = Critter->find("Fred");
             $fred->display('Height', 'Weight');
    
         or in one statement,
    
             Critter->find("Fred")->display('Height', 'Weight');
    
         There are times when one syntax is more readable, and times
         when the other syntax is more readable.  The indirect object
         syntax is less cluttered, but it has the same ambiguity as
         ordinary list operators.  Indirect object method calls are
         usually parsed using the same rule as list operators: "If it
         looks like a function, it is a function".  (Presuming for
         the moment that you think two words in a row can look like a
         function name.  C++ programmers seem to think so with some
         regularity, especially when the first word is "new".)  Thus,
         the parentheses of
    
             new Critter ('Barney', 1.5, 70)
    
         are assumed to surround ALL the arguments of the method
         call, regardless of what comes after.  Saying
    
             new Critter ('Bam' x 2), 1.4, 45
    
         would be equivalent to
    
             Critter->new('Bam' x 2), 1.4, 45
    
         which is unlikely to do what you want.  Confusingly,
         however, this rule applies only when the indirect object is
         a bareword package name, not when it's a scalar, a BLOCK, or
         a `Package::' qualified package name.  In those cases, the
         arguments are parsed in the same way as an indirect object
         list operator like print, so
    
             new Critter:: ('Bam' x 2), 1.4, 45
    
         is the same as
    
            Critter::->new(('Bam' x 2), 1.4, 45)
    
         For more reasons why the indirect object syntax is
         ambiguous, see the section on "WARNING" below.
    
         There are times when you wish to specify which class's
         method to use.  Here you can call your method as an ordinary
         subroutine call, being sure to pass the requisite first
         argument explicitly:
    
             $fred =  MyCritter::find("Critter", "Fred");
             MyCritter::display($fred, 'Height', 'Weight');
    
         Unlike method calls, function calls don't consider
         inheritance.  If you wish merely to specify that Perl should
         START looking for a method in a particular package, use an
         ordinary method call, but qualify the method name with the
         package like this:
    
             $fred = Critter->MyCritter::find("Fred");
             $fred->MyCritter::display('Height', 'Weight');
    
         If you're trying to control where the method search begins
         and you're executing in the class itself, then you may use
         the SUPER pseudo class, which says to start looking in your
         base class's @ISA list without having to name it explicitly:
    
             $self->SUPER::display('Height', 'Weight');
    
         Please note that the `SUPER::' construct is meaningful only
         within the class.
    
         Sometimes you want to call a method when you don't know the
         method name ahead of time.  You can use the arrow form,
         replacing the method name with a simple scalar variable
         containing the method name or a reference to the function.
    
             $method = $fast ? "findfirst" : "findbest";
             $fred->$method(@args);          # call by name
    
             if ($coderef = $fred->can($parent . "::findbest")) {
                 $self->$coderef(@args);     # call by coderef
             }
    
    
         WARNING
    
         While indirect object syntax may well be appealing to
         English speakers and to C++ programmers, be not seduced!  It
         suffers from two grave problems.
    
         The first problem is that an indirect object is limited to a
         name, a scalar variable, or a block, because it would have
         to do too much lookahead otherwise, just like any other
         postfix dereference in the language.  (These are the same
         quirky rules as are used for the filehandle slot in
         functions like `print' and `printf'.)  This can lead to
         horribly confusing precedence problems, as in these next two
         lines:
    
             move $obj->{FIELD};                 # probably wrong!
             move $ary[$i];                      # probably wrong!
    
         Those actually parse as the very surprising:
    
             $obj->move->{FIELD};                # Well, lookee here
             $ary->move([$i]);                   # Didn't expect this one, eh?
    
         Rather than what you might have expected:
    
    
             $obj->{FIELD}->move();              # You should be so lucky.
             $ary[$i]->move;                     # Yeah, sure.
    
         The left side of ``->'' is not so limited, because it's an
         infix operator, not a postfix operator.
    
         As if that weren't bad enough, think about this: Perl must
         guess at compile time whether `name' and `move' above are
         functions or methods.  Usually Perl gets it right, but when
         it doesn't it, you get a function call compiled as a method,
         or vice versa.  This can introduce subtle bugs that are hard
         to unravel.  For example, calling a method `new' in indirect
         notation--as C++ programmers are so wont to do--can be
         miscompiled into a subroutine call if there's already a
         `new' function in scope.  You'd end up calling the current
         package's `new' as a subroutine, rather than the desired
         class's method.  The compiler tries to cheat by remembering
         bareword `require's, but the grief if it messes up just
         isn't worth the years of debugging it would likely take you
         to track such subtle bugs down.
    
         The infix arrow notation using ```->''' doesn't suffer from
         either of these disturbing ambiguities, so we recommend you
         use it exclusively.
    
         Default UNIVERSAL methods
    
         The `UNIVERSAL' package automatically contains the following
         methods that are inherited by all other classes:
    
         isa(CLASS)
             `isa' returns true if its object is blessed into a
             subclass of `CLASS'
    
             `isa' is also exportable and can be called as a sub with
             two arguments. This allows the ability to check what a
             reference points to. Example
    
                 use UNIVERSAL qw(isa);
    
                 if(isa($ref, 'ARRAY')) {
                     #...
                 }
    
    
         can(METHOD)
             `can' checks to see if its object has a method called
             `METHOD', if it does then a reference to the sub is
             returned, if it does not then undef is returned.
    
         VERSION( [NEED] )
             `VERSION' returns the version number of the class
             (package).  If the NEED argument is given then it will
             check that the current version (as defined by the
             $VERSION variable in the given package) not less than
             NEED; it will die if this is not the case.  This method
             is normally called as a class method.  This method is
             called automatically by the `VERSION' form of `use'.
    
                 use A 1.2 qw(some imported subs);
                 # implies:
                 A->VERSION(1.2);
    
    
         NOTE: `can' directly uses Perl's internal code for method
         lookup, and `isa' uses a very similar method and cache-ing
         strategy. This may cause strange effects if the Perl code
         dynamically changes @ISA in any package.
    
         You may add other methods to the UNIVERSAL class via Perl or
         XS code.  You do not need to `use UNIVERSAL' to make these
         methods available to your program.  This is necessary only
         if you wish to have `isa' available as a plain subroutine in
         the current package.
    
         Destructors
    
         When the last reference to an object goes away, the object
         is automatically destroyed.  (This may even be after you
         exit, if you've stored references in global variables.)  If
         you want to capture control just before the object is freed,
         you may define a DESTROY method in your class.  It will
         automatically be called at the appropriate moment, and you
         can do any extra cleanup you need to do.  Perl passes a
         reference to the object under destruction as the first (and
         only) argument.  Beware that the reference is a read-only
         value, and cannot be modified by manipulating `$_[0]' within
         the destructor.  The object itself (i.e.  the thingy the
         reference points to, namely `${$_[0]}', `@{$_[0]}',
         `%{$_[0]}' etc.) is not similarly constrained.
    
         If you arrange to re-bless the reference before the
         destructor returns, perl will again call the DESTROY method
         for the re-blessed object after the current one returns.
         This can be used for clean delegation of object destruction,
         or for ensuring that destructors in the base classes of your
         choosing get called.  Explicitly calling DESTROY is also
         possible, but is usually never needed.
    
         Do not confuse the previous discussion with how objects
         CONTAINED in the current one are destroyed.  Such objects
         will be freed and destroyed automatically when the current
         object is freed, provided no other references to them exist
         elsewhere.
         Summary
    
         That's about all there is to it.  Now you need just to go
         off and buy a book about object-oriented design methodology,
         and bang your forehead with it for the next six months or
         so.
    
         Two-Phased Garbage Collection
    
         For most purposes, Perl uses a fast and simple, reference-
         based garbage collection system.  That means there's an
         extra dereference going on at some level, so if you haven't
         built your Perl executable using your C compiler's `-O'
         flag, performance will suffer.  If you have built Perl with
         `cc -O', then this probably won't matter.
    
         A more serious concern is that unreachable memory with a
         non-zero reference count will not normally get freed.
         Therefore, this is a bad idea:
    
             {
                 my $a;
                 $a = \$a;
             }
    
         Even thought $a should go away, it can't.  When building
         recursive data structures, you'll have to break the self-
         reference yourself explicitly if you don't care to leak.
         For example, here's a self-referential node such as one
         might use in a sophisticated tree structure:
    
             sub new_node {
                 my $self = shift;
                 my $class = ref($self) || $self;
                 my $node = {};
                 $node->{LEFT} = $node->{RIGHT} = $node;
                 $node->{DATA} = [ @_ ];
                 return bless $node => $class;
             }
    
         If you create nodes like that, they (currently) won't go
         away unless you break their self reference yourself.  (In
         other words, this is not to be construed as a feature, and
         you shouldn't depend on it.)
    
         Almost.
    
         When an interpreter thread finally shuts down (usually when
         your program exits), then a rather costly but complete
         mark-and-sweep style of garbage collection is performed, and
         everything allocated by that thread gets destroyed.  This is
         essential to support Perl as an embedded or a
         multithreadable language.  For example, this program
         demonstrates Perl's two-phased garbage collection:
    
             #!/usr/bin/perl
             package Subtle;
    
             sub new {
                 my $test;
                 $test = \$test;
                 warn "CREATING " . \$test;
                 return bless \$test;
             }
    
             sub DESTROY {
                 my $self = shift;
                 warn "DESTROYING $self";
             }
    
             package main;
    
             warn "starting program";
             {
                 my $a = Subtle->new;
                 my $b = Subtle->new;
                 $$a = 0;  # break selfref
                 warn "leaving block";
             }
    
             warn "just exited block";
             warn "time to die...";
             exit;
    
         When run as /tmp/test, the following output is produced:
    
             starting program at /tmp/test line 18.
             CREATING SCALAR(0x8e5b8) at /tmp/test line 7.
             CREATING SCALAR(0x8e57c) at /tmp/test line 7.
             leaving block at /tmp/test line 23.
             DESTROYING Subtle=SCALAR(0x8e5b8) at /tmp/test line 13.
             just exited block at /tmp/test line 26.
             time to die... at /tmp/test line 27.
             DESTROYING Subtle=SCALAR(0x8e57c) during global destruction.
    
         Notice that "global destruction" bit there?  That's the
         thread garbage collector reaching the unreachable.
    
         Objects are always destructed, even when regular refs
         aren't.  Objects are destructed in a separate pass before
         ordinary refs just to prevent object destructors from using
         refs that have been themselves destructed.  Plain refs are
         only garbage-collected if the destruct level is greater than
         0.  You can test the higher levels of global destruction by
         setting the PERL_DESTRUCT_LEVEL environment variable,
         presuming `-DDEBUGGING' was enabled during perl build time.
    
         A more complete garbage collection strategy will be
         implemented at a future date.
    
         In the meantime, the best solution is to create a non-
         recursive container class that holds a pointer to the self-
         referential data structure.  Define a DESTROY method for the
         containing object's class that manually breaks the
         circularities in the self-referential structure.
    
    
    

    SEE ALSO

         A kinder, gentler tutorial on object-oriented programming in
         Perl can be found in the perltoot manpage and the perltootc
         manpage.  You should also check out the perlbot manpage for
         other object tricks, traps, and tips, as well as the
         perlmodlib manpage for some style guides on constructing
         both modules and classes.
    
    
    
    


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