555 lines
20 KiB
Plaintext
555 lines
20 KiB
Plaintext
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=head1 NAME
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perlobj - Perl objects
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=head1 DESCRIPTION
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First of all, you need to understand what references are in Perl.
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See L<perlref> for that. Second, if you still find the following
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reference work too complicated, a tutorial on object-oriented programming
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in Perl can be found in L<perltoot>.
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If you're still with us, then
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here are three very simple definitions that you should find reassuring.
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=over 4
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=item 1.
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An object is simply a reference that happens to know which class it
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belongs to.
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=item 2.
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A class is simply a package that happens to provide methods to deal
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with object references.
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=item 3.
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A method is simply a subroutine that expects an object reference (or
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a package name, for class methods) as the first argument.
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=back
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We'll cover these points now in more depth.
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=head2 An Object is Simply a Reference
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Unlike say C++, Perl doesn't provide any special syntax for
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constructors. A constructor is merely a subroutine that returns a
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reference to something "blessed" into a class, generally the
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class that the subroutine is defined in. Here is a typical
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constructor:
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package Critter;
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sub new { bless {} }
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That word C<new> isn't special. You could have written
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a construct this way, too:
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package Critter;
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sub spawn { bless {} }
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In fact, this might even be preferable, because the C++ programmers won't
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be tricked into thinking that C<new> works in Perl as it does in C++.
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It doesn't. We recommend that you name your constructors whatever
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makes sense in the context of the problem you're solving. For example,
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constructors in the Tk extension to Perl are named after the widgets
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they create.
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One thing that's different about Perl constructors compared with those in
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C++ is that in Perl, they have to allocate their own memory. (The other
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things is that they don't automatically call overridden base-class
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constructors.) The C<{}> allocates an anonymous hash containing no
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key/value pairs, and returns it The bless() takes that reference and
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tells the object it references that it's now a Critter, and returns
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the reference. This is for convenience, because the referenced object
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itself knows that it has been blessed, and the reference to it could
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have been returned directly, like this:
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sub new {
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my $self = {};
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bless $self;
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return $self;
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}
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In fact, you often see such a thing in more complicated constructors
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that wish to call methods in the class as part of the construction:
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sub new {
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my $self = {};
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bless $self;
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$self->initialize();
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return $self;
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}
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If you care about inheritance (and you should; see
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L<perlmodlib/"Modules: Creation, Use, and Abuse">),
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then you want to use the two-arg form of bless
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so that your constructors may be inherited:
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sub new {
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my $class = shift;
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my $self = {};
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bless $self, $class;
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$self->initialize();
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return $self;
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}
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Or if you expect people to call not just C<CLASS-E<gt>new()> but also
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C<$obj-E<gt>new()>, then use something like this. The initialize()
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method used will be of whatever $class we blessed the
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object into:
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sub new {
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my $this = shift;
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my $class = ref($this) || $this;
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my $self = {};
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bless $self, $class;
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$self->initialize();
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return $self;
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}
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Within the class package, the methods will typically deal with the
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reference as an ordinary reference. Outside the class package,
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the reference is generally treated as an opaque value that may
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be accessed only through the class's methods.
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A constructor may re-bless a referenced object currently belonging to
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another class, but then the new class is responsible for all cleanup
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later. The previous blessing is forgotten, as an object may belong
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to only one class at a time. (Although of course it's free to
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inherit methods from many classes.) If you find yourself having to
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do this, the parent class is probably misbehaving, though.
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A clarification: Perl objects are blessed. References are not. Objects
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know which package they belong to. References do not. The bless()
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function uses the reference to find the object. Consider
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the following example:
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$a = {};
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$b = $a;
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bless $a, BLAH;
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print "\$b is a ", ref($b), "\n";
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This reports $b as being a BLAH, so obviously bless()
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operated on the object and not on the reference.
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=head2 A Class is Simply a Package
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Unlike say C++, Perl doesn't provide any special syntax for class
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definitions. You use a package as a class by putting method
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definitions into the class.
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There is a special array within each package called @ISA, which says
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where else to look for a method if you can't find it in the current
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package. This is how Perl implements inheritance. Each element of the
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@ISA array is just the name of another package that happens to be a
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class package. The classes are searched (depth first) for missing
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methods in the order that they occur in @ISA. The classes accessible
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through @ISA are known as base classes of the current class.
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All classes implicitly inherit from class C<UNIVERSAL> as their
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last base class. Several commonly used methods are automatically
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supplied in the UNIVERSAL class; see L<"Default UNIVERSAL methods"> for
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more details.
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If a missing method is found in one of the base classes, it is cached
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in the current class for efficiency. Changing @ISA or defining new
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subroutines invalidates the cache and causes Perl to do the lookup again.
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If neither the current class, its named base classes, nor the UNIVERSAL
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class contains the requested method, these three places are searched
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all over again, this time looking for a method named AUTOLOAD(). If an
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AUTOLOAD is found, this method is called on behalf of the missing method,
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setting the package global $AUTOLOAD to be the fully qualified name of
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the method that was intended to be called.
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If none of that works, Perl finally gives up and complains.
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Perl classes do method inheritance only. Data inheritance is left up
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to the class itself. By and large, this is not a problem in Perl,
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because most classes model the attributes of their object using an
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anonymous hash, which serves as its own little namespace to be carved up
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by the various classes that might want to do something with the object.
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The only problem with this is that you can't sure that you aren't using
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a piece of the hash that isn't already used. A reasonable workaround
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is to prepend your fieldname in the hash with the package name.
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sub bump {
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my $self = shift;
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$self->{ __PACKAGE__ . ".count"}++;
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}
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=head2 A Method is Simply a Subroutine
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Unlike say C++, Perl doesn't provide any special syntax for method
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definition. (It does provide a little syntax for method invocation
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though. More on that later.) A method expects its first argument
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to be the object (reference) or package (string) it is being invoked on. There are just two
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types of methods, which we'll call class and instance.
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(Sometimes you'll hear these called static and virtual, in honor of
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the two C++ method types they most closely resemble.)
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A class method expects a class name as the first argument. It
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provides functionality for the class as a whole, not for any individual
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object belonging to the class. Constructors are typically class
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methods. Many class methods simply ignore their first argument, because
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they already know what package they're in, and don't care what package
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they were invoked via. (These aren't necessarily the same, because
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class methods follow the inheritance tree just like ordinary instance
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methods.) Another typical use for class methods is to look up an
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object by name:
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sub find {
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my ($class, $name) = @_;
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$objtable{$name};
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}
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An instance method expects an object reference as its first argument.
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Typically it shifts the first argument into a "self" or "this" variable,
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and then uses that as an ordinary reference.
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sub display {
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my $self = shift;
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my @keys = @_ ? @_ : sort keys %$self;
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foreach $key (@keys) {
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print "\t$key => $self->{$key}\n";
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}
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}
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=head2 Method Invocation
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There are two ways to invoke a method, one of which you're already
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familiar with, and the other of which will look familiar. Perl 4
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already had an "indirect object" syntax that you use when you say
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print STDERR "help!!!\n";
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This same syntax can be used to call either class or instance methods.
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We'll use the two methods defined above, the class method to lookup
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an object reference and the instance method to print out its attributes.
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$fred = find Critter "Fred";
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display $fred 'Height', 'Weight';
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These could be combined into one statement by using a BLOCK in the
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indirect object slot:
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display {find Critter "Fred"} 'Height', 'Weight';
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For C++ fans, there's also a syntax using -E<gt> notation that does exactly
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the same thing. The parentheses are required if there are any arguments.
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$fred = Critter->find("Fred");
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$fred->display('Height', 'Weight');
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or in one statement,
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Critter->find("Fred")->display('Height', 'Weight');
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There are times when one syntax is more readable, and times when the
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other syntax is more readable. The indirect object syntax is less
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cluttered, but it has the same ambiguity as ordinary list operators.
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Indirect object method calls are usually parsed using the same rule as list
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operators: "If it looks like a function, it is a function". (Presuming
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for the moment that you think two words in a row can look like a
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function name. C++ programmers seem to think so with some regularity,
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especially when the first word is "new".) Thus, the parentheses of
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new Critter ('Barney', 1.5, 70)
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are assumed to surround ALL the arguments of the method call, regardless
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of what comes after. Saying
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new Critter ('Bam' x 2), 1.4, 45
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would be equivalent to
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Critter->new('Bam' x 2), 1.4, 45
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which is unlikely to do what you want. Confusingly, however, this
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rule applies only when the indirect object is a bareword package name,
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not when it's a scalar, a BLOCK, or a C<Package::> qualified package name.
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In those cases, the arguments are parsed in the same way as an
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indirect object list operator like print, so
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new Critter:: ('Bam' x 2), 1.4, 45
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is the same as
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Critter::->new(('Bam' x 2), 1.4, 45)
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For more reasons why the indirect object syntax is ambiguous, see
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L<"WARNING"> below.
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There are times when you wish to specify which class's method to use.
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In this case, you can call your method as an ordinary subroutine
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call, being sure to pass the requisite first argument explicitly:
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$fred = MyCritter::find("Critter", "Fred");
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MyCritter::display($fred, 'Height', 'Weight');
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Note however, that this does not do any inheritance. If you wish
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merely to specify that Perl should I<START> looking for a method in a
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particular package, use an ordinary method call, but qualify the method
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name with the package like this:
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$fred = Critter->MyCritter::find("Fred");
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$fred->MyCritter::display('Height', 'Weight');
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If you're trying to control where the method search begins I<and> you're
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executing in the class itself, then you may use the SUPER pseudo class,
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which says to start looking in your base class's @ISA list without having
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to name it explicitly:
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$self->SUPER::display('Height', 'Weight');
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Please note that the C<SUPER::> construct is meaningful I<only> within the
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class.
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Sometimes you want to call a method when you don't know the method name
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ahead of time. You can use the arrow form, replacing the method name
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with a simple scalar variable containing the method name:
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$method = $fast ? "findfirst" : "findbest";
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$fred->$method(@args);
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=head2 Default UNIVERSAL methods
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The C<UNIVERSAL> package automatically contains the following methods that
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are inherited by all other classes:
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=over 4
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=item isa(CLASS)
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C<isa> returns I<true> if its object is blessed into a subclass of C<CLASS>
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C<isa> is also exportable and can be called as a sub with two arguments. This
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allows the ability to check what a reference points to. Example
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use UNIVERSAL qw(isa);
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if(isa($ref, 'ARRAY')) {
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#...
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}
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=item can(METHOD)
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C<can> checks to see if its object has a method called C<METHOD>,
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if it does then a reference to the sub is returned, if it does not then
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I<undef> is returned.
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=item VERSION( [NEED] )
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C<VERSION> returns the version number of the class (package). If the
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NEED argument is given then it will check that the current version (as
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defined by the $VERSION variable in the given package) not less than
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NEED; it will die if this is not the case. This method is normally
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called as a class method. This method is called automatically by the
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C<VERSION> form of C<use>.
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use A 1.2 qw(some imported subs);
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# implies:
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A->VERSION(1.2);
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=back
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B<NOTE:> C<can> directly uses Perl's internal code for method lookup, and
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C<isa> uses a very similar method and cache-ing strategy. This may cause
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strange effects if the Perl code dynamically changes @ISA in any package.
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You may add other methods to the UNIVERSAL class via Perl or XS code.
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You do not need to C<use UNIVERSAL> in order to make these methods
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available to your program. This is necessary only if you wish to
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have C<isa> available as a plain subroutine in the current package.
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=head2 Destructors
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When the last reference to an object goes away, the object is
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automatically destroyed. (This may even be after you exit, if you've
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stored references in global variables.) If you want to capture control
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just before the object is freed, you may define a DESTROY method in
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your class. It will automatically be called at the appropriate moment,
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and you can do any extra cleanup you need to do. Perl passes a reference
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to the object under destruction as the first (and only) argument. Beware
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that the reference is a read-only value, and cannot be modified by
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manipulating C<$_[0]> within the destructor. The object itself (i.e.
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the thingy the reference points to, namely C<${$_[0]}>, C<@{$_[0]}>,
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C<%{$_[0]}> etc.) is not similarly constrained.
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If you arrange to re-bless the reference before the destructor returns,
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perl will again call the DESTROY method for the re-blessed object after
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the current one returns. This can be used for clean delegation of
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object destruction, or for ensuring that destructors in the base classes
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of your choosing get called. Explicitly calling DESTROY is also possible,
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but is usually never needed.
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Do not confuse the foregoing with how objects I<CONTAINED> in the current
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one are destroyed. Such objects will be freed and destroyed automatically
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when the current object is freed, provided no other references to them exist
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elsewhere.
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=head2 WARNING
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While indirect object syntax may well be appealing to English speakers and
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to C++ programmers, be not seduced! It suffers from two grave problems.
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The first problem is that an indirect object is limited to a name,
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a scalar variable, or a block, because it would have to do too much
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lookahead otherwise, just like any other postfix dereference in the
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language. (These are the same quirky rules as are used for the filehandle
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slot in functions like C<print> and C<printf>.) This can lead to horribly
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confusing precedence problems, as in these next two lines:
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move $obj->{FIELD}; # probably wrong!
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move $ary[$i]; # probably wrong!
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Those actually parse as the very surprising:
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$obj->move->{FIELD}; # Well, lookee here
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$ary->move->[$i]; # Didn't expect this one, eh?
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Rather than what you might have expected:
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$obj->{FIELD}->move(); # You should be so lucky.
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$ary[$i]->move; # Yeah, sure.
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The left side of ``-E<gt>'' is not so limited, because it's an infix operator,
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not a postfix operator.
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As if that weren't bad enough, think about this: Perl must guess I<at
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compile time> whether C<name> and C<move> above are functions or methods.
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Usually Perl gets it right, but when it doesn't it, you get a function
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call compiled as a method, or vice versa. This can introduce subtle
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bugs that are hard to unravel. For example, calling a method C<new>
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in indirect notation--as C++ programmers are so wont to do--can
|
||
|
be miscompiled into a subroutine call if there's already a C<new>
|
||
|
function in scope. You'd end up calling the current package's C<new>
|
||
|
as a subroutine, rather than the desired class's method. The compiler
|
||
|
tries to cheat by remembering bareword C<require>s, but the grief if it
|
||
|
messes up just isn't worth the years of debugging it would likely take
|
||
|
you to to track such subtle bugs down.
|
||
|
|
||
|
The infix arrow notation using ``C<-E<gt>>'' doesn't suffer from either
|
||
|
of these disturbing ambiguities, so we recommend you use it exclusively.
|
||
|
|
||
|
=head2 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.
|
||
|
|
||
|
=head2 Two-Phased Garbage Collection
|
||
|
|
||
|
For most purposes, Perl uses a fast and simple reference-based
|
||
|
garbage collection system. For this reason, there's an extra
|
||
|
dereference going on at some level, so if you haven't built
|
||
|
your Perl executable using your C compiler's C<-O> flag, performance
|
||
|
will suffer. If you I<have> built Perl with C<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 I<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 F</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 and in fact
|
||
|
are destructed in a separate pass before ordinary refs just to try 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
|
||
|
C<-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.
|
||
|
|
||
|
=head1 SEE ALSO
|
||
|
|
||
|
A kinder, gentler tutorial on object-oriented programming in Perl can
|
||
|
be found in L<perltoot>.
|
||
|
You should also check out L<perlbot> for other object tricks, traps, and tips,
|
||
|
as well as L<perlmodlib> for some style guides on constructing both modules
|
||
|
and classes.
|