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# PODNAME: Moose::Cookbook::Basics::Point_AttributesAndSubclassing # ABSTRACT: Point and Point3D classes, showing basic attributes and subclassing. __END__ =pod =encoding UTF-8 =head1 NAME Moose::Cookbook::Basics::Point_AttributesAndSubclassing - Point and Point3D classes, showing basic attributes and subclassing. =head1 VERSION version 2.2011 =head1 SYNOPSIS package Point; use Moose; has 'x' => (isa => 'Int', is => 'rw', required => 1); has 'y' => (isa => 'Int', is => 'rw', required => 1); sub clear { my $self = shift; $self->x(0); $self->y(0); } package Point3D; use Moose; extends 'Point'; has 'z' => (isa => 'Int', is => 'rw', required => 1); after 'clear' => sub { my $self = shift; $self->z(0); }; package main; # hash or hashrefs are ok for the constructor my $point1 = Point->new(x => 5, y => 7); my $point2 = Point->new({x => 5, y => 7}); my $point3d = Point3D->new(x => 5, y => 42, z => -5); =head1 DESCRIPTION This is the classic Point example. It is taken directly from the Perl 6 Apocalypse 12 document, and is similar to the example found in the classic K&R C book as well. As with all Perl 5 classes, a Moose class is defined in a package. Moose handles turning on C<strict> and C<warnings> for us, so all we need to do is say C<use Moose>, and no kittens will die. When Moose is loaded, it exports a set of sugar functions into our package. This means that we import some functions which serve as Moose "keywords". These aren't real language keywords, they're just Perl functions exported into our package. Moose automatically makes our package a subclass of L<Moose::Object>. The L<Moose::Object> class provides us with a constructor that respects our attributes, as well other features. See L<Moose::Object> for details. Now, onto the keywords. The first one we see here is C<has>, which defines an instance attribute in our class: has 'x' => (isa => 'Int', is => 'rw', required => 1); This will create an attribute named C<x>. The C<isa> parameter says that we expect the value stored in this attribute to pass the type constraint for C<Int> (1). The accessor generated for this attribute will be read-write. The C<< required => 1 >> parameter means that this attribute must be provided when a new object is created. A point object without coordinates doesn't make much sense, so we don't allow it. We have defined our attributes; next we define our methods. In Moose, as with regular Perl 5 OO, a method is just a subroutine defined within the package: sub clear { my $self = shift; $self->x(0); $self->y(0); } That concludes the B<Point> class. Next we have a subclass of B<Point>, B<Point3D>. To declare our superclass, we use the Moose keyword C<extends>: extends 'Point'; The C<extends> keyword works much like C<use base>/C<use parent>. First, it will attempt to load your class if needed. However, unlike C<base>, the C<extends> keyword will I<overwrite> any previous values in your package's C<@ISA>, where C<use base> will C<push> values onto the package's C<@ISA>. It is my opinion that the behavior of C<extends> is more intuitive. (2). Next we create a new attribute for B<Point3D> called C<z>. has 'z' => (isa => 'Int', is => 'rw', required => 1); This attribute is just like B<Point>'s C<x> and C<y> attributes. The C<after> keyword demonstrates a Moose feature called "method modifiers" (or "advice" for the AOP inclined): after 'clear' => sub { my $self = shift; $self->z(0); }; When C<clear> is called on a B<Point3D> object, our modifier method gets called as well. Unsurprisingly, the modifier is called I<after> the real method. In this case, the real C<clear> method is inherited from B<Point>. Our modifier method receives the same arguments as those passed to the modified method (just C<$self> here). Of course, using the C<after> modifier is not the only way to accomplish this. This B<is> Perl, right? You can get the same results with this code: sub clear { my $self = shift; $self->SUPER::clear(); $self->z(0); } You could also use another Moose method modifier, C<override>: override 'clear' => sub { my $self = shift; super(); $self->z(0); }; The C<override> modifier allows you to use the C<super> keyword to dispatch to the superclass's method in a very Ruby-ish style. The choice of whether to use a method modifier, and which one to use, is often a question of style as much as functionality. Since B<Point> inherits from L<Moose::Object>, it will also inherit the default L<Moose::Object> constructor: my $point1 = Point->new(x => 5, y => 7); my $point2 = Point->new({x => 5, y => 7}); my $point3d = Point3D->new(x => 5, y => 42, z => -5); The C<new> constructor accepts a named argument pair for each attribute defined by the class, which you can provide as a hash or hash reference. In this particular example, the attributes are required, and calling C<new> without them will throw an error. my $point = Point->new( x => 5 ); # no y, kaboom! From here on, we can use C<$point> and C<$point3d> just as you would any other Perl 5 object. For a more detailed example of what can be done, you can refer to the F<t/recipes/basics_point_attributesandsubclassing.t> test file. =head2 Moose Objects are Just Hashrefs While this all may appear rather magical, it's important to realize that Moose objects are just hash references under the hood (3). For example, you could pass C<$self> to C<Data::Dumper> and you'd get exactly what you'd expect. You could even poke around inside the object's data structure, but that is strongly discouraged. The fact that Moose objects are hashrefs means it is easy to use Moose to extend non-Moose classes, as long as they too are hash references. If you want to extend a non-hashref class, check out C<MooseX::InsideOut>. =head1 CONCLUSION This recipe demonstrates some basic Moose concepts, attributes, subclassing, and a simple method modifier. =head1 FOOTNOTES =over 4 =item (1) Moose provides a number of builtin type constraints, of which C<Int> is one. For more information on the type constraint system, see L<Moose::Util::TypeConstraints>. =item (2) The C<extends> keyword supports multiple inheritance. Simply pass all of your superclasses to C<extends> as a list: extends 'Foo', 'Bar', 'Baz'; =item (3) Moose supports using instance structures other than blessed hash references (such as glob references - see L<MooseX::GlobRef>). =back =head1 SEE ALSO =over 4 =item Method Modifiers The concept of method modifiers is directly ripped off from CLOS. A great explanation of them can be found by following this link. L<http://www.gigamonkeys.com/book/object-reorientation-generic-functions.html> =back =begin testing my $point = Point->new( x => 1, y => 2 ); isa_ok( $point, 'Point' ); isa_ok( $point, 'Moose::Object' ); is( $point->x, 1, '... got the right value for x' ); is( $point->y, 2, '... got the right value for y' ); $point->y(10); is( $point->y, 10, '... got the right (changed) value for y' ); isnt( exception { $point->y('Foo'); }, undef, '... cannot assign a non-Int to y' ); isnt( exception { Point->new(); }, undef, '... must provide required attributes to new' ); $point->clear(); is( $point->x, 0, '... got the right (cleared) value for x' ); is( $point->y, 0, '... got the right (cleared) value for y' ); # check the type constraints on the constructor is( exception { Point->new( x => 0, y => 0 ); }, undef, '... can assign a 0 to x and y' ); isnt( exception { Point->new( x => 10, y => 'Foo' ); }, undef, '... cannot assign a non-Int to y' ); isnt( exception { Point->new( x => 'Foo', y => 10 ); }, undef, '... cannot assign a non-Int to x' ); # Point3D my $point3d = Point3D->new( { x => 10, y => 15, z => 3 } ); isa_ok( $point3d, 'Point3D' ); isa_ok( $point3d, 'Point' ); isa_ok( $point3d, 'Moose::Object' ); is( $point3d->x, 10, '... got the right value for x' ); is( $point3d->y, 15, '... got the right value for y' ); is( $point3d->{'z'}, 3, '... got the right value for z' ); $point3d->clear(); is( $point3d->x, 0, '... got the right (cleared) value for x' ); is( $point3d->y, 0, '... got the right (cleared) value for y' ); is( $point3d->z, 0, '... got the right (cleared) value for z' ); isnt( exception { Point3D->new( x => 10, y => 'Foo', z => 3 ); }, undef, '... cannot assign a non-Int to y' ); isnt( exception { Point3D->new( x => 'Foo', y => 10, z => 3 ); }, undef, '... cannot assign a non-Int to x' ); isnt( exception { Point3D->new( x => 0, y => 10, z => 'Bar' ); }, undef, '... cannot assign a non-Int to z' ); isnt( exception { Point3D->new( x => 10, y => 3 ); }, undef, '... z is a required attribute for Point3D' ); # test some class introspection can_ok( 'Point', 'meta' ); isa_ok( Point->meta, 'Moose::Meta::Class' ); can_ok( 'Point3D', 'meta' ); isa_ok( Point3D->meta, 'Moose::Meta::Class' ); isnt( Point->meta, Point3D->meta, '... they are different metaclasses as well' ); # poke at Point is_deeply( [ Point->meta->superclasses ], ['Moose::Object'], '... Point got the automagic base class' ); my @Point_methods = qw(meta x y clear); my @Point_attrs = ( 'x', 'y' ); is_deeply( [ sort @Point_methods ], [ sort Point->meta->get_method_list() ], '... we match the method list for Point' ); is_deeply( [ sort @Point_attrs ], [ sort Point->meta->get_attribute_list() ], '... we match the attribute list for Point' ); foreach my $method (@Point_methods) { ok( Point->meta->has_method($method), '... Point has the method "' . $method . '"' ); } foreach my $attr_name (@Point_attrs) { ok( Point->meta->has_attribute($attr_name), '... Point has the attribute "' . $attr_name . '"' ); my $attr = Point->meta->get_attribute($attr_name); ok( $attr->has_type_constraint, '... Attribute ' . $attr_name . ' has a type constraint' ); isa_ok( $attr->type_constraint, 'Moose::Meta::TypeConstraint' ); is( $attr->type_constraint->name, 'Int', '... Attribute ' . $attr_name . ' has an Int type constraint' ); } # poke at Point3D is_deeply( [ Point3D->meta->superclasses ], ['Point'], '... Point3D gets the parent given to it' ); my @Point3D_methods = qw( meta z clear ); my @Point3D_attrs = ('z'); is_deeply( [ sort @Point3D_methods ], [ sort Point3D->meta->get_method_list() ], '... we match the method list for Point3D' ); is_deeply( [ sort @Point3D_attrs ], [ sort Point3D->meta->get_attribute_list() ], '... we match the attribute list for Point3D' ); foreach my $method (@Point3D_methods) { ok( Point3D->meta->has_method($method), '... Point3D has the method "' . $method . '"' ); } foreach my $attr_name (@Point3D_attrs) { ok( Point3D->meta->has_attribute($attr_name), '... Point3D has the attribute "' . $attr_name . '"' ); my $attr = Point3D->meta->get_attribute($attr_name); ok( $attr->has_type_constraint, '... Attribute ' . $attr_name . ' has a type constraint' ); isa_ok( $attr->type_constraint, 'Moose::Meta::TypeConstraint' ); is( $attr->type_constraint->name, 'Int', '... Attribute ' . $attr_name . ' has an Int type constraint' ); } =end testing =head1 AUTHORS =over 4 =item * Stevan Little <stevan.little@iinteractive.com> =item * Dave Rolsky <autarch@urth.org> =item * Jesse Luehrs <doy@tozt.net> =item * Shawn M Moore <code@sartak.org> =item * יובל קוג'מן (Yuval Kogman) <nothingmuch@woobling.org> =item * Karen Etheridge <ether@cpan.org> =item * Florian Ragwitz <rafl@debian.org> =item * Hans Dieter Pearcey <hdp@weftsoar.net> =item * Chris Prather <chris@prather.org> =item * Matt S Trout <mst@shadowcat.co.uk> =back =head1 COPYRIGHT AND LICENSE This software is copyright (c) 2006 by Infinity Interactive, Inc. This is free software; you can redistribute it and/or modify it under the same terms as the Perl 5 programming language system itself. =cut