Moose::Cookbook::Basics::Recipe1(3pm)
NAME
Moose::Cookbook::Basics::Recipe1 - The (always classic) Point example.
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);
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 "strict" and "warnings" for us, so all we need
to do is say "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 Moose::Object. The
Moose::Object class provides us with a constructor that respects our
attributes, as well other features. See Moose::Object for details.
- Now, onto the keywords. The first one we see here is "has", which
defines an instance attribute in our class: - has 'x' => (isa => 'Int', is => 'rw', required => 1);
- This will create an attribute named "x". The "isa" parameter says that
we expect the value stored in this attribute to pass the type
constraint for "Int" (1). The accessor generated for this attribute
will be read-write. - The "requires => 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 {- }
- That concludes the Point class.
- Next we have a subclass of Point, Point3D. To declare our superclass, we use the Moose keyword "extends":
extends 'Point';- The "extends" keyword works much like "use base". First, it will
attempt to load your class if needed. However, unlike "base", the
"extends" keyword will overwrite any previous values in your package's @ISA, where "use base" will "push" values onto the package's @ISA. - It is my opinion that the behavior of "extends" is more intuitive.
(2). - Next we create a new attribute for Point3D called "z".
has 'z' => (isa => 'Int', is => 'rw', required => 1);- This attribute is just like Point's "x" and "y" attributes.
- The "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 "clear" is called on a Point3D object, our modifier method gets called as well. Unsurprisingly, the modifier is called after the real method.
- In this case, the real "clear" method is inherited from Point. Our
modifier method receives the same arguments as those passed to the
modified method (just $self here). - Of course, using the "after" modifier is not the only way to accomplish this. This is Perl, right? You can get the same results with this code:
sub clear {- }
- You could also use another Moose method modifier, "override":
override 'clear' => sub {- };
- The "override" modifier allows you to use the "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 Point inherits from Moose::Object, it will also inherit the default 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 "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 "new" without them will throw an error.
my $point = Point->new( x => 5 ); # no y, kaboom!- From here on, we can use $point and $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 t/000_recipes/moose_cookbook_basics_recipe1.t test file. - 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 $self to "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
"MooseX::InsideOut".
CONCLUSION
This recipe demonstrates some basic Moose concepts, attributes,
subclassing, and a simple method modifier.
FOOTNOTES
- (1) Moose provides a number of builtin type constraints are provided
- by, of which "Int" is one. For more information on the type
constraint system, see Moose::Util::TypeConstraints. - (2) The "extends" keyword support multiple inheritance. Simply pass all
- of your superclasses to "extends" as a list:
extends 'Foo', 'Bar', 'Baz'; - (3) Moose supports using instance structures other than blessed hash
references (such as in a glob reference - see
MooseX::GlobRef::Object).
SEE ALSO
- 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.
- <http://www.gigamonkeys.com/book/object-reorientation-generic-functions.html>
AUTHORS
Stevan Little <stevan@iinteractive.com>
Dave Rolsky <autarch@urth.org>
COPYRIGHT AND LICENSE
Copyright 2006-2010 by Infinity Interactive, Inc.
<http://www.iinteractive.com>
- This library is free software; you can redistribute it and/or modify it
under the same terms as Perl itself.