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- =head1 NAME
-
- perlboot - Beginner's Object-Oriented Tutorial
-
- =head1 DESCRIPTION
-
- If you're not familiar with objects from other languages, some of the
- other Perl object documentation may be a little daunting, such as
- L<perlobj>, a basic reference in using objects, and L<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 (L<perlsub>),
- references (L<perlref> et. seq.), and packages (L<perlmod>), so become
- familiar with those first if you haven't already.
-
- =head2 If we could talk to the animals...
-
- Let's let the animals talk for a moment:
-
- sub Cow::speak {
- print "a Cow goes moooo!\n";
- }
- sub Horse::speak {
- print "a Horse goes neigh!\n";
- }
- sub Sheep::speak {
- print "a Sheep goes baaaah!\n"
- }
-
- Cow::speak;
- Horse::speak;
- Sheep::speak;
-
- 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 C<no strict subs> 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?
-
- =head2 Introducing the method invocation arrow
-
- For now, let's say that C<< Class->method >> invokes subroutine
- C<method> in package C<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 C<use strict refs> is enabled.
-
- =head2 Invoking a barnyard
-
- Let's take that new arrow invocation and put it back in the barnyard
- example:
-
- sub Cow::speak {
- print "a Cow goes moooo!\n";
- }
- sub Horse::speak {
- print "a Horse goes neigh!\n";
- }
- sub Sheep::speak {
- print "a Sheep goes baaaah!\n"
- }
-
- @pasture = qw(Cow Cow Horse Sheep Sheep);
- foreach $animal (@pasture) {
- $animal->speak;
- }
-
- 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 C<speak> routines has a
- similar structure: a C<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 C<says> instead of C<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.
-
- =head2 The extra parameter of method invocation
-
- The invocation of:
-
- Class->method(@args)
-
- attempts to invoke subroutine C<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 C<Sheep> speaking subroutine as:
-
- sub Sheep::speak {
- my $class = shift;
- print "a $class goes baaaah!\n";
- }
-
- And the other two animals come out similarly:
-
- sub Cow::speak {
- my $class = shift;
- print "a $class goes moooo!\n";
- }
- sub Horse::speak {
- my $class = shift;
- print "a $class goes neigh!\n";
- }
-
- In each case, C<$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.
-
- =head2 Calling a second method to simplify things
-
- Let's call out from C<speak> to a helper method called C<sound>.
- This method provides the constant text for the sound itself.
-
- { package Cow;
- sub sound { "moooo" }
- sub speak {
- my $class = shift;
- print "a $class goes ", $class->sound, "!\n"
- }
- }
-
- Now, when we call C<< Cow->speak >>, we get a C<$class> of C<Cow> in
- C<speak>. This in turn selects the C<< Cow->sound >> method, which
- returns C<moooo>. But how different would this be for the C<Horse>?
-
- { package Horse;
- sub sound { "neigh" }
- sub speak {
- my $class = shift;
- print "a $class goes ", $class->sound, "!\n"
- }
- }
-
- Only the name of the package and the specific sound change. So can we
- somehow share the definition for C<speak> between the Cow and the
- Horse? Yes, with inheritance!
-
- =head2 Inheriting the windpipes
-
- We'll define a common subroutine package called C<Animal>, with the
- definition for C<speak>:
-
- { package Animal;
- sub speak {
- my $class = shift;
- print "a $class goes ", $class->sound, "!\n"
- }
- }
-
- Then, for each animal, we say it "inherits" from C<Animal>, along
- with the animal-specific sound:
-
- { package Cow;
- @ISA = qw(Animal);
- sub sound { "moooo" }
- }
-
- Note the added C<@ISA> array. We'll get to that in a minute.
-
- But what happens when we invoke C<< Cow->speak >> now?
-
- First, Perl constructs the argument list. In this case, it's just
- C<Cow>. Then Perl looks for C<Cow::speak>. But that's not there, so
- Perl checks for the inheritance array C<@Cow::ISA>. It's there,
- and contains the single name C<Animal>.
-
- Perl next checks for C<speak> inside C<Animal> instead, as in
- C<Animal::speak>. And that's found, so Perl invokes that subroutine
- with the already frozen argument list.
-
- Inside the C<Animal::speak> subroutine, C<$class> becomes C<Cow> (the
- first argument). So when we get to the step of invoking
- C<< $class->sound >>, it'll be looking for C<< Cow->sound >>, which
- gets it on the first try without looking at C<@ISA>. Success!
-
- =head2 A few notes about @ISA
-
- This magical C<@ISA> variable (pronounced "is a" not "ice-uh"), has
- declared that C<Cow> "is a" C<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 C<Animal> also had an C<@ISA>, then we'd check there too. The
- search is recursive, depth-first, left-to-right in each C<@ISA>.
- Typically, each C<@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 C<use strict>, we'll get complaints on C<@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 allow it as an implicitly named package variable:
-
- package Cow;
- use vars qw(@ISA);
- @ISA = qw(Animal);
-
- If you're bringing in the class from outside, via an object-oriented
- module, you change:
-
- package Cow;
- use Animal;
- use vars qw(@ISA);
- @ISA = qw(Animal);
-
- into just:
-
- package Cow;
- use base qw(Animal);
-
- And that's pretty darn compact.
-
- =head2 Overriding the methods
-
- Let's add a mouse, which can barely be heard:
-
- # Animal package from before
- { package Mouse;
- @ISA = qw(Animal);
- sub sound { "squeak" }
- sub speak {
- my $class = shift;
- print "a $class goes ", $class->sound, "!\n";
- print "[but you can barely hear it!]\n";
- }
- }
-
- Mouse->speak;
-
- which results in:
-
- a Mouse goes squeak!
- [but you can barely hear it!]
-
- Here, C<Mouse> has its own speaking routine, so C<< Mouse->speak >>
- doesn't immediately invoke C<< Animal->speak >>. This is known as
- "overriding". In fact, we didn't even need to say that a C<Mouse> was
- an C<Animal> at all, since all of the methods needed for C<speak> are
- completely defined with C<Mouse>.
-
- But we've now duplicated some of the code from C<< Animal->speak >>,
- and this can once again be a maintenance headache. So, can we avoid
- that? Can we say somehow that a C<Mouse> does everything any other
- C<Animal> does, but add in the extra comment? Sure!
-
- First, we can invoke the C<Animal::speak> method directly:
-
- # Animal package from before
- { package Mouse;
- @ISA = qw(Animal);
- sub sound { "squeak" }
- sub speak {
- my $class = shift;
- Animal::speak($class);
- print "[but you can barely hear it!]\n";
- }
- }
-
- Note that we have to include the C<$class> parameter (almost surely
- the value of C<"Mouse">) as the first parameter to C<Animal::speak>,
- since we've stopped using the method arrow. Why did we stop? Well,
- if we invoke C<< Animal->speak >> there, the first parameter to the
- method will be C<"Animal"> not C<"Mouse">, and when time comes for it
- to call for the C<sound>, it won't have the right class to come back
- to this package.
-
- Invoking C<Animal::speak> directly is a mess, however. What if
- C<Animal::speak> didn't exist before, and was being inherited from a
- class mentioned in C<@Animal::ISA>? Because we are no longer using
- the method arrow, we get one and only one chance to hit the right
- subroutine.
-
- Also note that the C<Animal> classname is now hardwired into the
- subroutine selection. This is a mess if someone maintains the code,
- changing C<@ISA> for <Mouse> and didn't notice C<Animal> there in
- C<speak>. So, this is probably not the right way to go.
-
- =head2 Starting the search from a different place
-
- A better solution is to tell Perl to search from a higher place
- in the inheritance chain:
-
- # same Animal as before
- { package Mouse;
- # same @ISA, &sound as before
- sub speak {
- my $class = shift;
- $class->Animal::speak;
- print "[but you can barely hear it!]\n";
- }
- }
-
- Ahh. This works. Using this syntax, we start with C<Animal> to find
- C<speak>, and use all of C<Animal>'s inheritance chain if not found
- immediately. And yet the first parameter will be C<$class>, so the
- found C<speak> method will get C<Mouse> as its first entry, and
- eventually work its way back to C<Mouse::sound> for the details.
-
- But this isn't the best solution. We still have to keep the C<@ISA>
- and the initial search package coordinated. Worse, if C<Mouse> had
- multiple entries in C<@ISA>, we wouldn't necessarily know which one
- had actually defined C<speak>. So, is there an even better way?
-
- =head2 The SUPER way of doing things
-
- By changing the C<Animal> class to the C<SUPER> class in that
- invocation, we get a search of all of our super classes (classes
- listed in C<@ISA>) automatically:
-
- # same Animal as before
- { package Mouse;
- # same @ISA, &sound as before
- sub speak {
- my $class = shift;
- $class->SUPER::speak;
- print "[but you can barely hear it!]\n";
- }
- }
-
- So, C<SUPER::speak> means look in the current package's C<@ISA> for
- C<speak>, invoking the first one found.
-
- =head2 Where we're at so far...
-
- 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 C<Class::method> is not found, then C<@Class::ISA> is examined
- (recursively) to locate a package that does indeed contain C<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, and provide a nice way
- to reuse implementations with variations. This is at the core of what
- objects provide, but objects also provide instance data, which we
- haven't even begun to cover.
-
- =head2 A horse is a horse, of course of course -- or is it?
-
- Let's start with the code for the C<Animal> class
- and the C<Horse> class:
-
- { package Animal;
- sub speak {
- my $class = shift;
- print "a $class goes ", $class->sound, "!\n"
- }
- }
- { package Horse;
- @ISA = qw(Animal);
- sub sound { "neigh" }
- }
-
- This lets us invoke C<< Horse->speak >> to ripple upward to
- C<Animal::speak>, calling back to C<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 I add a subroutine, all horses automatically share it. That's
- great for making horses the same, but how do we capture the
- distinctions about an individual horse? For example, suppose I want
- to give my first horse a name. There's got to be a way to keep its
- name separate from the other horses.
-
- We can do that by drawing a new distinction, called an "instance".
- An "instance" is generally created by a class. 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.
-
- my $name = "Mr. Ed";
- my $talking = \$name;
-
- So now C<$talking> is a reference to what will be the instance-specific
- data (the name). The final step in turning this into a real instance
- is with a special operator called C<bless>:
-
- bless $talking, Horse;
-
- This operator stores information about the package named C<Horse> into
- the thing pointed at by the reference. At this point, we say
- C<$talking> is an instance of C<Horse>. That is, it's a specific
- horse. The reference is otherwise unchanged, and can still be used
- with traditional dereferencing operators.
-
- =head2 Invoking an instance method
-
- The method arrow can be used on instances, as well as names of
- packages (classes). So, let's get the sound that C<$talking> makes:
-
- my $noise = $talking->sound;
-
- To invoke C<sound>, Perl first notes that C<$talking> is a blessed
- reference (and thus an instance). It then constructs an argument
- list, in this case from just C<($talking)>. (Later we'll see that
- arguments will take their place following the instance variable,
- just like with classes.)
-
- Now for the fun part: Perl takes the class in which the instance was
- blessed, in this case C<Horse>, and uses that to locate the subroutine
- to invoke the method. In this case, C<Horse::sound> is found directly
- (without using inheritance), yielding the final subroutine invocation:
-
- Horse::sound($talking)
-
- Note that the first parameter here is still the instance, not the name
- of the class as before. We'll get C<neigh> as the return value, and
- that'll end up as the C<$noise> variable above.
-
- If Horse::sound had not been found, we'd be wandering up the
- C<@Horse::ISA> list to try to find the method in one of the
- superclasses, just as for a class method. 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).
-
- =head2 Accessing the instance data
-
- 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:
-
- { package Horse;
- @ISA = qw(Animal);
- sub sound { "neigh" }
- sub name {
- my $self = shift;
- $$self;
- }
- }
-
- Now we call for the name:
-
- print $talking->name, " says ", $talking->sound, "\n";
-
- Inside C<Horse::name>, the C<@_> array contains just C<$talking>,
- which the C<shift> stores into C<$self>. (It's traditional to shift
- the first parameter off into a variable named C<$self> for instance
- methods, so stay with that unless you have strong reasons otherwise.)
- Then, C<$self> gets de-referenced as a scalar ref, yielding C<Mr. Ed>,
- and we're done with that. The result is:
-
- Mr. Ed says neigh.
-
- =head2 How to build a horse
-
- Of course, if we constructed all of our horses by hand, we'd most
- likely make mistakes from time to time. We're also violating one of
- the properties of object-oriented programming, in that the "inside
- guts" of a Horse are visible. That's good if you're a veterinarian,
- but not if you just like to own horses. So, let's let the Horse class
- build a new horse:
-
- { package Horse;
- @ISA = qw(Animal);
- sub sound { "neigh" }
- sub name {
- my $self = shift;
- $$self;
- }
- sub named {
- my $class = shift;
- my $name = shift;
- bless \$name, $class;
- }
- }
-
- Now with the new C<named> method, we can build a horse:
-
- my $talking = Horse->named("Mr. Ed");
-
- Notice we're back to a class method, so the two arguments to
- C<Horse::named> are C<Horse> and C<Mr. Ed>. The C<bless> operator
- not only blesses C<$name>, it also returns the reference to C<$name>,
- so that's fine as a return value. And that's how to build a horse.
-
- We've called the constructor C<named> here, so that it quickly denotes
- the constructor's argument as the name for this particular C<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 C<new>, with various ways of interpreting the arguments to
- C<new>. Either style is fine, as long as you document your particular
- way of giving birth to an object. (And you I<were> going to do that,
- right?)
-
- =head2 Inheriting the constructor
-
- But was there anything specific to C<Horse> in that method? No. Therefore,
- it's also the same recipe for building anything else that inherited from
- C<Animal>, so let's put it there:
-
- { package Animal;
- sub speak {
- my $class = shift;
- print "a $class goes ", $class->sound, "!\n"
- }
- sub name {
- my $self = shift;
- $$self;
- }
- sub named {
- my $class = shift;
- my $name = shift;
- bless \$name, $class;
- }
- }
- { package Horse;
- @ISA = qw(Animal);
- sub sound { "neigh" }
- }
-
- Ahh, but what happens if we invoke C<speak> on an instance?
-
- my $talking = Horse->named("Mr. Ed");
- $talking->speak;
-
- We get a debugging value:
-
- a Horse=SCALAR(0xaca42ac) goes neigh!
-
- Why? Because the C<Animal::speak> routine is expecting a classname as
- its first parameter, not an instance. When the instance is passed in,
- we'll end up using a blessed scalar reference as a string, and that
- shows up as we saw it just now.
-
- =head2 Making a method work with either classes or instances
-
- All we need is for a method to detect if it is being called on a class
- or called on an instance. The most straightforward way is with the
- C<ref> operator. This returns a string (the classname) when used on a
- blessed reference, and C<undef> when used on a string (like a
- classname). Let's modify the C<name> method first to notice the change:
-
- sub name {
- my $either = shift;
- ref $either
- ? $$either # it's an instance, return name
- : "an unnamed $either"; # it's a class, return generic
- }
-
- Here, the C<?:> operator comes in handy to select either the
- dereference or a derived string. Now we can use this with either an
- instance or a class. Note that I've changed the first parameter
- holder to C<$either> to show that this is intended:
-
- my $talking = Horse->named("Mr. Ed");
- print Horse->name, "\n"; # prints "an unnamed Horse\n"
- print $talking->name, "\n"; # prints "Mr Ed.\n"
-
- and now we'll fix C<speak> to use this:
-
- sub speak {
- my $either = shift;
- print $either->name, " goes ", $either->sound, "\n";
- }
-
- And since C<sound> already worked with either a class or an instance,
- we're done!
-
- =head2 Adding parameters to a method
-
- 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 # it's an instance, return name
- : "an unnamed $either"; # it's a class, return generic
- }
- 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 $talking = Horse->named("Mr. Ed");
- $talking->eat("hay");
- Sheep->eat("grass");
-
- which prints:
-
- Mr. Ed eats hay.
- an unnamed Sheep eats grass.
-
- An instance method with parameters gets invoked with the instance,
- and then the list of parameters. So that first invocation is like:
-
- Animal::eat($talking, "hay");
-
- =head2 More interesting instances
-
- 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:
-
- my $bad = bless { Name => "Evil", Color => "black" }, Sheep;
-
- so C<< $bad->{Name} >> has C<Evil>, and C<< $bad->{Color} >> has
- C<black>. But we want to make C<< $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:
-
- ## in Animal
- sub name {
- my $either = shift;
- ref $either ?
- $either->{Name} :
- "an unnamed $either";
- }
-
- And of course C<named> still builds a scalar sheep, so let's fix that
- as well:
-
- ## in Animal
- sub named {
- my $class = shift;
- my $name = shift;
- my $self = { Name => $name, Color => $class->default_color };
- bless $self, $class;
- }
-
- What's this C<default_color>? Well, if C<named> has only the name,
- we still need to set a color, so we'll have a class-specific initial color.
- For a sheep, we might define it as white:
-
- ## in Sheep
- sub default_color { "white" }
-
- And then to keep from having to define one for each additional class,
- we'll define a "backstop" method that serves as the "default default",
- directly in C<Animal>:
-
- ## in Animal
- sub default_color { "brown" }
-
- Now, because C<name> and C<named> were the only methods that
- referenced the "structure" of the object, the rest of the methods can
- remain the same, so C<speak> still works as before.
-
- =head2 A horse of a different color
-
- But having all our horses be brown would be boring. So let's add a
- method or two to get and set the color.
-
- ## in Animal
- sub color {
- $_[0]->{Color}
- }
- sub set_color {
- $_[0]->{Color} = $_[1];
- }
-
- Note the alternate way of accessing the arguments: C<$_[0]> is used
- in-place, rather than with a C<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:
-
- my $talking = Horse->named("Mr. Ed");
- $talking->set_color("black-and-white");
- print $talking->name, " is colored ", $talking->color, "\n";
-
- which results in:
-
- Mr. Ed is colored black-and-white
-
- =head2 Summary
-
- 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, subclasses that add instance data, per-class
- data, overloading, "isa" and "can" tests, C<UNIVERSAL> class, and so
- on. That's for the rest of the Perl documentation to cover.
- Hopefully, this gets you started, though.
-
- =head1 SEE ALSO
-
- For more information, see L<perlobj> (for all the gritty details about
- Perl objects, now that you've seen the basics), L<perltoot> (the
- tutorial for those who already know objects), L<perltooc> (dealing
- with class data), L<perlbot> (for some more tricks), and books such as
- Damian Conway's excellent I<Object Oriented Perl>.
-
- Some modules which might prove interesting are Class::Accessor,
- Class::Class, Class::Contract, Class::Data::Inheritable,
- Class::MethodMaker and Tie::SecureHash
-
- =head1 COPYRIGHT
-
- Copyright (c) 1999, 2000 by Randal L. Schwartz and Stonehenge
- Consulting Services, Inc. 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 I<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 I<Linux Magazine> and used with permission.
-