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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<perlbot> (for some
+more tricks), and books such as Damian Conway's excellent I<Object
+Oriented Perl>.
+
+=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.
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