490 lines
12 KiB
Plaintext
490 lines
12 KiB
Plaintext
# PODNAME: Moose::Cookbook::Basics::Point_AttributesAndSubclassing
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# ABSTRACT: Point and Point3D classes, showing basic attributes and subclassing.
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__END__
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=pod
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=encoding UTF-8
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=head1 NAME
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Moose::Cookbook::Basics::Point_AttributesAndSubclassing - Point and Point3D classes, showing basic attributes and subclassing.
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=head1 VERSION
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version 2.2207
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=head1 SYNOPSIS
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package Point;
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use Moose;
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has 'x' => (isa => 'Int', is => 'rw', required => 1);
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has 'y' => (isa => 'Int', is => 'rw', required => 1);
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sub clear {
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my $self = shift;
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$self->x(0);
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$self->y(0);
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}
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package Point3D;
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use Moose;
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extends 'Point';
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has 'z' => (isa => 'Int', is => 'rw', required => 1);
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after 'clear' => sub {
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my $self = shift;
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$self->z(0);
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};
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package main;
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# hash or hashrefs are ok for the constructor
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my $point1 = Point->new(x => 5, y => 7);
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my $point2 = Point->new({x => 5, y => 7});
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my $point3d = Point3D->new(x => 5, y => 42, z => -5);
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=head1 DESCRIPTION
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This is the classic Point example. It is taken directly from the Perl
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6 Apocalypse 12 document, and is similar to the example found in the
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classic K&R C book as well.
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As with all Perl 5 classes, a Moose class is defined in a package.
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Moose handles turning on C<strict> and C<warnings> for us, so all we
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need to do is say C<use Moose>, and no kittens will die.
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When Moose is loaded, it exports a set of sugar functions into our
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package. This means that we import some functions which serve as Moose
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"keywords". These aren't real language keywords, they're just Perl
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functions exported into our package.
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Moose automatically makes our package a subclass of L<Moose::Object>.
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The L<Moose::Object> class provides us with a constructor that
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respects our attributes, as well other features. See L<Moose::Object>
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for details.
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Now, onto the keywords. The first one we see here is C<has>, which
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defines an instance attribute in our class:
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has 'x' => (isa => 'Int', is => 'rw', required => 1);
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This will create an attribute named C<x>. The C<isa> parameter says
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that we expect the value stored in this attribute to pass the type
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constraint for C<Int> (1). The accessor generated for this attribute
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will be read-write.
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The C<< required => 1 >> parameter means that this attribute must be
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provided when a new object is created. A point object without
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coordinates doesn't make much sense, so we don't allow it.
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We have defined our attributes; next we define our methods. In Moose,
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as with regular Perl 5 OO, a method is just a subroutine defined
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within the package:
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sub clear {
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my $self = shift;
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$self->x(0);
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$self->y(0);
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}
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That concludes the B<Point> class.
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Next we have a subclass of B<Point>, B<Point3D>. To declare our
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superclass, we use the Moose keyword C<extends>:
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extends 'Point';
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The C<extends> keyword works much like C<use base>/C<use parent>. First,
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it will attempt to load your class if needed. However, unlike C<base>, the
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C<extends> keyword will I<overwrite> any previous values in your
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package's C<@ISA>, where C<use base> will C<push> values onto the
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package's C<@ISA>.
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It is my opinion that the behavior of C<extends> is more intuitive.
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(2).
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Next we create a new attribute for B<Point3D> called C<z>.
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has 'z' => (isa => 'Int', is => 'rw', required => 1);
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This attribute is just like B<Point>'s C<x> and C<y> attributes.
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The C<after> keyword demonstrates a Moose feature called "method
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modifiers" (or "advice" for the AOP inclined):
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after 'clear' => sub {
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my $self = shift;
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$self->z(0);
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};
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When C<clear> is called on a B<Point3D> object, our modifier method
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gets called as well. Unsurprisingly, the modifier is called I<after>
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the real method.
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In this case, the real C<clear> method is inherited from B<Point>. Our
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modifier method receives the same arguments as those passed to the
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modified method (just C<$self> here).
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Of course, using the C<after> modifier is not the only way to
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accomplish this. This B<is> Perl, right? You can get the same results
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with this code:
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sub clear {
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my $self = shift;
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$self->SUPER::clear();
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$self->z(0);
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}
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You could also use another Moose method modifier, C<override>:
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override 'clear' => sub {
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my $self = shift;
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super();
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$self->z(0);
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};
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The C<override> modifier allows you to use the C<super> keyword to
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dispatch to the superclass's method in a very Ruby-ish style.
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The choice of whether to use a method modifier, and which one to use,
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is often a question of style as much as functionality.
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Since B<Point> inherits from L<Moose::Object>, it will also inherit
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the default L<Moose::Object> constructor:
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my $point1 = Point->new(x => 5, y => 7);
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my $point2 = Point->new({x => 5, y => 7});
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my $point3d = Point3D->new(x => 5, y => 42, z => -5);
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The C<new> constructor accepts a named argument pair for each
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attribute defined by the class, which you can provide as a hash or
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hash reference. In this particular example, the attributes are
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required, and calling C<new> without them will throw an error.
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my $point = Point->new( x => 5 ); # no y, kaboom!
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From here on, we can use C<$point> and C<$point3d> just as you would
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any other Perl 5 object. For a more detailed example of what can be
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done, you can refer to the
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F<t/recipes/basics_point_attributesandsubclassing.t> test file.
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=head2 Moose Objects are Just Hashrefs
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While this all may appear rather magical, it's important to realize
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that Moose objects are just hash references under the hood (3). For
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example, you could pass C<$self> to C<Data::Dumper> and you'd get
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exactly what you'd expect.
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You could even poke around inside the object's data structure, but
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that is strongly discouraged.
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The fact that Moose objects are hashrefs means it is easy to use Moose
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to extend non-Moose classes, as long as they too are hash
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references. If you want to extend a non-hashref class, check out
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C<MooseX::InsideOut>.
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=head1 CONCLUSION
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This recipe demonstrates some basic Moose concepts, attributes,
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subclassing, and a simple method modifier.
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=head1 FOOTNOTES
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=over 4
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=item (1)
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Moose provides a number of builtin type constraints, of which C<Int>
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is one. For more information on the type constraint system, see
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L<Moose::Util::TypeConstraints>.
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=item (2)
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The C<extends> keyword supports multiple inheritance. Simply pass all
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of your superclasses to C<extends> as a list:
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extends 'Foo', 'Bar', 'Baz';
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=item (3)
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Moose supports using instance structures other than blessed hash
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references (such as glob references - see L<MooseX::GlobRef>).
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=back
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=head1 SEE ALSO
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=over 4
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=item Method Modifiers
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The concept of method modifiers is directly ripped off from CLOS. A
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great explanation of them can be found by following this link.
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L<http://www.gigamonkeys.com/book/object-reorientation-generic-functions.html>
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=back
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=begin testing
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my $point = Point->new( x => 1, y => 2 );
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isa_ok( $point, 'Point' );
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isa_ok( $point, 'Moose::Object' );
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is( $point->x, 1, '... got the right value for x' );
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is( $point->y, 2, '... got the right value for y' );
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$point->y(10);
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is( $point->y, 10, '... got the right (changed) value for y' );
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isnt(
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exception {
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$point->y('Foo');
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},
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undef,
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'... cannot assign a non-Int to y'
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);
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isnt(
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exception {
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Point->new();
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},
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undef,
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'... must provide required attributes to new'
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);
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$point->clear();
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is( $point->x, 0, '... got the right (cleared) value for x' );
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is( $point->y, 0, '... got the right (cleared) value for y' );
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# check the type constraints on the constructor
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is(
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exception {
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Point->new( x => 0, y => 0 );
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},
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undef,
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'... can assign a 0 to x and y'
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);
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isnt(
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exception {
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Point->new( x => 10, y => 'Foo' );
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},
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undef,
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'... cannot assign a non-Int to y'
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);
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isnt(
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exception {
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Point->new( x => 'Foo', y => 10 );
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},
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undef,
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'... cannot assign a non-Int to x'
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);
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# Point3D
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my $point3d = Point3D->new( { x => 10, y => 15, z => 3 } );
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isa_ok( $point3d, 'Point3D' );
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isa_ok( $point3d, 'Point' );
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isa_ok( $point3d, 'Moose::Object' );
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is( $point3d->x, 10, '... got the right value for x' );
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is( $point3d->y, 15, '... got the right value for y' );
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is( $point3d->{'z'}, 3, '... got the right value for z' );
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$point3d->clear();
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is( $point3d->x, 0, '... got the right (cleared) value for x' );
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is( $point3d->y, 0, '... got the right (cleared) value for y' );
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is( $point3d->z, 0, '... got the right (cleared) value for z' );
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isnt(
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exception {
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Point3D->new( x => 10, y => 'Foo', z => 3 );
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},
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undef,
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'... cannot assign a non-Int to y'
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);
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isnt(
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exception {
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Point3D->new( x => 'Foo', y => 10, z => 3 );
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},
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undef,
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'... cannot assign a non-Int to x'
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);
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isnt(
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exception {
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Point3D->new( x => 0, y => 10, z => 'Bar' );
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},
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undef,
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'... cannot assign a non-Int to z'
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);
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isnt(
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exception {
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Point3D->new( x => 10, y => 3 );
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},
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undef,
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'... z is a required attribute for Point3D'
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);
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# test some class introspection
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can_ok( 'Point', 'meta' );
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isa_ok( Point->meta, 'Moose::Meta::Class' );
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can_ok( 'Point3D', 'meta' );
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isa_ok( Point3D->meta, 'Moose::Meta::Class' );
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isnt(
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Point->meta, Point3D->meta,
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'... they are different metaclasses as well'
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);
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# poke at Point
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is_deeply(
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[ Point->meta->superclasses ],
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['Moose::Object'],
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'... Point got the automagic base class'
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);
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my @Point_methods = qw(meta x y clear);
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my @Point_attrs = ( 'x', 'y' );
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is_deeply(
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[ sort @Point_methods ],
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[ sort Point->meta->get_method_list() ],
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'... we match the method list for Point'
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);
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is_deeply(
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[ sort @Point_attrs ],
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[ sort Point->meta->get_attribute_list() ],
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'... we match the attribute list for Point'
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);
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foreach my $method (@Point_methods) {
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ok( Point->meta->has_method($method),
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'... Point has the method "' . $method . '"' );
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}
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foreach my $attr_name (@Point_attrs) {
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ok( Point->meta->has_attribute($attr_name),
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'... Point has the attribute "' . $attr_name . '"' );
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my $attr = Point->meta->get_attribute($attr_name);
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ok( $attr->has_type_constraint,
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'... Attribute ' . $attr_name . ' has a type constraint' );
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isa_ok( $attr->type_constraint, 'Moose::Meta::TypeConstraint' );
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is( $attr->type_constraint->name, 'Int',
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'... Attribute ' . $attr_name . ' has an Int type constraint' );
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}
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# poke at Point3D
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is_deeply(
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[ Point3D->meta->superclasses ],
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['Point'],
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'... Point3D gets the parent given to it'
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);
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my @Point3D_methods = qw( meta z clear );
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my @Point3D_attrs = ('z');
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is_deeply(
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[ sort @Point3D_methods ],
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[ sort Point3D->meta->get_method_list() ],
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'... we match the method list for Point3D'
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);
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is_deeply(
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[ sort @Point3D_attrs ],
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[ sort Point3D->meta->get_attribute_list() ],
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'... we match the attribute list for Point3D'
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);
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foreach my $method (@Point3D_methods) {
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ok( Point3D->meta->has_method($method),
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'... Point3D has the method "' . $method . '"' );
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}
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foreach my $attr_name (@Point3D_attrs) {
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ok( Point3D->meta->has_attribute($attr_name),
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'... Point3D has the attribute "' . $attr_name . '"' );
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my $attr = Point3D->meta->get_attribute($attr_name);
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ok( $attr->has_type_constraint,
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'... Attribute ' . $attr_name . ' has a type constraint' );
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isa_ok( $attr->type_constraint, 'Moose::Meta::TypeConstraint' );
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is( $attr->type_constraint->name, 'Int',
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'... Attribute ' . $attr_name . ' has an Int type constraint' );
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}
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=end testing
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=head1 AUTHORS
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=over 4
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=item *
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Stevan Little <stevan@cpan.org>
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=item *
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Dave Rolsky <autarch@urth.org>
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=item *
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Jesse Luehrs <doy@cpan.org>
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=item *
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Shawn M Moore <sartak@cpan.org>
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=item *
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יובל קוג'מן (Yuval Kogman) <nothingmuch@woobling.org>
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=item *
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Karen Etheridge <ether@cpan.org>
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=item *
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Florian Ragwitz <rafl@debian.org>
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=item *
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Hans Dieter Pearcey <hdp@cpan.org>
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=item *
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Chris Prather <chris@prather.org>
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=item *
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Matt S Trout <mstrout@cpan.org>
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=back
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=head1 COPYRIGHT AND LICENSE
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This software is copyright (c) 2006 by Infinity Interactive, Inc.
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This is free software; you can redistribute it and/or modify it under
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the same terms as the Perl 5 programming language system itself.
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=cut
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