What is a twigil in Perl6? - perl

I'm reading this fantastic introduction to Perl6 and came across a rather interesting term:
Note the ! twigil means “this is private to the class”.
class ScoreKeeper {
has %!player-points;
}
I know what sigils are in Perl5. But what's a twigil?
Is it just a fancy way to say that there are two sigils prepending the attribute/variable name?

The design documents S02 and S99 both talk about twigils. (Emphasis mine).
Ordinary sigils indicate normally scoped variables, either lexical or
package scoped. Oddly scoped variables include a secondary sigil (a
twigil) that indicates what kind of strange scoping the variable is
subject to: [...]
So it is a secondary sigil or rather a second sigil. Declaring $*foo will not declare $foo.
my $*foo = 1;
say $foo;
This will yield Variable '$foo' is not declared at....

It seems to be related to variable scoping:
Twigils influence the scoping of a variable...
Twigil Scope
------ ----------------------------------------------
none Based only on declarator
* Dynamic
! Attribute (class member)
? Compile-time variable
. Method (not really a variable)
< Index into match object (not really a variable)
^ Self-declared formal positional parameter
: Self-declared formal named parameter
= Pod variables
~ The sublanguage seen by the parser at this lexical spot
http://docs.raku.org/language/variables#Twigils

From the documentation on twigils:
Attributes are variables that exist per instance of a class. They may be directly accessed from within the class via !:
class Point {
has $.x;
has $.y;
method Str() {
"($!x, $!y)"
}
}
Note how the attributes are declared as $.x and $.y but are still accessed via $!x and $!y. This is because in Perl 6 all attributes are private and can be directly accessed within the class by using $!attribute-name. Perl 6 may automatically generate accessor methods for you though. For more details on objects, classes and their attributes see object orientation.
Public attributes have the . twigil, private ones the ! twigil.
class YourClass {
has $!private;
has #.public;
# and with write accessor
has $.stuff is rw;
method do_something {
if self.can('bark') {
say "Something doggy";
}
}
}

Related

How to use enum in class (C++)?

enum TokenType{
Eof,
Ws,
Unknow,
//lookahead 1 char
If,Else,
Id,
Int,
//lookahead 2 chars
Eq,Ne,Lt,Le,Gt,Ge,
//lookahead k chars
Real,
Sci
};
class Token{
private:
TokenType token;
string text;
public:
Token(TokenType token,string text):token(token),text(text){};
static Token eof(Eof,"Eof");
};
In this code I want to create a Token Object eof, but when I compile it it tells me that the Eof is not a Type. Why?
When I use TokenType token=TokenType::Eof it works. But when I passed the Eof into the constructor as a parameter, an error occurred. How could I solve it? Is it related to the scope. I try to use TokenType::Eof as the parameter also fail.
The problem is unrelated to the enumeration, the problem is that the compiler thinks you're declaring a function. For inline initialization use either curly braces {} or assignment-like syntax.
However, you can't define instances of a class inside the class itself, because the class isn't actually fully defined yet. It will also leas to a kind of infinite recursion (Token contains a Token object, which contains a Token object, which contains a Token object, ... and so on in infinity).
You can, on the other hand, define pointers to class inside itself, or references, because that doesn't require a fully defined class, only knowledge that the class exists.
So as a workaround perhaps use reference, that you initialize to a variable defined outside the class:
class Token
{
// ...
private:
static Token& eof; // Declare the reference variable
};
And in a source file:
namespace
{
// Define the actual "real" instance of the eof object
Token eof{ Eof, "Eof" };
}
// Define the reference and initialize it
Token& Token::eof = eof;
Look closely. The error messages tells you where exactly your error lies, including a line number. The compiler sees a function prototype, with Eof being the type of the first argument.
Because Eof is not a type, but just one possible value of a type.
It's really not clear what your design intent here is, but you need to make a clear mental difference between the type you've created, TokenType and its different values.

Overloading operators for a class

Let's say I have the following class:
class A {
has $.val;
method Str { $!val ~ 'µ' }
}
# Is this the right way of doing it?
multi infix:<~>(A:D $lhs, A:D $rhs) {
('(', $lhs.val, ',', $rhs.val, ')', 'µ').join;
}
How would I overload an operator (e.g., +) for a class in the same manner as Str in the previous class?
I guess this only works for methods that are invoked on an instance object and using the multi operator-type:<OP>(T $lhs, T $rhs) { } syntax for operators is the right way to go about it but I'm unsure.
For instance, in Python there seems to be a correspondence between special methods named after the operators (e.g., operator.__add__) and the operators (e.g., +). Furthermore, any operator overloading for a custom class is done inside the class.
In Perl 6, operators are considered part of the current language. All things that relate to the current language are defined lexically (that is, my-scoped). Therefore, a multi sub is the correct thing to use.
If putting this code in a module, you would probably also want to mark the multi for the operator with is export:
multi infix:<~>(A:D $lhs, A:D $rhs) is export {
('(', $lhs.val, ',', $rhs.val, ')', 'µ').join;
}
So that it will be available to users who use or import the module (use is in fact defined in terms of import, and import imports symbols into the lexical scope).
While there are some operators that by default delegate to methods (for example, prefix:<+> calls Numeric), there's no 1:1 relation between the two, and for most operators their implementation is directly in the operator sub (or spread over many multi subs).
Further, the set of operators is open, so one is not restricted to overloading existing operators, but can also introduce new ones. This is encouraged when the new meaning for the operator is not clearly related to the normal semantics of the symbol used; for example, overloading + to do matrix addition would be sensible, but for something that couldn't possibly be considered a kind of addition, a new operator would be a better choice.
class A {
has $.val;
method Str { $!val ~ 'µ' }
}
multi infix:<~>(A:D $lhs, A:D $rhs) {
('(', $lhs.val, ',', $rhs.val, ')', 'µ').join;
}
dd A.new(val => "A") ~ A.new(val => "B"); # "(A,B)µ"
So yes, that is the correct way. If you want to override +, then the name of the sub to create is infix:<+>.
You can also provide the case for type objects by using the :U "type smiley", e.g.:
multi infix:<~>(A:U $lhs, A:U $rhs) {
'µ'
}
Hope this answers your question.

How to find the Perl code referenced by this line?

I have inherited some Perl code which contains a line that is mysterious to me:
my $binary = A->current->config->settings('arg1', 'arg2')
Basically, I am not sure how to find the related code. "A" is NOT a variable in the local code so I thought this was a class hierarchy. However I checked the directory structure to see if the following path existed, but there was none:
A/current/config/settings.pm
Is A->current->config->settings guaranteed to be a nested class hierarchy, or could it be something else? For example could config actually be a property or method of a different object A->current?
Any assistance you could lend tracking this down would be greatly appreciated!
A is a class name, you should find it in A.pm. current should be a method of the class, defined under a sub current in A.pm. It returns an object whose config method is being called which returns an object again whose settings method is being called with arguments 'arg1' and 'arg2' (well, in fact, the object itself is the first argument).
In fact, any of the methods can return a class instead of an object, too.
Step through the code in the perl debugger and see where it takes you.
foo->bar is a method call, meaning that there is likely a subroutine called bar defined in the package referred to by foo (or a superclass), and gives you no information about whether there is a package bar or foo::bar.
Is A->current->config->settings guaranteed to be a nested class hierarchy
You're thinking of A::current::config::settings.
The following are method calls:
INVOCANT->name
INVOCANT->name(LIST)
That means that A->current->config->settings is a chain of method calls.
The only class named in that code is A.
could config actually be a property or method of a different object A->current?
It's the name of a method of the object or class returned by A->current.
How to find the Perl code referenced by this line?
my $binary = A->current->config->settings('arg1', 'arg2');
is short for
my $obj1 = A->current;
my $obj2 = $obj1->config;
my $binary = $obj2->settings('arg1', 'arg2');
Now that you have the objects available, you can find the class of which they are an instance using
say ref($obj) || "Not a reference";
or
use Scalar::Util qw( blessed );
say blessed($obj) // "Not an object";
As explained, you are dealing with a chain of method calls in the class named A, where at least the first one is a class method since it is invoked on the class (A) itself, not on an object.
An easy way to find that class is by using Class::Inspector
use Class::Inspector;
say "Filename: ", Class::Inspector->resolved_filename( 'A' );
which printed the full path to the class I used in my tests. Also see loaded_filename.
Another interesting way to interrogate a class is to add to it at runtime.
Create an object of A and add to it a method of your choice at runtime
my $objA = A->new();
eval q( sub A::get_info { print "$_\n" for (caller(0)) } );
if ($#) { print "Eval: $#" };
eval q( sub A::boom { croak "Stacktrace: " } );
if ($#) { print "Eval: $#" };
$objA->get_info();
$objA->boom();
These are simple examples but you can acquire practically any information from inside a method.
If A happens to not have a method called new (possible) work with methods in the given chain, starting with my $objA = A->current.
Or, you can directly add a subroutine to the package's symbol table
*{A::new_method} = sub { say "A new method" };
$any_obj_of_A->new_method();
which is now also available on all existing instances, as well as on new ones.

Supporting "recursive objects" in lua

I'm fairly new to lua and have the following problem with an assignment from a class:
We currently extend lua to support objects and inheritance. The Syntax for that is
Class{'MyClass',
attribute1 = String,
attribute2 = Number
}
Class{'MySubClass', MyClass,
attribute3 = Number
}
This works perfectly fine. The real problem lies within the next task: We should support "recursive types", that means a call like
Class{'MyClass', attribute = MyClass}
should result in an class with a field of the same type as the class. When this "class-constructor" is called the variable MyClass is nil, thats why the parameter table doesnt't have an entry attribute. How is it possible to access this attribute?
My first thought was using some kind of nil-table which gets returned every time the global __index is called with an unset key. This nil-table should behave like the normal nil, but can be checked for in the "class-constructor". The problem with this approach are comparisons like nil == unknown. This should return true, but as the __eq meta method of the nil-table is never called we cannot return true.
Is there another approach I'm currently just ignoring? Any hint is greatly appreciated.
Thanks in advance.
Edit:
Here the relevant part of the "testfile". The test by which the code is rated in class is another one and gets published later.
three = 3
print( three == 3 , "Should be true")
print( unknown == nil , "Should be true" )
Class{'AClass', name = String, ref = AClass}
function AClass:write()
print("AClass:write(), name of AClass:", self.name)
end
aclass = AClass:create("A. Class")
aclass:write()
Since MyClass is just a lookup in the global table (_G), you could mess with its metatable's __index to return a newly-defined MyClass object (which you would later need to fill with the details).
However, while feasible, such an implementation is
wildly unsafe, as you could end up with an undefined class (or worse, you may end up inadvertantly creating an infinite lookup loop. Trust me, I've been there)
very hard to debug, as every _G lookup for a non-existing variable will now return a newly created class object instead of nil (this problem could somewhat be reduced by requiring that class names start with an uppercase character)
If you go that route, be sure to also override __newindex.
How about providing the argument in string form?
Class{'MyClass', attribute = 'MyClass'}
Detect strings inside the implementation of Class and process them with _G[string] after creating the class
Or alternatively, use a function to delay the lookup:
Class{'MyClass', attribute = function() return MyClass end}

OOP Terminology: class, attribute, property, field, data member

I am starting studying OOP and I want to learn what constitutes a class. I am a little confused at how loosely some core elements are being used and thus adding to my confusion.
I have looked at the C++ class, the java class and I want to know enough to write my own pseudo class to help me understand.
For instance in this article I read this (.. class attribute (or class property, field, or data member)
I have seen rather well cut out questions that show that there is a difference between class property and class field for instance What is the difference between a Field and a Property in C#?
Depending on what language I am studying, is the definition of
Property
Fields
Class variables
Attributes
different from language to language?
"Fields", "class variables", and "attributes" are more-or-less the same - a low-level storage slot attached to an object. Each language's documentation might use a different term consistently, but most actual programmers use them interchangeably. (However, this also means some of the terms can be ambiguous, like "class variable" - which can be interpreted as "a variable of an instance of a given class", or "a variable of the class object itself" in a language where class objects are something you can manipulate directly.)
"Properties" are, in most languages I use, something else entirely - they're a way to attach custom behaviour to reading / writing a field. (Or to replace it.)
So in Java, the canonical example would be:
class Circle {
// The radius field
private double radius;
public Circle(double radius) {
this.radius = radius;
}
// The radius property
public double getRadius() {
return radius;
}
public void setRadius(double radius) {
// We're doing something else besides setting the field value in the
// property setter
System.out.println("Setting radius to " + radius);
this.radius = radius;
}
// The circumference property, which is read-only
public double getCircumference() {
// We're not even reading a field here.
return 2 * Math.PI * radius;
}
}
(Note that in Java, a property foo is a pair of accessor methods called getFoo() and setFoo() - or just the getter if the property is read-only.)
Another way of looking at this is that "properties" are an abstraction - a promise by an object to allow callers to get or set a piece of data. While "fields" etc. are one possible implementation of this abstraction. The values for getRadius() or getCircumference() in the above example could be stored directly, or they could be calculated, it doesn't matter to the caller; the setters might or might not have side effects; it doesn't matter to the caller.
I agree with you, there's a lot of unnecessary confusion due to the loose definitions and inconsistent use of many OO terms. The terms you're asking about are used somewhat interchangeably, but one could say some are more general than others (descending order): Property -> Attributes -> Class Variables -> Fields.
The following passages, extracted from "Object-Oriented Analysis and Design" by Grady Booch help clarify the subject. Firstly, it's important to understand the concept of state:
The state of an object encompasses all of the (usually static) properties of the object plus the current (usually dynamic) values of each of these properties. By properties, we mean the totality of the object's attributes and relationships with other objects.
OOP is quite generic regarding certain nomenclature, as it varies wildly from language to language:
The terms field (Object Pascal), instance variable (Smalltalk), member object (C++), and slot (CLOS) are interchangeable, meaning a repository for part of the state of an object. Collectively, they constitute the object's structure.
But the notation introduced by the author is precise:
An attribute denotes a part of an aggregate object, and so is used during analysis as well as design to express a singular property of the class. Using the language-independent syntax, an attribute may have a name, a class, or both, and optionally a default expression: A:C=E.
Class variable: Part of the state of a class. Collectively, the class variables of a class constitute its structure. A class variable is shared by all instances of the same class. In C++, a class variable is declared as a static member.
In summary:
Property is a broad concept used to denote a particular characteristic of a class, encompassing both its attributes and its relationships to other classes.
Attribute denotes a part of an aggregate object, and so is used during analysis as well as design to express a singular property of the class.
Class variable is an attribute defined in a class of which a single copy exists, regardless of how many instances of the class exist. So all instances of that class share its value as well as its declaration.
Field is a language-specific term for instance variable, that is, an attribute whose value is specific to each object.
I've been doing oop for more than 20 years, and I find that people often use different words for the same things. My understanding is that fields, class variables and attributes all mean the same thing. However, property is best described by the stackoverflow link that you included in your question.
Generally fields, methods, static methods, properties, attributes and class (or static variables) do not change on a language basis... Although the syntax will probably change on a per language basis, they will be function in the way you would expect across languages (expect terms like fields/data members to be used interchangably across languages)
In C#....
A field is a variable that exists for a given instance of a class.
eg.
public class BaseClass
{
// This is a field that might be different in each instance of a class
private int _field;
// This is a property that accesses a field
protected int GetField
{
get
{
return _field;
}
}
}
Fields have a "visibility" this determines what other classes can see the field, so in the above example a private field can only be used by the class that contains it, but the property accessor provides readonly access to the field by subclasses.
A property lets you get (sometimes called an accessor) or set (sometimes called a mutator) the value of field... Properties let you do a couple of things, prevent writing a field for example from outside the class, change the visibility of the field (eg private/protected/public). A mutator allows you to provide some custom logic before setting the value of a field
So properties are more like methods to get/set the value of a field but provide more functionality
eg.
public class BaseClass
{
// This is a field that might be different in each instance of a class
private int _field;
// This is a property that accesses a field, but since it's visibility
// is protected only subclasses will know about this property
// (and through it the field) - The field and property in this case
// will be hidden from other classes.
protected int GetField
{
// This is an accessor
get
{
return _field;
}
// This is a mutator
set
{
// This can perform some more logic
if (_field != value)
{
Console.WriteLine("The value of _field changed");
_field = value;
OnChanged; // Call some imaginary OnChange method
} else {
Console.WriteLine("The value of _field was not changed");
}
}
}
}
A class or static variable is a variable which is the same for all instances of a class..
So, for example, if you wanted a description for a class that description would be the same for all instance of the class and could be accessed by using the class
eg.
public class BaseClass
{
// A static (or class variable) can be accessed from anywhere by writing
// BaseClass.DESCRIPTION
public static string DESCRIPTION = "BaseClass";
}
public class TestClass
{
public void Test()
{
string BaseClassDescription = BaseClass.DESCRIPTION;
}
}
I'd be careful when using terminology relating to an attribute. In C# it is a class that can be applied to other classes or methods by "decorating" the class or method, in other context's it may simply refer to a field that a class contains.
// The functionality of this attribute will be documented somewhere
[Test]
public class TestClass
{
[TestMethod]
public void TestMethod()
{
}
}
Some languages do not have "Attributes" like C# does (see above)
Hopefully that all makes sense... Don't want to overload you!
Firstly, you need to select a language. For example, I would recommend you to select Ruby language and community. Until you select a language, you cannot escape confusion, as different communities use different terms for the same things.
For example, what is known as Module in Ruby, Java knows as abstract class. What is known as attributes in some languages, is known as instance variables in Ruby. I recommend Ruby especially for its logical and well-designed OOP system.
Write the following in a *.rb file, or on the command line in irb (interactive Ruby interpreter):
class Dog # <-- Here you define a class representing all dogs.
def breathe # <-- Here you teach your class a method: #breathe
puts "I'm breathing."
end
def speak # <-- Here you teach your class another method: #speak
puts "Bow wow!"
end
end
Now that you have a class, you can create an instance of it:
Seamus = Dog.new
You have just created an instance, a particular dog of class Dog, and stored it in the constant Seamus. Now you can play with it:
Seamus.breathe # <-- Invoking #breathe instance method of Seamus
#=> I'm breathing.
Seamus.speak # <-- Invoking #speak instance method of Seamus
#=> Bow wow!
As for your remaining terminology questions, "property" or "attribute" is understood as "variable" in Ruby, almost always an instance variable. And as for the term "data member", just forget about it. The term "field" is not really used in Ruby, and "class variable" in Ruby means something very rarely used, which you definitely don't need to know at this moment.
So, to keep the world nice and show you that OOP is really simple and painless in Ruby, let us create an attribute, or, in Ruby terminology, an instance variable of Dog class. As we know, every dog has some weight, and different dogs may have different weights. So, upon creation of a new dog, we will require the user to tell us dog's weight:
class Dog
def initialize( weight ) # <-- Defining initialization method with one argument 'weight'
#weight = weight # <-- Setting the dog's attribute (instance variable)
end
attr_reader :weight # <-- Making the dog's weight attribute visible to the world.
end
Drooly = Dog.new( 16 ) # <-- Weight now must provide weight upon initialization.
Drooly.weight # <-- Now we can ask Drooly about his weight.
#=> 16
Remember, with Ruby (or Python), things are simple.
I discovered in my question that Properties as defined in .Net are just a convenience syntax for code, and they are not tied to underlying variables at all (except for Auto-Implemented Properties, of course). So, saying "what is the difference between class property and class field" is like saying: what is the difference between a method and an attribute. No difference, one is code and the other is data. And, they need not have anything to do with each other.
It is really too bad that the same words, like "attribute" and "property", are re-used in different languages and ideologies to have starkly different meanings. Maybe someone needs to define an object-oriented language to talk about concepts in OOP? UML?
In The Class
public class ClassSample
{
private int ClassAttribute;
public int Property
{
get { return ClassAttribute; }
set { ClassAttribute = value; }
}
}
In the Program
class Program
{
static void Main(string[] args)
{
var objectSample = new ClassSample();
//Get Object Property
var GetProperty = objectSample.Property;
}
}