Introduction: What is Overloading?
All object-oriented programming languages have a feature called overloading, but in most of them this term means something different from what it means in Perl. Take a look at this Java example:
public Fraction(int num, int den);
public Fraction(Fraction F);
public Fraction();
In this example, we have three methods called Fraction. Java,
like many languages, is very strict about the number and type of arguments that
you can pass to a function. We therefore need three different methods to cover
the three possibilities. In the first example, the method takes two integers (a
numerator and a denominator) and it returns a Fraction object
based on those numbers. In the second example, the method takes an existing
Fraction object as an argument and returns a copy (or clone) of
that object. The final method takes no arguments and returns a default
Fraction object, maybe representing 1/1 or 0/1. When you call one
of these methods, the Java Virtual Machine determines which of the three
methods you wanted by looking at the number and type of the arguments.
In Perl, of course, we are far more flexible about what arguments we can pass to a method. Therefore the same method can be used to handle all of the three cases from the Java example. (We'll see an example of this in a short while.) This means that in Perl we can save the term "overloading" for something far more interesting — operator overloading.
Number::Fraction — The Constructor
Imagine you have a Perl object that represents fractions (or, more accurately, rational numbers, but we'll call them fractions as we're not all math geeks). In order to handle the same situations as the Java class we mentioned above, we need to be able to run code like this:
use Number::Fraction;
my $half = Number::Fraction->new(1, 2);
my $other_half = Number::Fraction->new($half);
my $default = Number::Fraction->new;
To do this, we would write a constructor method like this:
sub new {
my $class = shift;
my $self;
if (@_ >= 2) {
return if $_[0] =~ /\D/ or $_[1] =~ /\D/;
$self->{num} = $_[0];
$self->{den} = $_[1];
} elsif (@_ == 1) {
if (ref $_[0]) {
if (UNIVERSAL::isa($_[0], $class) {
return $class->new($_[0]->{num}, $_[0]->{den});
} else {
croak "Can't make a $class from a ", ref $_[0];
}
} else {
return unless $_[0] =~ m|^(\d+)/(\d+)|;
$self->{num} = $1;
$self->{den} = $2;
}
} elsif (!@_) {
$self->{num} = 0;
$self->{den} = 1;
}
bless $self, $class;
$self->normalise;
return $self;
}
As promised, there's just one method here and it does everything that the three Java methods did and more even, so it's a good example of why we don't need method overloading in Perl. Let's look at the various parts in some detail.
sub new {
my $class = shift;
my $self;
The method starts out just like most Perl object constructors. It grabs the
class which is passed in as the first argument and then declares a variable
called $self which will contain the object.
if (@_ >= 2) {
return if $_[0] =~ /\D/ or $_[1] =~ /\D/;
$self->{num} = $_[0];
$self->{den} = $_[1];
This is where we start to work out just how the method was called. We look
at @_ to see how many arguments we have been given. If we've got
two arguments then we assume that they are the numerator and denominator of the
fraction. Notice that there's also another check to ensure that both arguments
contain only digits. If this check fails, we return undef from the
constructor.
} elsif (@_ == 1) {
if (ref $_[0]) {
if (UNIVERSAL::isa($_[0], $class) {
return $class->new($_[0]->num, $_[0]->den);
} else {
croak "Can't make a $class from a ", ref $_[0];
}
} else {
return unless $_[0] =~ m|^(\d+)/(\d+)|;
$self->{num} = $1;
$self->{den} = $2;
}
If we've been given just one argument, then there are a couple of things we can do. First we see if the argument is a reference, and if it is, we check that it's a reference to another Number::Fraction object (or a subclass). If it's the right kind of object then we get the numerators and denominators (using the accessor functions) and use them to call the two argument forms of new. It the argument is the wrong type of reference then we complain bitterly to the user.
If the single argument isn't a reference then we assume it's a string
of the form num/den, which we can split apart to get the numerator
and denominator of the fraction. Once more we check for the correct format
using a regex and return undef if the check fails.
} elsif (!@_) {
$self->{num} = 0;
$self->{den} = 1;
}
If we are given no arguments, then we just create a default fraction which
is 0/1.
bless $self, $class;
$self->normalise;
return $self;
}
At the end of the constructor we do more of the normal OO Perl stuff. We
bless the object into the correct class and return the reference
to our caller. Between these two actions we pause to call the
normalise method, which converts the fraction to its simplest form.
For example, it will convert 12/16 to 3/4.
Number::Fraction — Doing Calculations
Having now created fraction objects, we will want to start doing
calculations with them. For that we'll need methods that implement the various
mathematical functions. Here's the add method:
sub add {
my ($self, $delta) = @_;
if (ref $delta) {
if (UNIVERSAL::isa($delta, ref $self)) {
$self->{num} = $self->num * $delta->den
+ $delta->num * $self->den;
$self->{den} = $self->den * $delta->den;
} else {
croak "Can't add a ", ref $delta, " to a ", ref $self;
}
} else {
if ($delta =~ m|(\d+)/(\d+)|) {
$self->add(Number::Fraction->new($1, $2));
} elsif ($delta !~ /\D/) {
$self->add(Number::Fraction->new($delta, 1));
} else {
croak "Can't add $delta to a ", ref $self;
}
}
$self->normalise;
}
Once more we try to handle a number of different types of arguments. We can add the following things to our fraction object:
- Another object of the same class (or a subclass).
- A string in the format
num/den. - An integer. This is converted to a fraction with a denominator of 1.
This then allows us to write code like this:
my $half = Number::Fraction->new(1, 2);
my $quarter = Number::Fraction->new(1, 4);
my $three_quarters = $half;
$three_quarters->add($quarter);
In my opinion, this code looks pretty horrible. It also has a nasty, subtle
bug. Can you spot it? (Hint: What will be in $half after running
this code?) To tidy up this code we can turn to operator
overloading.
Number::Fraction — Operator Overloading
The module overload.pm is a standard part of the Perl
distribution. It allows your objects to define how they will react to a number
of Perl's operators. For example, we can add code like this to
Number::Fraction:
use overload '+' => 'add';
Whenever a Number::Fraction is used as one of the operands
to the + operator, the add method will be
called instead. Code like:
$three_quarters = $half + '3/4';
is converted to:
$three_quarters = $half->add('3/4');
This is getting closer, but it still has a serious problem. The
add method works on the $half object. In general,
however, that's not how an assignment should work. If you were working with
ordinary scalars and had code like:
$foo = $bar + 0.75;
You would be very surprised if this altered the value of $bar.
Our objects need to work in the same way. We need to change our add method so
that it doesn't alter $self but instead returns the new
fraction.
sub add {
my ($l, $r) = @_;
if (ref $r) {
if (UNIVERSAL::isa($r, ref $l) {
return Number::Fraction->new($l->num * $r->den + $r->num * $l->den,
$l->den * $r->den})
} else {
...
} else {
...
}
}
}
In this example, I've only shown one of the sections, but I hope it's clear
how it would work. Notice that I've also renamed $self and
$delta to $l and $r. I find this makes
more sense as we are working with the left and right operands of the
+ operator.
Overloading Non-Commutative Operators
We can now happily handle code like:
$three_quarters = $half + '1/4';
Our object will do the right thing — $three_quarters will
end up as a Number::Fraction object that contains the value
3/4. What will happen if we write code like this?
$three_quarters = '1/4' + $half;
The overload modules handle this case as well. If your object
is either operand of one of the overloaded operators, then your method
will be called. You get passed an extra argument which indicates whether your
object was the left or right operand of the operator. This argument is
false if your object is the left operand and true if it is the right
operand.
For commutative operators you probably don't need to take any notice of this argument as, for example:
$half + '1/4'
is the same as:
'1/4' + $half
However, for non-commutative operators (like - and
/) you will need to do something like this:
sub subtract {
my ($l, $r, $swap) = @_;
($l, $r) = ($r, $l) if $swap;
...
}
Overloadable Operators
Just about any Perl operator can be overloaded in this way. This is a partial list:
- Arithmetic:
+,+=,-,-=,*,*=,/,/=,%,%=,**,**=,<<,<<=,>>,>>=,x,x=,.,.= - Comparison:
<,<=,>,=>,==,!=,<=>lt,le,gt,ge,eq,ne,cmp - Increment/Decrement:
++,--(both pre- and post- versions)
A full list is given in overload.
It's a very long list, but thankfully you rarely have to supply an implementation for more than a few operators. Perl is quite happy to synthesize (or autogenerate) many of the missing operators. For example:
- ++ can be derived from +
- += can be derived from +
- - (unary) can be derived from - (binary)
- All numeric comparisons can be derived from
<=> - All string comparisons can be derived from
cmp
Two other special operators give finer control over this autogeneration of
methods. nomethod defines a subroutine that is called when no
other function is found and fallback controls how hard Perl tries
to autogenerate a method. fallback can have one of three
values:
undef- Attempt to autogenerate methods and
dieif a method can't be autogenerated. This is the default. 0- Never try to autogenerate methods.
1- Attempt to autogenerate methods but fall back on Perl's default behavior for the the object if a method can't be autogenerated.
Here's an example of an object that will die gracefully when an unknown
operator is called. Notice that the nomethod subroutine is passed
the usual three arguments (left operand, right operand, and the swap flag)
together with an extra argument containing the operator that was used.
use overload
'-' => 'subtract',
fallback => 0,
nomethod => sub {
croak "illegal operator $_[3]"
};
Three special operators are provided to control type conversion. They
define methods to be called if the object is used in string, numeric, and
boolean contexts. These operators are denoted by q{""},
0+, and bool. Here's how we can use these in
Number::Fraction:
use overload
q{""} => 'to_string',
'0+' => 'to_num';
sub to_string {
my $self = shift;
return "$_->{num}/$_->{den}";
}
sub to_num {
my $self = shift;
return $_{num}/$_->{den};
}
Now, when we print a Number::Fraction object, it will be
displayed in num/den format. When we use the object in a numeric
context, Perl will automatically convert it to its numeric equivalent.
We can use these type-conversion and fallback operators to cut down the number of operators we need to define even further.
use overload
'0+' => 'to_num',
fallback => 1;
Now, whenever our object is used where Perl is expecting a number and we
haven't already defined an overloading method, Perl will try to use our object
as a number, which will, in turn, trigger our to_num method. This
means that we only need to define operators where their behavior will differ
from that of a normal number. In the case of Number::Fraction, we
don't need to define any numeric comparison operators since the numeric value of
the object will give the correct behavior. The same is true of the string
comparison operators if we define to_string.
Overloading Constants
We've come a long way with our overloaded objects. Instead of nasty code like:
use Number::Fraction;
$f = Number::Fraction->new(1, 2);
$f->add('1/4');
we can now write code like:
use Number::Fraction;
$f = Number::Fraction->new(1, 2) + '1/4';
There are still, however, two places where we need to use the full name of
the class — when we load the module and when we create a new fraction
object. We can't do much about the first of these, but we can remove
the need for that ugly new call by overloading
constants.
You can use overload::constant to control how Perl interprets
constants in your program. overload::constant expects a hash
where the keys identify various kinds of constants and the values are
subroutines which handle the constants. The keys can be any of
integer (for integers), float (for floating point
numbers), binary (for binary, octal, and hex numbers),
q (for strings), and qr (for the constant parts of
regular expressions).
When a constant of the right type is found, Perl will call the associated
subroutine, passing it the string representation of the constant and the way
that Perl would interpret the constant by default. Subroutines associated with
q or qr also get a third argument -- either
qq, q, s, or tr --which
indicates how the string is being used in the program.
As an example, here is how we would set up constant handlers so that strings
of the form num/den are always converted to the equivalent
Number::Fraction object:
my %_const_handlers =
(q => sub {
return __PACKAGE__->new($_[0]) || $_[1]
});
sub import {
overload::constant %_const_handlers if $_[1] eq ':constants';
}
sub unimport {
overload::remove_constant(q => undef);
}
We've defined a hash, %_const_handlers, which only contains one
entry as we are only interested in strings. The associated subroutine calls the
new method in the current package (which will be
Number::Fraction or a subclass) passing it the string as found in
the program source. If this string can be used to create a valid
Number::Fraction object, a reference to that object is returned.
If a valid object isn't returned then the subroutine returns its second
argument, which is Perl's default intepretation of the constant. As a result,
any strings in the program that can be intepreted as a fraction are converted
to the correct Number::Fraction object and other strings are left
unchanged.
The constant handler is loaded as part of our package's import
subroutine. Notice that it is only loaded if the import subroutine
is passed the optional argument :constants. This is because this
is a potentially big change to the way that a program's source code is
interpreted so we only want to turn it on if the user wants it.
Number::Fraction can be used in this way by putting the following
line in your program:
use Number::Fraction ':constants';
If you don't want the scary constant-refining stuff you can just use:
use Number::Fraction;
Also note that we've defined an unimport subroutine which
removes the constant handler. An unimport subroutine is called
when a program calls no Number::Fraction — it's the opposite
of use. If you're going to make major changes to the way that Perl
parses a program then it's only polite to undo your changes if the programmer
askes you to.
Conclusion
We've finally managed to get rid of most of the ugly class names from our code. We can now write code like this:
use Number::Fraction ':constants';
my $half = '1/2';
my $three_quarters = $half + '1/4';
print $three_quarters; # prints 3/4
I hope you can agree that this has the potential to make code far easier to read and understand.
Number::Fraction is available on the CPAN. Please feel free to
take a closer look at how it is implemented. If you come up with any more
interesting overloaded modules, I'd love to hear about them.

