gstreamer0.10-ffmpeg
gstreamer0.10-plugins-good
packages.
Let's create a fresh file that we can play around with - call it play.php
.
Now we can warn the rebels that It's a TRAAAP!
echo 'IT\'S A TRAAAAAAPPPP!'; |
Put play.php
in the URL...
and there it is! We've conquered the echo statement!
Now to the cool stuff! The first super-important big awesome-crazy thing
in object-oriented programming is.... a class! To create one, write the keyword
class
then the name of it - this name can be almost anything alphanumeric.
Finish things off with an open curly brace and a close curly brace. Nice work.
... lines 1 - 2 | |
class Ship | |
{ | |
} | |
... lines 7 - 9 |
Don't worry about what this "class" thing is yet. But if you refresh, you can see that creating a class doesn't actually do anything.
Creating a class, check! And with that, we can see the second super-important big awesome-crazy thing in object-oriented programming: an object! Once you have a class, you can instantiate a new object from that class, and it looks like this.
Create a variable called $myShip
and then use the new
keyword, followed
by the name of the class, then open parenthesis, close parenthesis:
... lines 1 - 2 | |
class Ship | |
{ | |
} | |
// but it doesn't do anything yet... | |
$myShip = new Ship(); | |
... lines 10 - 12 |
It kind of looks like we're calling a function called Ship()
, except for
the new
keyword in front that tells PHP that Ship
is a class, and we're
instantiating a new object from it.
Before we explain any of this - refresh again. Still no changes. We have
this new thing called an object that's set to $myShip
, but it doesn't cause
anything to happen.
Ok, let me explain this class and object stuff. When this stuff finally "clicks", you'll know that you really get object-oriented programming. So listen carefully, and I'll come back to this later as we add more stuff.
Pretend with me: you're the manager of a shipping-dock on the Deathstar. To avoid any force-choking, when each ship lands, you need to take an inventory of it: what's its name, size, does it have a warp drive, what's the fuel level, weapon power, defense strength and other stuff. And also imagine, that even though you're in a flying space death machine, you don't have computers: you track everything by making copies of a template worksheet you designed in Excel.
A class is like that empty template, with blank lines for the ship's name and size, a yes/no option for warp drive and blanks for fuel-level, weapon power and defense strength. It's not actually a ship of course, but it defines all the properties that a ship might have.
Ok, I think you've got the gist on classes, now let's go over objects. This is where I'm supposed to tell you to think of an object like a real ship that's landed in our dock. That's correct, but I think it's closer to think of an object like a completed worksheet that we've filled out for a ship: complete with its name, weapon details, strength and fuel-levels.
If 10 ships land, then we'll print out 10 blank worksheets and fill each in with different details. If we re-fuel one of those ships, we'll update the fuel level on its worksheet.
But each ship is using the same template, or class. If we wanted to also track a ship's weight, we'd need to go back to the template and add a field for it there.
Right now, our class is empty. That's like a template with no blank fields to fill in. Not helpful - time to fix that!
Ok, clear your mind quickly and think about arrays. An array holds data on
keys: we choose a key - like hasWarpDrive
- then put something there. Simple.
An object works exactly like an array, except instead of calling these storage spaces keys, we call them properties. But basically, they work the same way.
There is one big difference between an array and an object. With an array, you can just invent a new key and set data on it. But with an object, you need to pre-register the possible properties it might have in its class.
Back at our loading dock, this means an array is like a template where each line has two blanks: one for the value and one for what that value is. We might fill in a line with the ship's name, but not the fuel level. And maybe we'll write down the color of the ship on another line, and because I don't really like my job, I'll put my current favorite song on the last line. If I give 10 sheets to my manager, they'll have no guarantee what data I may or may not have recorded. Simple, but unstructured.
But an object is like the sheets we were talking about earlier: it has a
list of exactly what we want to track with a blank next to each for that
value. So if we want to be able to store the name of each ship, we'll need
to add a spot for it on the template. In object-oriented land, we need to
add a name
property to our Ship
class.
Let's do it! Say public
then $
, then the name of your property. In
this case, our name is actually name
:
... lines 1 - 2 | |
class Ship | |
{ | |
public $name; | |
} | |
// but it doesn't do anything yet... | |
$myShip = new Ship(); | |
... lines 10 - 12 |
This doesn't do anything, but now Ship
objects are allowed to hold data
on a name
property. And how do we set that? We do it with this syntax here:
... lines 1 - 2 | |
class Ship | |
{ | |
public $name; | |
} | |
// but it doesn't do anything yet... | |
$myShip = new Ship(); | |
$myShip->name = 'TIE Fighter'; | |
... lines 11 - 13 |
Now we can read the data from that property using the same syntax:
... lines 1 - 8 | |
$myShip = new Ship(); | |
$myShip->name = 'TIE Fighter'; | |
echo 'Ship Name: '.$myShip->name; |
Try it out! It's working great.
Does this feel familiar? It works exactly like an array, except instead of the square-bracket syntax, we use this dash, greater-than syntax, let's call that an "arrow".
The real difference between an object and an array is that an object has a class that defines all possible properties that it can hold, instead of being able to store any random keys you dream up, like an array.
TIP Technically, you can set a property (e.g. $myShip->weight = 100
)
on an object without creating a property for it in the class. But this is
frowned upon, and not seen commonly in higher-quality code. So don't do it!
And with this simple difference, you get a huge benefit. A class is like
programmer documentation. If I give you an array, you have no idea what data
is on it. You can var_dump
it to see, then just hope that it'll always
have the same keys in the future.
But if I hand you a Ship
object, you know something about it. You know
that it will always have a name
property, and it'll never have email
or phone
properties: because they're not in the class. The class gives
us a skeleton and some rules we know it'll follow.
Now let's talk about something even better than this: methods.
They could also use LibreOffice Calc on Linux instead of excell on windows.
That would already give them an advantage ;-)
Bravo! I like your example to describe the difference between a class and an array :)