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Objects and Classes

C++ classes and objects allow for object-oriented programming in C++. A class defines the form of an object and combines data representation and methods. An object is an instance of a class that allocates and initializes memory based on the class definition. Classes can define public and private members that determine how the data can be accessed. Inheritance allows a derived class to inherit members from a base class, implementing an "is-a" relationship between classes.

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0% found this document useful (0 votes)
107 views

Objects and Classes

C++ classes and objects allow for object-oriented programming in C++. A class defines the form of an object and combines data representation and methods. An object is an instance of a class that allocates and initializes memory based on the class definition. Classes can define public and private members that determine how the data can be accessed. Inheritance allows a derived class to inherit members from a base class, implementing an "is-a" relationship between classes.

Uploaded by

Waguma Leticia
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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C++ Classes and Objects

The main purpose of C++ programming is to add object orientation to


the C programming language and classes are the central feature of C++
that supports object-oriented programming and are often called user-
defined types.
A class is used to specify the form of an object and it combines data
representation and methods for manipulating that data into one neat
package. The data and functions within a class are called members of the
class.

C++ Class Definitions


When you define a class, you define a blueprint for a data type. This
doesn't actually define any data, but it does define what the class name
means, that is, what an object of the class will consist of and what
operations can be performed on such an object.
A class definition starts with the keyword class followed by the class
name; and the class body, enclosed by a pair of curly braces. A class
definition must be followed either by a semicolon or a list of declarations.
For example, we defined the Box data type using the keyword class as
follows −

class Box {
public:
double length; // Length of a box
double breadth; // Breadth of a box
double height; // Height of a box
};

The keyword public determines the access attributes of the members of


the class that follows it. A public member can be accessed from outside
the class anywhere within the scope of the class object. You can also
specify the members of a class as private or protected which we will
discuss in a sub-section.

Define C++ Objects


A class provides the blueprints for objects, so basically an object is
created from a class. We declare objects of a class with exactly the same
sort of declaration that we declare variables of basic types. Following
statements declare two objects of class Box −

Box Box1; // Declare Box1 of type Box


Box Box2; // Declare Box2 of type Box
Both of the objects Box1 and Box2 will have their own copy of data
members.

Accessing the Data Members


The public data members of objects of a class can be accessed using the
direct member access operator (.). Let us try the following example to
make the things clear −

#include <iostream>

using namespace std;

class Box {

public:

double length; // Length of a box

double breadth; // Breadth of a box

double height; // Height of a box};

int main() {

Box Box1; // Declare Box1 of type Box

Box Box2; // Declare Box2 of type Box

double volume = 0.0; // Store the volume of a box here

// box 1 specification

Box1.height = 5.0;

Box1.length = 6.0;

Box1.breadth = 7.0;

// box 2 specification

Box2.height = 10.0;

Box2.length = 12.0;
Box2.breadth = 13.0;

// volume of box 1

volume = Box1.height * Box1.length * Box1.breadth;

cout << "Volume of Box1 : " << volume <<endl;

// volume of box 2

volume = Box2.height * Box2.length * Box2.breadth;

cout << "Volume of Box2 : " << volume <<endl;

return 0;}

When the above code is compiled and executed, it produces the following
result −

Volume of Box1 : 210


Volume of Box2 : 1560

It is important to note that private and protected members can not be


accessed directly using direct member access operator (.). We will learn
how private and protected members can be accessed.

Classes and Objects in Detail


So far, you have got very basic idea about C++ Classes and Objects.
There are further interesting concepts related to C++ Classes and
Objects which we will discuss in various sub-sections listed below −

Sr.N Concept & Description


o

1 Class Member Functions


A member function of a class is a function that has its definition or its
prototype within the class definition like any other variable.

2 Class Access Modifiers


A class member can be defined as public, private or protected. By
default members would be assumed as private.
3 Constructor & Destructor
A class constructor is a special function in a class that is called when a
new object of the class is created. A destructor is also a special
function which is called when created object is deleted.

4 Copy Constructor
The copy constructor is a constructor which creates an object by
initializing it with an object of the same class, which has been created
previously.

5 Friend Functions
A friend function is permitted full access to private and protected
members of a class.

6 Inline Functions
With an inline function, the compiler tries to expand the code in the
body of the function in place of a call to the function.

7 this Pointer
Every object has a special pointer this which points to the object itself.

8 Pointer to C++ Classes


A pointer to a class is done exactly the same way a pointer to a
structure is. In fact a class is really just a structure with functions in it.

9 Static Members of a Class


Both data members and function members of a class can be declared
as static.

C++ Inheritance
One of the most important concepts in object-oriented programming is
that of inheritance. Inheritance allows us to define a class in terms of
another class, which makes it easier to create and maintain an
application. This also provides an opportunity to reuse the code
functionality and fast implementation time.
When creating a class, instead of writing completely new data members
and member functions, the programmer can designate that the new class
should inherit the members of an existing class. This existing class is
called the base class, and the new class is referred to as
the derived class.
The idea of inheritance implements the is a relationship. For example,
mammal IS-A animal, dog IS-A mammal hence dog IS-A animal as well
and so on.

Base and Derived Classes


A class can be derived from more than one classes, which means it can
inherit data and functions from multiple base classes. To define a derived
class, we use a class derivation list to specify the base class(es). A class
derivation list names one or more base classes and has the form −

class derived-class: access-specifier base-class

Where access-specifier is one of public, protected, or private, and


base-class is the name of a previously defined class. If the access-
specifier is not used, then it is private by default.
Consider a base class Shape and its derived class Rectangle as follows

 Live Demo

#include <iostream>

using namespace std;

// Base classclass Shape {

public:

void setWidth(int w) {

width = w;

void setHeight(int h) {

height = h;

protected:

int width;
int height;};

// Derived classclass Rectangle: public Shape {

public:

int getArea() {

return (width * height);

}};

int main(void) {

Rectangle Rect;

Rect.setWidth(5);

Rect.setHeight(7);

// Print the area of the object.

cout << "Total area: " << Rect.getArea() << endl;

return 0;}

When the above code is compiled and executed, it produces the following
result −

Total area: 35

Access Control and Inheritance


A derived class can access all the non-private members of its base class.
Thus base-class members that should not be accessible to the member
functions of derived classes should be declared private in the base class.
We can summarize the different access types according to - who can
access them in the following way −

Access public protected private

Same class yes yes yes


Derived classes yes yes no

Outside classes yes no no

A derived class inherits all base class methods with the following
exceptions −

 Constructors, destructors and copy constructors of the base class.


 Overloaded operators of the base class.
 The friend functions of the base class.

Type of Inheritance
When deriving a class from a base class, the base class may be inherited
through public, protected or private inheritance. The type of
inheritance is specified by the access-specifier as explained above.
We hardly use protected or private inheritance, but public inheritance
is commonly used. While using different type of inheritance, following
rules are applied −


Public Inheritance − When deriving a class from a public base
class, publicmembers of the base class become public members
of the derived class and protected members of the base class
become protected members of the derived class. A base
class's private members are never accessible directly from a
derived class, but can be accessed through calls to
the public and protectedmembers of the base class.



Protected Inheritance − When deriving from a protected base
class, publicand protected members of the base class
become protected members of the derived class.



Private Inheritance − When deriving from a private base
class, public and protected members of the base class
become private members of the derived class.

Multiple Inheritance
A C++ class can inherit members from more than one class and here is
the extended syntax −

class derived-class: access baseA, access baseB....

Where access is one of public, protected, or private and would be


given for every base class and they will be separated by comma as
shown above. Let us try the following example −

#include <iostream>

using namespace std;

// Base class Shapeclass Shape {

public:

void setWidth(int w) {

width = w;

void setHeight(int h) {

height = h;

protected:

int width;

int height;};

// Base class PaintCostclass PaintCost {

public:

int getCost(int area) {

return area * 70;

}};

// Derived classclass Rectangle: public Shape, public PaintCost {


public:

int getArea() {

return (width * height);

}};

int main(void) {

Rectangle Rect;

int area;

Rect.setWidth(5);

Rect.setHeight(7);

area = Rect.getArea();

// Print the area of the object.

cout << "Total area: " << Rect.getArea() << endl;

// Print the total cost of painting

cout << "Total paint cost: $" << Rect.getCost(area) << endl;

return 0;}

When the above code is compiled and executed, it produces the following
result −

Total area: 35
Total paint cost: $2450
C++ Overloading (Operator and
Function)

C++ allows you to specify more than one definition for a function name
or an operator in the same scope, which is called function
overloading and operator overloadingrespectively.
An overloaded declaration is a declaration that is declared with the same
name as a previously declared declaration in the same scope, except that
both declarations have different arguments and obviously different
definition (implementation).
When you call an overloaded function or operator, the compiler
determines the most appropriate definition to use, by comparing the
argument types you have used to call the function or operator with the
parameter types specified in the definitions. The process of selecting the
most appropriate overloaded function or operator is called overload
resolution.

Function Overloading in C++


You can have multiple definitions for the same function name in the same
scope. The definition of the function must differ from each other by the
types and/or the number of arguments in the argument list. You cannot
overload function declarations that differ only by return type.
Following is the example where same function print() is being used to
print different data types −
 Live Demo

#include <iostream>using namespace std;

class printData {

public:

void print(int i) {

cout << "Printing int: " << i << endl;


}

void print(double f) {

cout << "Printing float: " << f << endl;

void print(char* c) {

cout << "Printing character: " << c << endl;

}};

int main(void) {

printData pd;

// Call print to print integer

pd.print(5);

// Call print to print float

pd.print(500.263);

// Call print to print character

pd.print("Hello C++");

return 0;}

When the above code is compiled and executed, it produces the following
result −

Printing int: 5
Printing float: 500.263
Printing character: Hello C++

Operators Overloading in C++


You can redefine or overload most of the built-in operators available in
C++. Thus, a programmer can use operators with user-defined types as
well.
Overloaded operators are functions with special names: the keyword
"operator" followed by the symbol for the operator being defined. Like
any other function, an overloaded operator has a return type and a
parameter list.

Box operator+(const Box&);

declares the addition operator that can be used to add two Box objects
and returns final Box object. Most overloaded operators may be defined
as ordinary non-member functions or as class member functions. In case
we define above function as non-member function of a class then we
would have to pass two arguments for each operand as follows −

Box operator+(const Box&, const Box&);

Following is the example to show the concept of operator over loading


using a member function. Here an object is passed as an argument
whose properties will be accessed using this object, the object which will
call this operator can be accessed using thisoperator as explained below

 Live Demo

#include <iostream>using namespace std;

class Box {

public:

double getVolume(void) {

return length * breadth * height;

void setLength( double len ) {

length = len;

void setBreadth( double bre ) {

breadth = bre;

}
void setHeight( double hei ) {

height = hei;

// Overload + operator to add two Box objects.

Box operator+(const Box& b) {

Box box;

box.length = this->length + b.length;

box.breadth = this->breadth + b.breadth;

box.height = this->height + b.height;

return box;

private:

double length; // Length of a box

double breadth; // Breadth of a box

double height; // Height of a box};

// Main function for the programint main() {

Box Box1; // Declare Box1 of type Box

Box Box2; // Declare Box2 of type Box

Box Box3; // Declare Box3 of type Box

double volume = 0.0; // Store the volume of a box here

// box 1 specification

Box1.setLength(6.0);
Box1.setBreadth(7.0);

Box1.setHeight(5.0);

// box 2 specification

Box2.setLength(12.0);

Box2.setBreadth(13.0);

Box2.setHeight(10.0);

// volume of box 1

volume = Box1.getVolume();

cout << "Volume of Box1 : " << volume <<endl;

// volume of box 2

volume = Box2.getVolume();

cout << "Volume of Box2 : " << volume <<endl;

// Add two object as follows:

Box3 = Box1 + Box2;

// volume of box 3

volume = Box3.getVolume();

cout << "Volume of Box3 : " << volume <<endl;

return 0;}

When the above code is compiled and executed, it produces the following
result −
Volume of Box1 : 210
Volume of Box2 : 1560
Volume of Box3 : 5400

Overloadable/Non-overloadableOperators
Following is the list of operators which can be overloaded −

+ - * / % ^

& | ~ ! , =

< > <= >= ++ --

<< >> == != && ||

+= -= /= %= ^= &=

|= *= <<= >>= [] ()

-> ->* new new [] delete delete []

Following is the list of operators, which can not be overloaded −

:: .* . ?:

Operator Overloading Examples


Here are various operator overloading examples to help you in
understanding the concept.

Sr.No Operators & Example

1 Unary Operators Overloading

2 Binary Operators Overloading

3 Relational Operators Overloading

4 Input/Output Operators Overloading


5 ++ and -- Operators Overloading

6 Assignment Operators Overloading

7 Function call () Operator Overloading

8 Subscripting [] Operator Overloading

9 Class Member Access Operator -> Overloading

Polymorphism in C++

The word polymorphism means having many forms. Typically,


polymorphism occurs when there is a hierarchy of classes and they are
related by inheritance.
C++ polymorphism means that a call to a member function will cause a
different function to be executed depending on the type of object that
invokes the function.
Consider the following example where a base class has been derived by
other two classes −
 Live Demo

#include <iostream> using namespace std;

class Shape {

protected:

int width, height;

public:

Shape( int a = 0, int b = 0){

width = a;

height = b;

}
int area() {

cout << "Parent class area :" <<endl;

return 0;

}};class Rectangle: public Shape {

public:

Rectangle( int a = 0, int b = 0):Shape(a, b) { }

int area () {

cout << "Rectangle class area :" <<endl;

return (width * height);

}};

class Triangle: public Shape {

public:

Triangle( int a = 0, int b = 0):Shape(a, b) { }

int area () {

cout << "Triangle class area :" <<endl;

return (width * height / 2);

}};

// Main function for the programint main() {

Shape *shape;

Rectangle rec(10,7);

Triangle tri(10,5);

// store the address of Rectangle


shape = &rec;

// call rectangle area.

shape->area();

// store the address of Triangle

shape = &tri;

// call triangle area.

shape->area();

return 0;}

When the above code is compiled and executed, it produces the following
result −

Parent class area :


Parent class area :

The reason for the incorrect output is that the call of the function area()
is being set once by the compiler as the version defined in the base class.
This is called static resolutionof the function call, or static linkage -
the function call is fixed before the program is executed. This is also
sometimes called early binding because the area() function is set during
the compilation of the program.
But now, let's make a slight modification in our program and precede the
declaration of area() in the Shape class with the keyword virtual so that
it looks like this −

class Shape {
protected:
int width, height;

public:
Shape( int a = 0, int b = 0) {
width = a;
height = b;
}
virtual int area() {
cout << "Parent class area :" <<endl;
return 0;
}
};

After this slight modification, when the previous example code is


compiled and executed, it produces the following result −

Rectangle class area


Triangle class area

This time, the compiler looks at the contents of the pointer instead of it's
type. Hence, since addresses of objects of tri and rec classes are stored
in *shape the respective area() function is called.
As you can see, each of the child classes has a separate implementation
for the function area(). This is how polymorphism is generally used. You
have different classes with a function of the same name, and even the
same parameters, but with different implementations.

Virtual Function
A virtual function is a function in a base class that is declared using the
keyword virtual. Defining in a base class a virtual function, with another
version in a derived class, signals to the compiler that we don't want
static linkage for this function.
What we do want is the selection of the function to be called at any given
point in the program to be based on the kind of object for which it is
called. This sort of operation is referred to as dynamic linkage, or late
binding.

Pure Virtual Functions


It is possible that you want to include a virtual function in a base class so
that it may be redefined in a derived class to suit the objects of that
class, but that there is no meaningful definition you could give for the
function in the base class.
We can change the virtual function area() in the base class to the
following −

class Shape {
protected:
int width, height;
public:
Shape(int a = 0, int b = 0) {
width = a;
height = b;
}

// pure virtual function


virtual int area() = 0;
};

The = 0 tells the compiler that the function has no body and above
virtual function will be called pure virtual function.

Data Abstraction in C++


Data abstraction refers to providing only essential information to the
outside world and hiding their background details, i.e., to represent the
needed information in program without presenting the details.
Data abstraction is a programming (and design) technique that relies on
the separation of interface and implementation.
Let's take one real life example of a TV, which you can turn on and off,
change the channel, adjust the volume, and add external components
such as speakers, VCRs, and DVD players, BUT you do not know its
internal details, that is, you do not know how it receives signals over the
air or through a cable, how it translates them, and finally displays them
on the screen.
Thus, we can say a television clearly separates its internal
implementation from its external interface and you can play with its
interfaces like the power button, channel changer, and volume control
without having zero knowledge of its internals.
In C++, classes provides great level of data abstraction. They provide
sufficient public methods to the outside world to play with the
functionality of the object and to manipulate object data, i.e., state
without actually knowing how class has been implemented internally.
For example, your program can make a call to the sort() function
without knowing what algorithm the function actually uses to sort the
given values. In fact, the underlying implementation of the sorting
functionality could change between releases of the library, and as long as
the interface stays the same, your function call will still work.
In C++, we use classes to define our own abstract data types (ADT).
You can use the cout object of class ostream to stream data to standard
output like this −
 Live Demo

#include <iostream>using namespace std;

int main() {

cout << "Hello C++" <<endl;

return 0;}

Here, you don't need to understand how cout displays the text on the


user's screen. You need to only know the public interface and the
underlying implementation of ‘cout’ is free to change.

Access Labels Enforce Abstraction


In C++, we use access labels to define the abstract interface to the class.
A class may contain zero or more access labels −


Members defined with a public label are accessible to all parts of
the program. The data-abstraction view of a type is defined by its
public members.



Members defined with a private label are not accessible to code
that uses the class. The private sections hide the implementation
from code that uses the type.


There are no restrictions on how often an access label may appear. Each
access label specifies the access level of the succeeding member
definitions. The specified access level remains in effect until the next
access label is encountered or the closing right brace of the class body is
seen.

Benefits of Data Abstraction


Data abstraction provides two important advantages −


Class internals are protected from inadvertent user-level errors,
which might corrupt the state of the object.



The class implementation may evolve over time in response to
changing requirements or bug reports without requiring change in
user-level code.


By defining data members only in the private section of the class, the
class author is free to make changes in the data. If the implementation
changes, only the class code needs to be examined to see what affect the
change may have. If data is public, then any function that directly access
the data members of the old representation might be broken.

Data Abstraction Example


Any C++ program where you implement a class with public and private
members is an example of data abstraction. Consider the following
example −

#include <iostream>using namespace std;

class Adder {

public:

// constructor

Adder(int i = 0) {

total = i;

// interface to outside world

void addNum(int number) {

total += number;

}
// interface to outside world

int getTotal() {

return total;

};

private:

// hidden data from outside world

int total;};

int main() {

Adder a;

a.addNum(10);

a.addNum(20);

a.addNum(30);

cout << "Total " << a.getTotal() <<endl;

return 0;}

When the above code is compiled and executed, it produces the following
result −

Total 60

Above class adds numbers together, and returns the sum. The public
members - addNumand getTotal are the interfaces to the outside world
and a user needs to know them to use the class. The private
member total is something that the user doesn't need to know about,
but is needed for the class to operate properly.

Designing Strategy
Abstraction separates code into interface and implementation. So while
designing your component, you must keep interface independent of the
implementation so that if you change underlying implementation then
interface would remain intact.
In this case whatever programs are using these interfaces, they would
not be impacted and would just need a recompilation with the latest
implementation.

Data Encapsulation in C++

All C++ programs are composed of the following two fundamental


elements −


Program statements (code) − This is the part of a program that
performs actions and they are called functions.



Program data − The data is the information of the program which
gets affected by the program functions.


Encapsulation is an Object Oriented Programming concept that binds
together the data and functions that manipulate the data, and that keeps
both safe from outside interference and misuse. Data encapsulation led
to the important OOP concept of data hiding.
Data encapsulation is a mechanism of bundling the data, and the
functions that use them and data abstraction is a mechanism of
exposing only the interfaces and hiding the implementation details from
the user.
C++ supports the properties of encapsulation and data hiding through
the creation of user-defined types, called classes. We already have
studied that a class can contain private,
protected and public members. By default, all items defined in a class
are private. For example −
class Box {
public:
double getVolume(void) {
return length * breadth * height;
}

private:
double length; // Length of a box
double breadth; // Breadth of a box
double height; // Height of a box
};

The variables length, breadth, and height are private. This means that
they can be accessed only by other members of the Box class, and not by
any other part of your program. This is one way encapsulation is
achieved.
To make parts of a class public (i.e., accessible to other parts of your
program), you must declare them after the public keyword. All variables
or functions defined after the public specifier are accessible by all other
functions in your program.
Making one class a friend of another exposes the implementation details
and reduces encapsulation. The ideal is to keep as many of the details of
each class hidden from all other classes as possible.

Data Encapsulation Example


Any C++ program where you implement a class with public and private
members is an example of data encapsulation and data abstraction.
Consider the following example −

#include <iostream>using namespace std;

class Adder {

public:

// constructor

Adder(int i = 0) {

total = i;

}
// interface to outside world

void addNum(int number) {

total += number;

// interface to outside world

int getTotal() {

return total;

};

private:

// hidden data from outside world

int total;};

int main() {

Adder a;

a.addNum(10);

a.addNum(20);

a.addNum(30);

cout << "Total " << a.getTotal() <<endl;

return 0;}

When the above code is compiled and executed, it produces the following
result −

Total 60

Above class adds numbers together, and returns the sum. The public
members addNumand getTotal are the interfaces to the outside world
and a user needs to know them to use the class. The private
member total is something that is hidden from the outside world, but is
needed for the class to operate properly.

Designing Strategy
Most of us have learnt to make class members private by default unless
we really need to expose them. That's just good encapsulation.
This is applied most frequently to data members, but it applies equally to
all members, including virtual functions.

Interfaces in C++ (Abstract Classes)

An interface describes the behavior or capabilities of a C++ class without


committing to a particular implementation of that class.
The C++ interfaces are implemented using abstract classes and these
abstract classes should not be confused with data abstraction which is a
concept of keeping implementation details separate from associated data.
A class is made abstract by declaring at least one of its functions as pure
virtual function. A pure virtual function is specified by placing "= 0" in its
declaration as follows −

class Box {
public:
// pure virtual function
virtual double getVolume() = 0;

private:
double length; // Length of a box
double breadth; // Breadth of a box
double height; // Height of a box
};

The purpose of an abstract class (often referred to as an ABC) is to


provide an appropriate base class from which other classes can inherit.
Abstract classes cannot be used to instantiate objects and serves only as
an interface. Attempting to instantiate an object of an abstract class
causes a compilation error.
Thus, if a subclass of an ABC needs to be instantiated, it has to
implement each of the virtual functions, which means that it supports the
interface declared by the ABC. Failure to override a pure virtual function
in a derived class, then attempting to instantiate objects of that class, is
a compilation error.
Classes that can be used to instantiate objects are called concrete
classes.

Abstract Class Example


Consider the following example where parent class provides an interface
to the base class to implement a function called getArea() −
 Live Demo

#include <iostream>

using namespace std;

// Base classclass Shape {

public:

// pure virtual function providing interface framework.

virtual int getArea() = 0;

void setWidth(int w) {

width = w;

void setHeight(int h) {

height = h;

protected:

int width;

int height;};

// Derived classesclass Rectangle: public Shape {

public:
int getArea() {

return (width * height);

}};

class Triangle: public Shape {

public:

int getArea() {

return (width * height)/2;

}};

int main(void) {

Rectangle Rect;

Triangle Tri;

Rect.setWidth(5);

Rect.setHeight(7);

// Print the area of the object.

cout << "Total Rectangle area: " << Rect.getArea() << endl;

Tri.setWidth(5);

Tri.setHeight(7);

// Print the area of the object.

cout << "Total Triangle area: " << Tri.getArea() << endl;

return 0;}
When the above code is compiled and executed, it produces the following
result −

Total Rectangle area: 35


Total Triangle area: 17

You can see how an abstract class defined an interface in terms of


getArea() and two other classes implemented same function but with
different algorithm to calculate the area specific to the shape.

Designing Strategy
An object-oriented system might use an abstract base class to provide a
common and standardized interface appropriate for all the external
applications. Then, through inheritance from that abstract base class,
derived classes are formed that operate similarly.
The capabilities (i.e., the public functions) offered by the external
applications are provided as pure virtual functions in the abstract base
class. The implementations of these pure virtual functions are provided in
the derived classes that correspond to the specific types of the
application.
This architecture also allows new applications to be added to a system
easily, even after the system has been defined.

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