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correciones gramaticas

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      README-en.md

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README-en.md Visa fil

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-Up to now we've seen how to use variables to store and manipulate data of certain types and how to structure programs by dividing their tasks into functions. An *object* is an entity that is used in many programming languages to integrate the data and the code that operates on it, simplifying the modification of large programs. In today’s laboratory experience, you will use a class called `Bird` to practice some basic skills in C++ to create and manipulate objects.
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+Up to now we've seen how to use variables to store and manipulate data of certain types, and how to structure programs by dividing their tasks into functions. An *object* is an entity that is used in many programming languages to integrate the data and the code that operates on it, simplifying the modification of large programs. In today’s laboratory experience, you will use a class called `Bird` to practice some basic skills in C++ to create and manipulate objects.
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 ## Classes and Objects in C++
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-An *object* is an entity that contains data and procedures to manipulate them. Similar to how each variable has a *type* of data associated to it, each object has a *class* associated to it, which describes the properties of the the objects: its data (*attributes*), and the procedures that can be used to manipulate its data (*methods*).
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+An *object* is an entity that contains data and procedures to manipulate them. Similar to how each variable has a *type* of data associated to it, each object has a *class* associated to it, which describes the properties of the objects: its data (*attributes*), and the procedures that can be used to manipulate its data (*methods*).
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 It is not necessary to know all of the details about the methods of the object to define and use an object, but you must know how to create it and how to interact with it. The necessary  information is available in the class' documentation. Before creating objects of any class, we should familiarize ourselves with its documentation. The documentation indicates, among other things, what entity is trying to be represented in the class, and its interface or methods available to manipulate the objects of the class.
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 #### Setters (mutators)
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-Classes provide methods to modify the values of the attributes of an objected that has been created. These methods are called *setters* or *mutators*. Usually, we declare one setter for each attribute that the class has. The `Bird` class has the following setters:
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+Classes provide methods to modify the values of the attributes of an object that has been created. These methods are called *setters* or *mutators*. Usually, we declare one setter for each attribute that the class has. The `Bird` class has the following setters:
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 * `void setSize (int)` 
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 * `void setEyebrow (EyeBrowType)`