// o3 objects reaching normal code get their types: through a return (all the way down the list), an assignment, a store into a field struct node { int v; node* next; }; struct box { [3]node* slots; int n; }; unchecked o3 node* build(int n) { node* head = 0; for (int i = 0; i < n; i++) { node* k = new(node); k.v = i; k.next = head; head = k; } return head; } unchecked fn main() { node* l = build(5); tprint(typeof_obj(l)); put_c(' '); tprint(typeof_obj(l.next.next.next)); put_c(' '); put_n(l.next.v); put_c(' '); box* b = 0; o3 { b = new(box); b.slots[1] = new(node); b.n = 2; } tprint(typeof_obj(b)); put_c(' '); tprint(typeof_obj(b.slots[1])); put_c(' '); int* raw = 0; o3 { raw = new(int, 6); } tprint(typeof_obj(raw)); put_c(10); return 0; }