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  1. PODelete a member of a structure, and remake it as a copy of something else without using new
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    <p>So I'm working with an API which really isn't as functional as it could be. (Quickhaptics to be specific) In order to make something that I have work, I need to delete an object within a structure, create it again, (without using new, because the constructor for the object doesn't work the way I need it to) then set it to something. </p> <p>I'm trying to do something along the lines of</p> <pre><code>delete data.cursor; Cursor* data.cursor = (Cursor*)malloc(sizeof(Cursor)); data.cursor = data.cursors[index]; </code></pre> <p>But this causes a crash(EDIT sorry, it doesn't compile is what I meant to say, but I don't understand the compiler errors)</p> <p>Additional info: The way the API works, I need to send it a pointer to an item, which it takes initially and writes information to throughout execution. I'm trying to update the mesh on a cursor type object. It provides update functions to load in new meshes, but they are very expensive and can only run at ~3 fps. My solution is to load the objects into an array at startup, then just switch out the object that the program looks for as a cursor. </p> <p>I'm generally new to C++, and my experience is all from sitting down and typing with no instruction, so there may be some basic C++ thing that I'm missing.</p> <p>EDIT: Just to be clear, doing this works, just very slowly</p> <pre><code>delete data.cursor; data.cursor = new Cursor("filename"); </code></pre> <p>where data.cursors[index] was declared in teh same exact way at startup</p>
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