i have these structures:
struct tcFrameConfig {
int NameF;
int NameP;
int NameH;
unsigned __int8 Length;
unsigned int Duration; };
struct tcFrameStimulus {
short Key; };
struct tcFrame {
tcFrameConfig Config;
tcFrameStimulus* Stimulus; };
int main() {
tcFrame Frame1;
tcFrame Frame2;
Frame1.Config.NameF = 0;
Frame1.Config.NameP = 0;
Frame1.Config.NameH = 0;
Frame1.Config.Length = 4;
Frame1.Config.Duration = 100;
Frame1.Stimulus = new tcFrameStimulus[Frame1.Config.Length];
Frame1.Stimulus[0] = 0;
Frame1.Stimulus[1] = 1;
Frame1.Stimulus[2] = 40;
Frame1.Stimulus[3] = 43;
ok i initialized Frame1
;
now... if i do:
Frame2 = Frame1;
return 0; }
it works, but i dont think its right, what is the proper way?,
and if Frame1
was actually an dynamic array of tcFrame
?
update....
from
struct tcFrame {
tcFrameConfig Config;
tcFrameStimulus* Stimulus; };
i went to
struct tcFrame {
tcFrameConfig Config;
std::vector<tcFrameStimulus> Stimulus; };
compiler says
error: 'struct tcFrame' has no member named 'Stimulus'|
had some tests on this code
int main() {
tcFrame Frame1;
tcFrame Frame2;
Frame1.Config.NameF = 0;
Frame1.Config.NameH = 0;
Frame1.Config.NameP = 0;
Frame1.Config.Length = 4;
Frame1.Config.Duration = 100;
Frame1.Stimulus = new tcFrameStimulus[Frame1.Config.Length];
Frame1.Stimulus[0].Key = 0;
Frame1.Stimulus[1].Key = 1;
Frame1.Stimulus[2].Key = 2;
Frame1.Stimulus[3].Key = 3;
Frame2 = Frame1;
Frame1.Config.NameF = 1;
Frame1.Config.NameH = 1;
Frame1.Config.NameP = 1;
Frame1.Config.Length = 4;
Frame1.Config.Duration = 200;
Frame1.Stimulus = new tcFrameStimulus[Frame1.Config.Length];
Frame1.Stimulus[0].Key = 1;
Frame1.Stimulus[1].Key = 2;
Frame1.Stimulus[2].Key = 3;
Frame1.Stimulus[3].Key = 4;
cout << Frame1.Config.NameF << endl;
cout << Frame1.Config.NameH << endl;
cout << Frame1.Config.NameP << endl;
cout << Frame1.Config.Length << endl;
cout << Frame1.Config.Duration << endl;
cout << Frame1.Stimulus[0].Key << endl;
cout << Frame1.Stimulus[1].Key << endl;
cout << Frame1.Stimulus[2].Key << endl;
cout << Frame1.Stimulus[3].Key << endl;
cout << Frame2.Config.NameF << endl;
cout << Frame2.Config.NameH << endl;
cout << Frame2.Config.NameP << endl;
cout << Frame2.Config.Length << endl;
cout << Frame2.Config.Duration << endl;
cout << Frame2.Stimulus[0].Key << endl;
cout << Frame2.Stimulus[1].Key << endl;
cout << Frame2.Stimulus[2].Key << endl;
cout << Frame2.Stimulus[3].Key << endl;
return 0; }
and the Frames had different values...