void UserInputVehicle(Person & aPerson, Vehicle & aVehicle) { string inData; VMake * pVMake = new VMake; Color * pColor = new Color; VType * pVType = new VType; aVehicle.SetSSN(aPerson.GetSSN()); //Setting these ensures display will behave aVehicle.SetFound(true); aVehicle.SetDeleted(false); //Works much the same as Populating the Person class members cout << "\n\n\t\tEnter new TAG : "; getline(cin, inData); cin.sync(); aVehicle.SetTag(Trim(inData)); system("clear"); cout << "\n\t\tNow Displaying Codes for: VMake"; pVMake->DisplayVMakes(); cout << "\n\n\t\tEnter VMake Code : "; getline(cin, inData); cin.sync(); aVehicle.SetVMakeCode(Trim(inData)); system("clear"); cout << "\n\t\tNow Displaying Codes for: VType"; pVType->DisplayVTypes(); cout << "\n\n\t\tEnter VType Code : "; getline(cin, inData); cin.sync(); aVehicle.SetVTypeCode(Trim(inData)); system("clear"); cout << "\n\t\tNow Displaying Codes for: Top Color"; pColor->DisplayColors(); cout << "\n\n\t\tEnter Top Color Code : "; getline(cin, inData); cin.sync(); aVehicle.SetTopColorCode(Trim(inData)); system("clear"); cout << "\n\t\tNow Displaying Codes for: Bottom Color"; pColor->DisplayColors(); cout << "\n\n\t\tEnter Bottom Color Code : "; getline(cin, inData); cin.sync(); aVehicle.SetBottomColorCode(Trim(inData)); delete pVMake; delete pVType; delete pColor; }