Trying to object orient my code

I'm trying to get my code to work as classes and not having a ton of luck. I think I need to allocate in objects themselves but I'm still new at using the heap in C/C++.

Best regards,
Craig

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#include <GL/gl.h>
#include <GL/glut.h>
#include <math.h>
#include <stdio.h>


#define PI 3.14159265358979323846
typedef double vector[3];
typedef double matrix[9];


//Convert angles between degrees and radians
double degreesToRadians(double angle)
{
	return (PI/180)*angle;
}
double radiansToDegrees(double angle)
{
	return (180/PI)/angle;
}


// Vector
class Vector
{
	private:vector data;

	public:	// Constructor
		Vector(vector v)
		{
			data = new vector;
		}

		~Vector()
		{
			delete data;
		}

		// Print to stdout
		void print()
		{
			printf("(%3.3f, %3.3f, %3.3f)\n", data[0], data[1], data[2]);
		}

	friend class Matrix;

}



// Matrix
class Matrix
{
	private: matrix data;

	public: // Default constructor, identity matrix
		Matrix()
		{
			data = {1.0,0.0,0.0,
				0.0,1.0,0.0,
				0.0,0.0,1.0 };
		}

		// Constructor

		Matrix(matrix data_)
		{
			data = data_;
		}

		// Print to stdout
		void print()
		{
			for(int i=0; i<9; i+=3)
			{
				printf("[%3.3f\t%3.3f\t%3.3f]\n", data[i+0], data[i+1], data[i+2]);
			}
			printf("\n");
		}

		// Multiply by matrix
		Matrix operator*(Matrix m)
		{
			matrix temp;
			for(int x=0; x<3; x++)
			{
				for(int y=0; y<3; y++)
				{
					temp[3*x+y] = 0.0;
					for(int i=0; i<3; i++)
					{
						temp[3*x+y] = temp[3*x+y] + m.data[3*x+i]*data[3*i+y];
					}
				}
			}
			return Matrix(temp);
		}

		// Multiply by vector
		Vector operator*(Vector v)
		{
			vector temp = {0.0,0.0,0.0};
			for(int x=0; x<3; x++)
			{
				for(int y=0; y<3; y++)
				{
					temp[y] += data[3*x+y]*v.data[x];
				}
			}
			return Vector(temp);
		}

		// Multiply by scalar
		Matrix operator*(double s)
		{
			matrix temp;
			for(int i=0; i<9; i++)
			{
				temp[i] = data[i]*s;
			}
			return Matrix(temp);
		}

		//Load into the modelview matrix
		void load()
		{
			glMatrixMode(GL_MODELVIEW);
			glLoadMatrixf(this.transpose());
		}

		//Place a reflection matrix across y=0 into M
		Matrix reflect()
		{
			matrix temp = {-1, 0, 0,
					0, 1, 0,
					0, 0, 1 };
			return Matrix(temp); 
		}

		//Place the scale transform of magnitude s into M
		Matrix scale(double s)
		{
			matrix temp = { s,0,0,
					0,s,0,
					0,0,s };
			return Matrix(temp);
		}

		//Place the translation transform of <x,y> into M
		Matrix translate(double x, double y)
		{
			matrix temp = { 1,0,x,
					0,1,y,
					0,0,1 };
			return Matrix(temp);
		}

		//Place the transpose of matrix M into matrix N
		Matrix transpose()
		{
			matrix temp = { data[3*0 + 0], data[3*1 + 0], data[3*2 + 0],
					data[3*0 + 1], data[3*1 + 1], data[3*2 + 1],
					data[3*0 + 2], data[3*1 + 2], data[3*2 + 2] };
			return Matrix(temp);
		}
}
Someone correct me if I'm wrong, but don't classes need to have semicolons after they're declared/defined? As do the functions after their declaration/definition?

-Albatross

P.S.-There might be other problems, but if there are, I haven't seen them yet.
I would eliminate the Vector class since it adds nothing over top of std::vector<>.

And yes, semicolons are needed.
My problem is that I want to have an array as a class member but I'm doing something wrong. The array will always be the same small size. I don't know the proper idiom to do it.
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