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/////////////////////////////////////////////////////////////////////////////
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// Name: trefcount
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// Purpose: topic overview
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// Author: wxWidgets team
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// RCS-ID: $Id$
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// Licence: wxWindows license
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/////////////////////////////////////////////////////////////////////////////
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/*!
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@page trefcount_overview Reference counting
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@ref refcount_overview
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@ref refcountequality_overview
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@ref refcountdestruct_overview
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@ref refcountlist_overview
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@ref object_overview
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@section refcount Why you shouldn't care about it
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Many wxWidgets objects use a technique known as @e reference counting, also known
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as @e copy on write (COW).
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This means that when an object is assigned to another, no copying really takes place:
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only the reference count on the shared object data is incremented and both objects
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share the same data (a very fast operation).
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But as soon as one of the two (or more) objects is modified, the data has to be
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copied because the changes to one of the objects shouldn't be seen in the
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others. As data copying only happens when the object is written to, this is
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known as COW.
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What is important to understand is that all this happens absolutely
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transparently to the class users and that whether an object is shared or not
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is not seen from the outside of the class - in any case, the result of any
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operation on it is the same.
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@section refcountequality Object comparison
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The == and != operators of @ref refcountlist_overview
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always do a @c deep comparison.
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This means that the equality operator will return @true if two objects are
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identic and not only if they share the same data.
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Note that wxWidgets follows the @e STL philosophy: when a comparison operator cannot
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be implemented efficiently (like for e.g. wxImage's == operator which would need to
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compare pixel-by-pixel the entire image's data), it's not implemented at all.
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That's why not all reference-counted wxWidgets classes provide comparison operators.
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Also note that if you only need to do a @c shallow comparison between two
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#wxObject-derived classes, you should not use the == and != operators
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but rather the wxObject::IsSameAs function.
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@section refcountdestruct Object destruction
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When a COW object destructor is called, it may not delete the data: if it's shared,
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the destructor will just decrement the shared data's reference count without destroying it.
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Only when the destructor of the last object owning the data is called, the data is really
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destroyed. As for all other COW-things, this happens transparently to the class users so
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that you shouldn't care about it.
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@section refcountlist List of reference-counted wxWidgets classes
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The following classes in wxWidgets have efficient (i.e. fast) assignment operators
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and copy constructors since they are reference-counted:
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#wxAcceleratorTable
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#wxAnimation
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#wxBitmap
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#wxBrush
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#wxCursor
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#wxFont
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#wxIcon
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#wxImage
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#wxMetafile
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#wxPalette
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#wxPen
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#wxRegion
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#wxString
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#wxVariant
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#wxVariantData
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Note that the list above reports the objects which are reference-counted in all ports of
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wxWidgets; some ports may use this tecnique also for other classes.
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2008-02-18 19:04:03 -05:00
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@section wxobjectoverview Make your own reference-counted class
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Reference counting can be implemented easily using #wxObject
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and #wxObjectRefData classes. Alternatively, you
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can also use the #wxObjectDataPtrT template.
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First, derive a new class from #wxObjectRefData and
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put there the memory-consuming data.
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Then derive a new class from #wxObject and implement there
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the public interface which will be seen by the user of your class.
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You'll probably want to add a function to your class which does the cast from
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#wxObjectRefData to your class-specific shared data; e.g.:
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@code
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MyClassRefData *GetData() const { return wx_static_cast(MyClassRefData*, m_refData); }
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@endcode
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in fact, all times you'll need to read the data from your wxObject-derived class,
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you'll need to call such function.
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Very important, all times you need to actually modify the data placed inside your
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wxObject-derived class, you must first call the wxObject::UnShare
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function to be sure that the modifications won't affect other instances which are
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eventually sharing your object's data.
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*/
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