e7054054f0
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@72870 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
421 lines
18 KiB
C
421 lines
18 KiB
C
/////////////////////////////////////////////////////////////////////////////
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// Name: devtips.h
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// Purpose: Cross-platform development page of the Doxygen manual
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// Author: wxWidgets team
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// RCS-ID: $Id$
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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/**
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@page page_multiplatform General Cross-Platform Development Tips
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@tableofcontents
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This chapter describes some tips related to cross-platform development.
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@section page_multiplatform_includefiles Include Files
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The main include file is @c "wx/wx.h"; this includes the most commonly used
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modules of wxWidgets.
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To save on compilation time, include only those header files relevant to the
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source file. If you are using @b precompiled headers, you should include the
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following section before any other includes:
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@verbatim
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// For compilers that support precompilation, includes "wx.h".
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#include <wx/wxprec.h>
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#ifdef __BORLANDC__
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# pragma hdrstop
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#endif
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#ifndef WX_PRECOMP
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// Include your minimal set of headers here, or wx.h
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# include <wx/wx.h>
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#endif
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... now your other include files ...
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@endverbatim
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The file @c "wx/wxprec.h" includes @c "wx/wx.h". Although this incantation may
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seem quirky, it is in fact the end result of a lot of experimentation, and
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several Windows compilers to use precompilation which is largely automatic for
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compilers with necessary support. Currently it is used for Visual C++
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(including embedded Visual C++), Borland C++, Open Watcom C++, Digital Mars C++
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and newer versions of GCC. Some compilers might need extra work from the
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application developer to set the build environment up as necessary for the
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support.
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@section page_multiplatform_libraries Libraries
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All ports of wxWidgets can create either a @b static library or a @b shared
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library.
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When a program is linked against a @e static library, the machine code from the
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object files for any external functions used by the program is copied from the
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library into the final executable.
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@e Shared libraries are handled with a more advanced form of linking, which
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makes the executable file smaller. They use the extension @c ".so" (Shared
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Object) under Linux and @c ".dll" (Dynamic Link Library) under Windows.
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An executable file linked against a shared library contains only a small table
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of the functions it requires, instead of the complete machine code from the
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object files for the external functions. Before the executable file starts
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running, the machine code for the external functions is copied into memory from
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the shared library file on disk by the operating system - a process referred to
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as @e dynamic linking.
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Dynamic linking makes executable files smaller and saves disk space, because
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one copy of a library can be shared between multiple programs. Most operating
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systems also provide a virtual memory mechanism which allows one copy of a
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shared library in physical memory to be used by all running programs, saving
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memory as well as disk space.
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Furthermore, shared libraries make it possible to update a library without
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recompiling the programs which use it (provided the interface to the library
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does not change).
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wxWidgets can also be built in @b multilib and @b monolithic variants. See the
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@ref page_libs for more information on these.
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@section page_multiplatform_configuration Configuration
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When using project files and makefiles directly to build wxWidgets, options are
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configurable in the file @c "wx/XXX/setup.h" where XXX is the required
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platform (such as @c msw, @c motif, @c gtk, @c mac).
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Some settings are a matter of taste, some help with platform-specific problems,
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and others can be set to minimize the size of the library. Please see the
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@c "setup.h" file and @c "install.txt" files for details on configuration.
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When using the @c "configure" script to configure wxWidgets (on Unix and other
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platforms where configure is available), the corresponding @c "setup.h" files
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are generated automatically along with suitable makefiles.
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When using the RPM packages (or DEB or other forms of @e binaries) for
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installing wxWidgets on Linux, a correct @c "setup.h" is shipped in the package
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and this must not be changed.
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@section page_multiplatform_makefiles Makefiles
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On Microsoft Windows, wxWidgets has a different set of makefiles for each
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compiler, because each compiler's @c 'make' tool is slightly different. Popular
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Windows compilers that we cater for, and the corresponding makefile extensions,
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include: Microsoft Visual C++ (.vc), Borland C++ (.bcc), OpenWatcom C++ (.wat)
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and MinGW/Cygwin (.gcc). Makefiles are provided for the wxWidgets library
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itself, samples, demos, and utilities.
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On Linux, Mac and OS/2, you use the @c 'configure' command to generate the
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necessary makefiles. You should also use this method when building with
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MinGW/Cygwin on Windows.
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We also provide project files for some compilers, such as Microsoft VC++.
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However, we recommend using makefiles to build the wxWidgets library itself,
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because makefiles can be more powerful and less manual intervention is
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required.
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On Windows using a compiler other than MinGW/Cygwin, you would build the
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wxWidgets library from the @c "build/msw" directory which contains the relevant
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makefiles.
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On Windows using MinGW/Cygwin, and on Unix, MacOS X and OS/2, you invoke
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'configure' (found in the top-level of the wxWidgets source hierarchy), from
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within a suitable empty directory for containing makefiles, object files and
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libraries.
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For details on using makefiles, configure, and project files, please see
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@c "docs/xxx/install.txt" in your distribution, where @c "xxx" is the platform
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of interest, such as @c msw, @c gtk, @c x11, @c mac.
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All wxWidgets makefiles are generated using Bakefile <http://www.bakefile.org/>.
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wxWidgets also provides (in the @c "build/bakefiles/wxpresets" folder) the
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wxWidgets bakefile presets. These files allow you to create bakefiles for your
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own wxWidgets-based applications very easily.
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@section page_multiplatform_winresources Windows Resource Files
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wxWidgets application compilation under MS Windows requires at least one extra
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file: a resource file.
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The least that must be defined in the Windows resource file (extension RC) is
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the following statement:
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@verbatim
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#include "wx/msw/wx.rc"
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@endverbatim
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which includes essential internal wxWidgets definitions. The resource script
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may also contain references to icons, cursors, etc., for example:
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@verbatim
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wxicon icon wx.ico
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@endverbatim
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The icon can then be referenced by name when creating a frame icon. See the
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Microsoft Windows SDK documentation.
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@note Include "wx.rc" @e after any ICON statements so programs that search your
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executable for icons (such as the Program Manager) find your application
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icon first.
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@section page_multiplatform_allocatingobjects Allocating and Deleting wxWidgets Objects
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In general, classes derived from wxWindow must dynamically allocated with
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@e new and deleted with @e delete. If you delete a window, all of its children
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and descendants will be automatically deleted, so you don't need to delete
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these descendants explicitly.
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When deleting a frame or dialog, use @b Destroy rather than @b delete so that
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the wxWidgets delayed deletion can take effect. This waits until idle time
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(when all messages have been processed) to actually delete the window, to avoid
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problems associated with the GUI sending events to deleted windows.
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In general wxWindow-derived objects should always be allocated on the heap
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as wxWidgets will destroy them itself. The only, but important, exception to
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this rule are the modal dialogs, i.e. wxDialog objects which are shown using
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wxDialog::ShowModal() method. They may be allocated on the stack and, indeed,
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usually are local variables to ensure that they are destroyed on scope exit as
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wxWidgets does not destroy them unlike with all the other windows. So while it
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is still possible to allocate modal dialogs on the heap, you should still
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destroy or delete them explicitly in this case instead of relying on wxWidgets
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doing it.
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If you decide to allocate a C++ array of objects (such as wxBitmap) that may be
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cleaned up by wxWidgets, make sure you delete the array explicitly before
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wxWidgets has a chance to do so on exit, since calling @e delete on array
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members will cause memory problems.
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wxColour can be created statically: it is not automatically cleaned
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up and is unlikely to be shared between other objects; it is lightweight
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enough for copies to be made.
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Beware of deleting objects such as a wxPen or wxBitmap if they are still in
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use. Windows is particularly sensitive to this, so make sure you make calls
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like wxDC::SetPen(wxNullPen) or wxDC::SelectObject(wxNullBitmap) before
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deleting a drawing object that may be in use. Code that doesn't do this will
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probably work fine on some platforms, and then fail under Windows.
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@section page_multiplatform_architecturedependency Architecture Dependency
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A problem which sometimes arises from writing multi-platform programs is that
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the basic C types are not defined the same on all platforms. This holds true
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for both the length in bits of the standard types (such as int and long) as
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well as their byte order, which might be little endian (typically on Intel
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computers) or big endian (typically on some Unix workstations). wxWidgets
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defines types and macros that make it easy to write architecture independent
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code. The types are:
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wxInt32, wxInt16, wxInt8, wxUint32, wxUint16 = wxWord, wxUint8 = wxByte
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where wxInt32 stands for a 32-bit signed integer type etc. You can also check
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which architecture the program is compiled on using the wxBYTE_ORDER define
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which is either wxBIG_ENDIAN or wxLITTLE_ENDIAN (in the future maybe
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wxPDP_ENDIAN as well).
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The macros handling bit-swapping with respect to the applications endianness
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are described in the @ref group_funcmacro_byteorder section.
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@section page_multiplatform_conditionalcompilation Conditional Compilation
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One of the purposes of wxWidgets is to reduce the need for conditional
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compilation in source code, which can be messy and confusing to follow.
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However, sometimes it is necessary to incorporate platform-specific features
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(such as metafile use under MS Windows). The @ref page_wxusedef symbols listed
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in the file @c setup.h may be used for this purpose, along with any
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user-supplied ones.
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@section page_multiplatform_cpp C++ Issues
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The following documents some miscellaneous C++ issues.
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@subsection page_multiplatform_cpp_templates Templates
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wxWidgets does not use templates (except for some advanced features that are
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switched off by default) since it is a notoriously unportable feature.
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@subsection page_multiplatform_cpp_rtti Runtime Type Information (RTTI)
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wxWidgets does not use C++ run-time type information since wxWidgets provides
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its own run-time type information system, implemented using macros.
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@subsection page_multiplatform_cpp_precompiledheaders Precompiled Headers
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Some compilers, such as Borland C++ and Microsoft C++, support precompiled
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headers. This can save a great deal of compiling time. The recommended approach
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is to precompile @c "wx.h", using this precompiled header for compiling both
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wxWidgets itself and any wxWidgets applications. For Windows compilers, two
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dummy source files are provided (one for normal applications and one for
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creating DLLs) to allow initial creation of the precompiled header.
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However, there are several downsides to using precompiled headers. One is that
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to take advantage of the facility, you often need to include more header files
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than would normally be the case. This means that changing a header file will
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cause more recompilations (in the case of wxWidgets, everything needs to be
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recompiled since everything includes @c "wx.h").
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A related problem is that for compilers that don't have precompiled headers,
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including a lot of header files slows down compilation considerably. For this
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reason, you will find (in the common X and Windows parts of the library)
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conditional compilation that under Unix, includes a minimal set of headers; and
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when using Visual C++, includes @c "wx.h". This should help provide the optimal
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compilation for each compiler, although it is biased towards the precompiled
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headers facility available in Microsoft C++.
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@section page_multiplatform_filehandling File Handling
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When building an application which may be used under different environments,
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one difficulty is coping with documents which may be moved to different
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directories on other machines. Saving a file which has pointers to full
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pathnames is going to be inherently unportable.
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One approach is to store filenames on their own, with no directory information.
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The application then searches into a list of standard paths (platform-specific)
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through the use of wxStandardPaths.
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Eventually you may want to use also the wxPathList class.
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Nowadays the limitations of DOS 8+3 filenames doesn't apply anymore. Most
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modern operating systems allow at least 255 characters in the filename; the
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exact maximum length, as well as the characters allowed in the filenames, are
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OS-specific so you should try to avoid extremely long (> 255 chars) filenames
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and/or filenames with non-ANSI characters.
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Another thing you need to keep in mind is that all Windows operating systems
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are case-insensitive, while Unix operating systems (Linux, Mac, etc) are
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case-sensitive.
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Also, for text files, different OSes use different End Of Lines (EOL). Windows
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uses CR+LF convention, Linux uses LF only, Mac CR only.
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The wxTextFile, wxTextInputStream, wxTextOutputStream classes help to abstract
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from these differences. Of course, there are also 3rd party utilities such as
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@c dos2unix and @c unix2dos which do the EOL conversions.
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See also the @ref group_funcmacro_file section of the reference manual for the
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description of miscellaneous file handling functions.
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@section page_multiplatform_reducingerr Reducing Programming Errors
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@subsection page_multiplatform_reducingerr_useassert Use ASSERT
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It is good practice to use ASSERT statements liberally, that check for
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conditions that should or should not hold, and print out appropriate error
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messages.
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These can be compiled out of a non-debugging version of wxWidgets and your
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application. Using ASSERT is an example of `defensive programming': it can
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alert you to problems later on.
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See wxASSERT() for more info.
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@subsection page_multiplatform_reducingerr_usewxstring Use wxString in Preference to Character Arrays
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Using wxString can be much safer and more convenient than using @c wxChar*.
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You can reduce the possibility of memory leaks substantially, and it is much
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more convenient to use the overloaded operators than functions such as
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@c strcmp. wxString won't add a significant overhead to your program; the
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overhead is compensated for by easier manipulation (which means less code).
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The same goes for other data types: use classes wherever possible.
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@section page_multiplatform_gui GUI Design
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@li <b>Use Sizers:</b> Don't use absolute panel item positioning if you can
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avoid it. Every platform's native controls have very different sizes.
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Consider using the @ref overview_sizer instead.
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@li <b>Use wxWidgets Resource Files:</b> Use @c XRC (wxWidgets resource files)
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where possible, because they can be easily changed independently of source
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code. See the @ref overview_xrc for more info.
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@section page_multiplatform_debug Debugging
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@subsection page_multiplatform_debug_positivethinking Positive Thinking
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It is common to blow up the problem in one's imagination, so that it seems to
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threaten weeks, months or even years of work. The problem you face may seem
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insurmountable: but almost never is. Once you have been programming for some
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time, you will be able to remember similar incidents that threw you into the
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depths of despair. But remember, you always solved the problem, somehow!
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Perseverance is often the key, even though a seemingly trivial problem can take
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an apparently inordinate amount of time to solve. In the end, you will probably
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wonder why you worried so much. That's not to say it isn't painful at the time.
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Try not to worry -- there are many more important things in life.
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@subsection page_multiplatform_debug_simplifyproblem Simplify the Problem
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Reduce the code exhibiting the problem to the smallest program possible that
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exhibits the problem. If it is not possible to reduce a large and complex
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program to a very small program, then try to ensure your code doesn't hide the
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problem (you may have attempted to minimize the problem in some way: but now
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you want to expose it).
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With luck, you can add a small amount of code that causes the program to go
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from functioning to non-functioning state. This should give a clue to the
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problem. In some cases though, such as memory leaks or wrong deallocation, this
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can still give totally spurious results!
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@subsection page_multiplatform_debug_usedebugger Use a Debugger
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This sounds like facetious advice, but it is surprising how often people don't
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use a debugger. Often it is an overhead to install or learn how to use a
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debugger, but it really is essential for anything but the most trivial
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programs.
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@subsection page_multiplatform_debug_uselogging Use Logging Functions
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There is a variety of logging functions that you can use in your program: see
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@ref group_funcmacro_log.
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Using tracing statements may be more convenient than using the debugger in some
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circumstances (such as when your debugger doesn't support a lot of debugging
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code, or you wish to print a bunch of variables).
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@subsection page_multiplatform_debug_usedebuggingfacilities Use the wxWidgets Debugging Facilities
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You can use wxDebugContext to check for memory leaks and corrupt memory: in
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fact in debugging mode, wxWidgets will automatically check for memory leaks at
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the end of the program if wxWidgets is suitably configured. Depending on the
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operating system and compiler, more or less specific information about the
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problem will be logged.
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You should also use @ref group_funcmacro_debug as part of a "defensive
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programming" strategy, scattering wxASSERT()s liberally to test for problems in
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your code as early as possible. Forward thinking will save a surprising amount
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of time in the long run.
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See the @ref overview_debugging for further information.
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*/
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