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git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@27773 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
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<TITLE>wxWidgets 2 FAQ: General</TITLE>
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<b>wxWidgets 2 FAQ: General</b>
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<P>
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See also <a href="faq.htm">top-level FAQ page</a>.
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<hr>
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<h3>List of questions in this category</h3>
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<ul>
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<li><a href="#whatis">What is wxWidgets?</a></li>
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<li><a href="#licence">Can I use wxWidgets 2 for both proprietary projects, and GPL'ed projects?</a></li>
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<li><a href="#support">Is there support?</a></li>
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<li><a href="#users">Who uses wxWidgets?</a></li>
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<li><a href="#platforms">What platforms are supported by wxWidgets?</a></li>
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<li><a href="#specific">How does wxWidgets support platform-specific features?</a></li>
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<li><a href="#stl">Does wxWidgets use STL? or the standard string class?</a></li>
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<li><a href="#richedit">Is there a rich edit/markup widget for wxWidgets?</a></ li>
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<li><a href="#exceptions">How to use C++ exceptions with wxWidgets?</a></ li>
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<li><a href="#dev">How is wxWidgets being developed?</a></li>
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<li><a href="#distrib">How is wxWidgets distributed?</a></li>
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<li><a href="#future">What are the plans for the future?</a></li>
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<li><a href="#base">What is wxBase?</a></li>
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<li><a href="#univ">What is wxUniversal?</a></li>
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<li><a href="#jave">What about Java?</a></li>
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<li><a href="#dotnet">What about .NET/Mono?</a></li>
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<li><a href="#help">How can I help the project?</a></li>
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<li><a href="#newport">How do I start a new port?</a></li>
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</ul>
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<hr>
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<H3><a name="whatis">What is wxWidgets?</a></H3>
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wxWidgets is a class library that allows you to compile graphical C++ programs on a range of
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different platforms. wxWidgets defines a common API across platforms, but uses the native graphical user interface (GUI) on each platform,
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so your program will take on the native 'look and feel' that users are familiar with.<P>
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Although GUI applications are mostly built programmatically, there are several dialog editors to help
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build attractive dialogs and panels. Robert Roebling's <a href="http://www.roebling.com">wxDesigner</a>
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and Anthemion Software's <a href="http://www.anthemion.co.uk/dialogblocks/" target=_new>DialogBlocks</a>
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are two commercial examples, but there are others: see the <a href="lnk_tool.htm">Useful Tools</a> page.<P>
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You don't have to use C++ to use wxWidgets: there is a <a href="http://wxpython.org">Python interface</a> for wxWidgets 2,
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and also a <a href="http://wxperl.sourceforge.net" target=_top>Perl interface</a>.
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<P>
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<h3><a name="licence">Can I use wxWidgets 2 for both proprietary (commercial) projects, and GPL'ed projects?</a></h3>
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Yes. Please see the <a href="newlicen.htm">licence</a> for details, but basically
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you can distribute proprietary binaries without distributing any source code, and neither will wxWidgets
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conflict with GPL code you may be using or developing with it.
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<P>
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The conditions for using wxWidgets 2 are the same whether you are a personal, academic
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or commercial developer.
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<P>
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<h3><a name="support">Is there support?</a></h3>
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No official support, but the mailing list is very helpful and some people say that
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wxWidgets support is better than for much commercial software. The developers are
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keen to fix bugs as soon as possible, though obviously there are no guarantees.
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<P>
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<H3><a name="users">Who uses wxWidgets?</a></H3>
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Many organisations - commercial, government, and academic - across the
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world. It's impossible to estimate the true number of users, since
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wxWidgets is obtained by many different means, and we cannot monitor
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distribution. The mailing list contains around 300-400 entries which is
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quite large for a list of this type.<P>
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See <a href="users.htm">Users</a> for a list of some users and their applications, and
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also <A href="feedback.htm">Feedback</a> for comments.<P>
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Our highest-profile user yet is industry veteran and Lotus Corp. founder Mitch Kapor
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and his <a href="http://www.osafoundation.org" target=_new>Open Source Applications Foundation</a>.
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<P>
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<H3><a name="platforms">What platforms are supported by wxWidgets 2?</a></H3>
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<ul>
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<li>Windows 3.1, Windows 95/98, Windows NT, Windows 2000, Windows ME.
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<li>Linux and other Unix platforms with GTK+.
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<li>Unix with Motif or the free Motif clone Lesstif.
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<li>Mac OS.
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<li>Embedded platforms are being investigated. See the <a href="wxuniv.htm">wxUniversal</a> project.
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<li>An OS/2 port is in progress, and you can also compile wxWidgets for GTK+ or Motif
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on OS/2.
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</ul>
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<P>
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<H3><a name="specific">How does wxWidgets 2 support platform-specific
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features?</a></H3>
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This is a hotly-debated topic amongst the developers. My own philosophy
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is to make wxWidgets as platform-independent as possible, but allow in a
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few classes (functions, window styles) that are platform-specific.
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For example, Windows metafiles and Windows 95 taskbar icons have
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their own classes on Windows, but nowhere else. Because these classes
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are provided and are wxWidgets-compatible, it doesn't take much
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coding effort for an application programmer to add support for
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some functionality that the user on a particular platform might otherwise
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miss. Also, some classes that started off as platform-specific, such
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as the MDI classes, have been emulated on other platforms. I can imagine
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that even wxTaskBarIcon may be implemented for Unix desktops one day.
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<P>
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In other words, wxWidgets is not a 'lowest common denominator' approach,
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but it will still be possible to write portable programs using the
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core API. Forbidding some platform-specific classes would be a stupid
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approach that would alienate many potential users, and encourage
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the perception that toolkits such as wxWidgets are not up to the demands
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of today's sophisticated applications.<P>
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Currently resources such as bitmaps and icons are handled in a platform-specific
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way, but it is hoped to reduce this dependence in due course.<P>
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Another reason why wxWidgets 2 is not a 'lowest common denominator' toolkit is that
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some functionality missing on some platform has been provided using generic,
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platform-independent code, such as the wxTreeCtrl and wxListCtrl classes.<P>
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<H3><a name="stl">Does wxWidgets use STL? or the standard string class?</a></H3>
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No. This is a much-discussed topic that has (many times) ended with the conclusion that it is in
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wxWidgets' best interests to avoid use of templates. Not all compilers can handle
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templates adequately so it would dramatically reduce the number of compilers
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and platforms that could be supported. It would also be undersirable to make
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wxWidgets dependent on another large library that may have to be downloaded and installed.
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In addition, use of templates can lead to executable bloat, which is something
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wxWidgets 2 is strenously trying to avoid.<P>
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The standard C++ string class is not used, again because it is not available to all compilers,
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and it is not necessarily a very efficient implementation. Also, we retain more flexibility
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by being able to modify our own string class. Some compatibility with the string class
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has been built into wxString.<P>
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There is nothing to stop an application using templates or the string class for its own
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purposes. With wxWidgets debugging options on, you may find you get errors when including
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STL headers. You can work around it either by switching off memory checking,
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or by adding this to a header before you include any STL files:<P>
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<PRE>
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#ifdef new
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#undef new
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#endif
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</PRE>
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<P>
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<H3><a name="richedit">Is there a rich edit/markup widget for wxWidgets 2?</a></H3>
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These are the possibilities so far:<P>
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<ul>
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<li>See <a href="http://www.scintilla.org" target=_top>www.scintilla.org</a> for
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a very nice syntax-highlighting editor widget. Robin Dunn has written a wxWidgets wrapper
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for this widget, available in the wxWidgets distribution under contrib/src/stc.
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<li>If you only need to display marked-up information, rather than edit it,
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then wxHTML will suit your needs. wxHTML is built into wxWidgets - please see the reference
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manual for details, and samples/html.
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<li>There are rich edit widgets in both WIN32 and GTK+, but there is currently
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no wxWidgets wrapper for these (but text attribute functions are being added in the wxWidgets 2.3.x series).
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</ul>
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<P>
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<h3><a name="exceptions">How to use C++ exceptions with wxWidgets?</a></h3>
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wxWidgets library itself is unfortunately <i>not</i> exception-safe (as its
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initial version predates, by far, the addition of the exceptions to the C++
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language). However you can still use the exceptions in your own code and use
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the other libraries using the exceptions for the error reporting together with
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wxWidgets.
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<p>
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There are a few issues to keep in mind, though:
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<ul>
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<li>You shouldn't let the exceptions propagate through wxWidgets code,
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in particular you should always catch the exceptions thrown by the
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functions called from an event handler in the handler itself and not
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let them propagate upwards to wxWidgets.
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<li>You may need to ensure that the compiler support for the exceptions is
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enabled as, considering that wxWidgets itself doesn't use the
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exceptions and turning their support on results in the library size
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augmentation of 10% to 20%, it is turned off by default for a few
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compilers. Moreover, for gcc (or at least its mingw version) you must
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also turn on the RTTI support to be able to use the exceptions, so you
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should use <tt>--disable-no_rtti --disable-no_exceptions</tt> options
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when configuring the library (attention to the double negation).
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</ul>
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<p>
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<H3><a name="dev">How is wxWidgets being developed?</a></H3>
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We are using the <a href="cvs.htm">CVS</a> system to develop and maintain wxWidgets. This allows
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us to make alterations and upload them instantly to the server, from
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which others can update their source.<P>
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To build source from CVS, see the file BuildCVS.txt in the top-level wxWidgets distribution
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directory.<P>
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<H3><a name="distrib">How is wxWidgets distributed?</a></H3>
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By ftp, and via the <a href="cdrom2.htm">wxWidgets CD-ROM</a>.
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<P>
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If you are feeling adventurous, you may also check out the sources directly
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from <a href="cvs.htm">cvs</a>.
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<p>
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<H3><a name="future">What are the plans for the future?</a></H3>
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Currently we're working too hard on getting wxWidgets finished (are GUI toolkits ever
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finished?) to think very far ahead. However, we know we want to make wxWidgets as robust
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and well-publicised as possible. We also want to aim for better platform-independence of
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resources such as icons and bitmaps, standardising on PNG and XPM for all platforms.<P>
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Other possibilities include: DCOM/CORBA compatibility; a wxWidgets book;
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<a href="http://wxworkshop.sourceforge.net/">wxWorkshop</a>, an IDE;
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other platforms, especially embedded systems; other interface abilities such as speech output.<P>
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We will investigate the possibility of compiler or operating system vendors bundling wxWidgets with
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their product.<P>
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The high-level goal of wxWidgets is to be thought of as the number one C++ framework,
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for virtually any platform. Move over, MFC!<P>
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<h3><a name="base">What is wxBase?</a></h3>
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wxBase is a subset of wxWidgets comprised by the non-GUI classes. It includes
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wxWidgets container and primitive data type classes (including wxString,
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wxDateTime and so on) and also useful wrappers for the operating system objects
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such as files, processes, threads, sockets and so on. With very minor
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exceptions wxBase may be used in exactly the same way as wxWidgets but it
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doesn't require a GUI to run and so is ideal for creating console mode
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utilities or server programs. It is also possible to create a program which can
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be compiled either as a console application (using wxBase) or a GUI one (using
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a full featured wxWidgets port).
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<H3><a name="univ">What is wxUniversal?</a></H3>
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The main difference between wxUniversal-based ports (such as wxX11, wxMGL) and other ports (such as wxMSW, wxGTK+, wxMac)
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is that wxUniversal implements all controls (or widgets) in
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wxWidgets itself thus allowing to have much more flexibility (for example, support for
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themes even under MS Windows). It also means that it is now much easier to
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port wxWidgets to a new platform as only the low-level classes must be ported
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which make for a small part of the library.
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<p>
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You may find more about wxUniversal <a href=wxuniv.htm>here</a>.
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<H3><a name="jave">What about Java?</a></H3>
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The Java honeymoon period is over :-) and people are realising that it cannot
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meet all their cross-platform development needs. We don't anticipate a major threat
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from Java, and the level of interest in wxWidgets is as high as ever.<P>
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<H3><a name="dotnet">What about .NET/Mono?</a></H3>
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Microsoft is spending a lot on promoting the .NET initiative, which
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is a set of languages, APIs and web service components for Windows.
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Ximian has started an open source version of .NET, mostly for Linux.
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C# is Microsoft's alternative to Java, supporting 'managed code',
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garbage collection and various other Java-like language features.<P>
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Although this may be attractive to some developers, there
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is a variety of reasons why the .NET/Mono combination is unlikely
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to make wxWidgets redundant. Please note that the following comments
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are Julian Smart's opinions.<P>
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<ol>
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<li>Not everyone wants or needs net services.
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<li>C++ will be used for a long time to come; compared with C++, C# is a recent development and its future is not certain.
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<li>Mono Forms may only target Winelib (at least to begin with), so the end result is not as native as
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wxWidgets (I'm aware there is GTK# for use with the C# language).
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<li>C# is usually byte-compiled and therefore slower. Plus, .NET adds a layer of overhead to the client computer
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that wxWidgets does not require.
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<li>Mono hasn't proven its long-term viability yet (it's a complex system of components); wxWidgets is ready now.
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<li>You may not wish to buy into Microsoft marketing spin and APIs.
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<li>Microsoft may at some point sue developers of non-Microsoft .NET implementations. After all,
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platform-independence is not in Microsoft's interest.
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<li>.NET might never be implemented on some platforms, especially Mac and embedded variants of Linux.
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<li>wxPython and other language variants provide further reasons for wxWidgets to continue.
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<li>The same issue exists for Qt: if Qt sales remain strong, it's a good indication that
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the market for a C++-based approach is still there. (Either that, or everyone's turning to wxWidgets!)
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</ol>
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There is nothing to stop folk from developing a C# version of the wxWidgets API;
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we already have bindings to Python, Perl, JavaScript, Lua, Basic, and Eiffel.
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Update: a <a href="http://wxnet.sourceforge.net/" target=_new>wx.NET</a> project is now in progress.
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<P>
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<H3><a name="help">How can I help the project?</a></H3>
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Please check out the <a href="http://www.wxwidgets.org/develop2.htm">Community</a> pages,
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in particular the <a href="projects.htm">suggested projects</a>, and
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mail the developers' mailing list with your own suggestions.<P>
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<H3><a name="newport">How do I start a new port?</a></H3>
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Please subscribe to the wx-dev <a href="maillst2.htm">developers' mailing list</a> and
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ask if anyone else is interested in helping with the port, or
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has specific suggestions. Also please read the <a href="standard.htm">coding standards</a>.
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<P>
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Each port consists of a platform-specific part (e.g. src/msw, include/wx/msw),
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a generic set of widgets and dialogs for when the port doesn't support
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them natively (src/generic, include/wx/generic) and the common code
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that all ports use (src/common, include/wx). By browsing the source
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you should get a good idea of the general pattern.<P>
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Take a port that most closely matches your port, and strip out
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the implementation so you have a skeleton port that compiles. Ask on wx-dev
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first for the wxStubs port - however, any such predefined skeleton
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port may be out of date, so make a judgement on whether to use it.
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Perhaps it will still save you time to clean up wxStubs, and
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others may benefit from this too.<P>
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You will need to define a symbol for the new port, e.g. __WXXBOX__.
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Look at files such as wx/defs.h, wx/wxchar.h for areas where you'll
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need to add to existing conditionals to set up wide character
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support and other issues. If the GUI runs on a Unix variant,
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define the __UNIX__ variable in your makefile.<P>
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Then you can start implementing the port, starting with
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wxWindow, wxTopLevelWindow, wxFrame, wxDialog so you
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can get the minimal sample running as soon as possible.<P>
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If GDI objects (wxPen, wxBrush, etc.) are not concepts in your
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native GUI, you may wish to use very generic versions of
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some of these - see the wxX11 port.<P>
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Consider using the wxUniversal widget set as a quick way
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to implement wxWidgets on your platform. You only need
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to define some basic classes such as device contexts,
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wxWindow, wxTopLevelWindow, GDI objects etc. and
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the actual widgets will be drawn for you. See wxX11,
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wxMGL, and wxMSW/Univ for sample wxUniversal ports.<P>
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To begin with, you can use whatever makefiles or project
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files work for you. Look at existing makefiles to see what
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generic/common/Unix files need to be included. Later, you'll want to integrate support
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for your port into configure (Unix-like systems and gcc under Windows),
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and bakefile (for other makefiles on Windows).<P>
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Submit your port as patches via SourceForge; you might
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wish to separate it into one patch that touches common headers
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and source files, and another containing the port-specific code, to make
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it much easier for us to review and apply the patches.<P>
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Good luck!
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