| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419 | 
							- /////////////////////////////////////////////////////////////////////////////
 
- // Name:        devtips.h
 
- // Purpose:     Cross-platform development page of the Doxygen manual
 
- // Author:      wxWidgets team
 
- // Licence:     wxWindows licence
 
- /////////////////////////////////////////////////////////////////////////////
 
- /**
 
- @page page_multiplatform Cross-Platform Development Tips
 
- @tableofcontents
 
- This chapter describes some general tips related to cross-platform development.
 
- @section page_multiplatform_includefiles Include Files
 
- The main include file is @c "wx/wx.h"; this includes the most commonly used
 
- modules of wxWidgets.
 
- To save on compilation time, include only those header files relevant to the
 
- source file. If you are using @b precompiled headers, you should include the
 
- following section before any other includes:
 
- @verbatim
 
- // For compilers that support precompilation, includes "wx.h".
 
- #include <wx/wxprec.h>
 
- #ifdef __BORLANDC__
 
- #   pragma hdrstop
 
- #endif
 
- #ifndef WX_PRECOMP
 
-     // Include your minimal set of headers here, or wx.h
 
- #   include <wx/wx.h>
 
- #endif
 
- ... now your other include files ...
 
- @endverbatim
 
- The file @c "wx/wxprec.h" includes @c "wx/wx.h". Although this incantation may
 
- seem quirky, it is in fact the end result of a lot of experimentation, and
 
- several Windows compilers to use precompilation which is largely automatic for
 
- compilers with necessary support. Currently it is used for Visual C++
 
- (including embedded Visual C++), Borland C++, Open Watcom C++, Digital Mars C++
 
- and newer versions of GCC. Some compilers might need extra work from the
 
- application developer to set the build environment up as necessary for the
 
- support.
 
- @section page_multiplatform_libraries Libraries
 
- All ports of wxWidgets can create either a @b static library or a @b shared
 
- library.
 
- When a program is linked against a @e static library, the machine code from the
 
- object files for any external functions used by the program is copied from the
 
- library into the final executable.
 
- @e Shared libraries are handled with a more advanced form of linking, which
 
- makes the executable file smaller. They use the extension @c ".so" (Shared
 
- Object) under Linux and @c ".dll" (Dynamic Link Library) under Windows.
 
- An executable file linked against a shared library contains only a small table
 
- of the functions it requires, instead of the complete machine code from the
 
- object files for the external functions. Before the executable file starts
 
- running, the machine code for the external functions is copied into memory from
 
- the shared library file on disk by the operating system - a process referred to
 
- as @e dynamic linking.
 
- Dynamic linking makes executable files smaller and saves disk space, because
 
- one copy of a library can be shared between multiple programs. Most operating
 
- systems also provide a virtual memory mechanism which allows one copy of a
 
- shared library in physical memory to be used by all running programs, saving
 
- memory as well as disk space.
 
- Furthermore, shared libraries make it possible to update a library without
 
- recompiling the programs which use it (provided the interface to the library
 
- does not change).
 
- wxWidgets can also be built in @b multilib and @b monolithic variants. See the
 
- @ref page_libs for more information on these.
 
- @section page_multiplatform_configuration Configuration
 
- When using project files and makefiles directly to build wxWidgets, options are
 
- configurable in the file @c "wx/XXX/setup.h" where XXX is the required
 
- platform (such as @c msw, @c motif, @c gtk, @c mac).
 
- Some settings are a matter of taste, some help with platform-specific problems,
 
- and others can be set to minimize the size of the library. Please see the
 
- @c "setup.h" file and @c "install.txt" files for details on configuration.
 
- When using the @c "configure" script to configure wxWidgets (on Unix and other
 
- platforms where configure is available), the corresponding @c "setup.h" files
 
- are generated automatically along with suitable makefiles.
 
- When using the RPM packages (or DEB or other forms of @e binaries) for
 
- installing wxWidgets on Linux, a correct @c "setup.h" is shipped in the package
 
- and this must not be changed.
 
- @section page_multiplatform_makefiles Makefiles
 
- On Microsoft Windows, wxWidgets has a different set of makefiles for each
 
- compiler, because each compiler's @c 'make' tool is slightly different. Popular
 
- Windows compilers that we cater for, and the corresponding makefile extensions,
 
- include: Microsoft Visual C++ (.vc), Borland C++ (.bcc), OpenWatcom C++ (.wat)
 
- and MinGW/Cygwin (.gcc). Makefiles are provided for the wxWidgets library
 
- itself, samples, demos, and utilities.
 
- On Linux, Mac and OS/2, you use the @c 'configure' command to generate the
 
- necessary makefiles. You should also use this method when building with
 
- MinGW/Cygwin on Windows.
 
- We also provide project files for some compilers, such as Microsoft VC++.
 
- However, we recommend using makefiles to build the wxWidgets library itself,
 
- because makefiles can be more powerful and less manual intervention is
 
- required.
 
- On Windows using a compiler other than MinGW/Cygwin, you would build the
 
- wxWidgets library from the @c "build/msw" directory which contains the relevant
 
- makefiles.
 
- On Windows using MinGW/Cygwin, and on Unix, OS X and OS/2, you invoke
 
- 'configure' (found in the top-level of the wxWidgets source hierarchy), from
 
- within a suitable empty directory for containing makefiles, object files and
 
- libraries.
 
- For details on using makefiles, configure, and project files, please see
 
- @c "docs/xxx/install.txt" in your distribution, where @c "xxx" is the platform
 
- of interest, such as @c msw, @c gtk, @c x11, @c mac.
 
- All wxWidgets makefiles are generated using Bakefile <http://www.bakefile.org/>.
 
- wxWidgets also provides (in the @c "build/bakefiles/wxpresets" folder) the
 
- wxWidgets bakefile presets. These files allow you to create bakefiles for your
 
- own wxWidgets-based applications very easily.
 
- @section page_multiplatform_winresources Windows Resource Files
 
- wxWidgets application compilation under MS Windows requires at least one extra
 
- file: a resource file.
 
- The least that must be defined in the Windows resource file (extension RC) is
 
- the following statement:
 
- @verbatim
 
- #include "wx/msw/wx.rc"
 
- @endverbatim
 
- which includes essential internal wxWidgets definitions.  The resource script
 
- may also contain references to icons, cursors, etc., for example:
 
- @verbatim
 
- wxicon icon wx.ico
 
- @endverbatim
 
- The icon can then be referenced by name when creating a frame icon. See the
 
- Microsoft Windows SDK documentation.
 
- @note Include "wx.rc" @e after any ICON statements so programs that search your
 
-       executable for icons (such as the Program Manager) find your application
 
-       icon first.
 
- @section page_multiplatform_allocatingobjects Allocating and Deleting wxWidgets Objects
 
- In general, classes derived from wxWindow must dynamically allocated with
 
- @e new and deleted with @e delete. If you delete a window, all of its children
 
- and descendants will be automatically deleted, so you don't need to delete
 
- these descendants explicitly.
 
- When deleting a frame or dialog, use @b Destroy rather than @b delete so that
 
- the wxWidgets delayed deletion can take effect. This waits until idle time
 
- (when all messages have been processed) to actually delete the window, to avoid
 
- problems associated with the GUI sending events to deleted windows.
 
- In general wxWindow-derived objects should always be allocated on the heap
 
- as wxWidgets will destroy them itself. The only, but important, exception to
 
- this rule are the modal dialogs, i.e. wxDialog objects which are shown using
 
- wxDialog::ShowModal() method. They may be allocated on the stack and, indeed,
 
- usually are local variables to ensure that they are destroyed on scope exit as
 
- wxWidgets does not destroy them unlike with all the other windows. So while it
 
- is still possible to allocate modal dialogs on the heap, you should still
 
- destroy or delete them explicitly in this case instead of relying on wxWidgets
 
- doing it.
 
- If you decide to allocate a C++ array of objects (such as wxBitmap) that may be
 
- cleaned up by wxWidgets, make sure you delete the array explicitly before
 
- wxWidgets has a chance to do so on exit, since calling @e delete on array
 
- members will cause memory problems.
 
- wxColour can be created statically: it is not automatically cleaned
 
- up and is unlikely to be shared between other objects; it is lightweight
 
- enough for copies to be made.
 
- Beware of deleting objects such as a wxPen or wxBitmap if they are still in
 
- use. Windows is particularly sensitive to this, so make sure you make calls
 
- like wxDC::SetPen(wxNullPen) or wxDC::SelectObject(wxNullBitmap) before
 
- deleting a drawing object that may be in use. Code that doesn't do this will
 
- probably work fine on some platforms, and then fail under Windows.
 
- @section page_multiplatform_architecturedependency Architecture Dependency
 
- A problem which sometimes arises from writing multi-platform programs is that
 
- the basic C types are not defined the same on all platforms. This holds true
 
- for both the length in bits of the standard types (such as int and long) as
 
- well as their byte order, which might be little endian (typically on Intel
 
- computers) or big endian (typically on some Unix workstations). wxWidgets
 
- defines types and macros that make it easy to write architecture independent
 
- code. The types are:
 
- wxInt32, wxInt16, wxInt8, wxUint32, wxUint16 = wxWord, wxUint8 = wxByte
 
- where wxInt32 stands for a 32-bit signed integer type etc. You can also check
 
- which architecture the program is compiled on using the wxBYTE_ORDER define
 
- which is either wxBIG_ENDIAN or wxLITTLE_ENDIAN (in the future maybe
 
- wxPDP_ENDIAN as well).
 
- The macros handling bit-swapping with respect to the applications endianness
 
- are described in the @ref group_funcmacro_byteorder section.
 
- @section page_multiplatform_conditionalcompilation Conditional Compilation
 
- One of the purposes of wxWidgets is to reduce the need for conditional
 
- compilation in source code, which can be messy and confusing to follow.
 
- However, sometimes it is necessary to incorporate platform-specific features
 
- (such as metafile use under MS Windows). The @ref page_wxusedef symbols listed
 
- in the file @c setup.h may be used for this purpose, along with any
 
- user-supplied ones.
 
- @section page_multiplatform_cpp C++ Issues
 
- The following documents some miscellaneous C++ issues.
 
- @subsection page_multiplatform_cpp_templates Templates
 
- wxWidgets does not use templates (except for some advanced features that are
 
- switched off by default) since it is a notoriously unportable feature.
 
- @subsection page_multiplatform_cpp_rtti Runtime Type Information (RTTI)
 
- wxWidgets does not use C++ run-time type information since wxWidgets provides
 
- its own run-time type information system, implemented using macros.
 
- @subsection page_multiplatform_cpp_precompiledheaders Precompiled Headers
 
- Some compilers, such as Borland C++ and Microsoft C++, support precompiled
 
- headers. This can save a great deal of compiling time. The recommended approach
 
- is to precompile @c "wx.h", using this precompiled header for compiling both
 
- wxWidgets itself and any wxWidgets applications. For Windows compilers, two
 
- dummy source files are provided (one for normal applications and one for
 
- creating DLLs) to allow initial creation of the precompiled header.
 
- However, there are several downsides to using precompiled headers. One is that
 
- to take advantage of the facility, you often need to include more header files
 
- than would normally be the case. This means that changing a header file will
 
- cause more recompilations (in the case of wxWidgets, everything needs to be
 
- recompiled since everything includes @c "wx.h").
 
- A related problem is that for compilers that don't have precompiled headers,
 
- including a lot of header files slows down compilation considerably. For this
 
- reason, you will find (in the common X and Windows parts of the library)
 
- conditional compilation that under Unix, includes a minimal set of headers; and
 
- when using Visual C++, includes @c "wx.h". This should help provide the optimal
 
- compilation for each compiler, although it is biased towards the precompiled
 
- headers facility available in Microsoft C++.
 
- @section page_multiplatform_filehandling File Handling
 
- When building an application which may be used under different environments,
 
- one difficulty is coping with documents which may be moved to different
 
- directories on other machines. Saving a file which has pointers to full
 
- pathnames is going to be inherently unportable.
 
- One approach is to store filenames on their own, with no directory information.
 
- The application then searches into a list of standard paths (platform-specific)
 
- through the use of wxStandardPaths.
 
- Eventually you may want to use also the wxPathList class.
 
- Nowadays the limitations of DOS 8+3 filenames doesn't apply anymore. Most
 
- modern operating systems allow at least 255 characters in the filename; the
 
- exact maximum length, as well as the characters allowed in the filenames, are
 
- OS-specific so you should try to avoid extremely long (> 255 chars) filenames
 
- and/or filenames with non-ANSI characters.
 
- Another thing you need to keep in mind is that all Windows operating systems
 
- are case-insensitive, while Unix operating systems (Linux, Mac, etc) are
 
- case-sensitive.
 
- Also, for text files, different OSes use different End Of Lines (EOL). Windows
 
- uses CR+LF convention, Linux uses LF only, Mac CR only.
 
- The wxTextFile, wxTextInputStream, wxTextOutputStream classes help to abstract
 
- from these differences. Of course, there are also 3rd party utilities such as
 
- @c dos2unix and @c unix2dos which do the EOL conversions.
 
- See also the @ref group_funcmacro_file section of the reference manual for the
 
- description of miscellaneous file handling functions.
 
- @section page_multiplatform_reducingerr Reducing Programming Errors
 
- @subsection page_multiplatform_reducingerr_useassert Use ASSERT
 
- It is good practice to use ASSERT statements liberally, that check for
 
- conditions that should or should not hold, and print out appropriate error
 
- messages.
 
- These can be compiled out of a non-debugging version of wxWidgets and your
 
- application. Using ASSERT is an example of `defensive programming': it can
 
- alert you to problems later on.
 
- See wxASSERT() for more info.
 
- @subsection page_multiplatform_reducingerr_usewxstring Use wxString in Preference to Character Arrays
 
- Using wxString can be much safer and more convenient than using @c wxChar*.
 
- You can reduce the possibility of memory leaks substantially, and it is much
 
- more convenient to use the overloaded operators than functions such as
 
- @c strcmp. wxString won't add a significant overhead to your program; the
 
- overhead is compensated for by easier manipulation (which means less code).
 
- The same goes for other data types: use classes wherever possible.
 
- @section page_multiplatform_gui GUI Design
 
- @li <b>Use Sizers:</b> Don't use absolute panel item positioning if you can
 
-     avoid it. Every platform's native controls have very different sizes.
 
-     Consider using the @ref overview_sizer instead.
 
- @li <b>Use wxWidgets Resource Files:</b> Use @c XRC (wxWidgets resource files)
 
-     where possible, because they can be easily changed independently of source
 
-     code. See the @ref overview_xrc for more info.
 
- @section page_multiplatform_debug Debugging
 
- @subsection page_multiplatform_debug_positivethinking Positive Thinking
 
- It is common to blow up the problem in one's imagination, so that it seems to
 
- threaten weeks, months or even years of work. The problem you face may seem
 
- insurmountable: but almost never is. Once you have been programming for some
 
- time, you will be able to remember similar incidents that threw you into the
 
- depths of despair. But remember, you always solved the problem, somehow!
 
- Perseverance is often the key, even though a seemingly trivial problem can take
 
- an apparently inordinate amount of time to solve. In the end, you will probably
 
- wonder why you worried so much. That's not to say it isn't painful at the time.
 
- Try not to worry -- there are many more important things in life.
 
- @subsection page_multiplatform_debug_simplifyproblem Simplify the Problem
 
- Reduce the code exhibiting the problem to the smallest program possible that
 
- exhibits the problem. If it is not possible to reduce a large and complex
 
- program to a very small program, then try to ensure your code doesn't hide the
 
- problem (you may have attempted to minimize the problem in some way: but now
 
- you want to expose it).
 
- With luck, you can add a small amount of code that causes the program to go
 
- from functioning to non-functioning state. This should give a clue to the
 
- problem. In some cases though, such as memory leaks or wrong deallocation, this
 
- can still give totally spurious results!
 
- @subsection page_multiplatform_debug_usedebugger Use a Debugger
 
- This sounds like facetious advice, but it is surprising how often people don't
 
- use a debugger. Often it is an overhead to install or learn how to use a
 
- debugger, but it really is essential for anything but the most trivial
 
- programs.
 
- @subsection page_multiplatform_debug_uselogging Use Logging Functions
 
- There is a variety of logging functions that you can use in your program: see
 
- @ref group_funcmacro_log.
 
- Using tracing statements may be more convenient than using the debugger in some
 
- circumstances (such as when your debugger doesn't support a lot of debugging
 
- code, or you wish to print a bunch of variables).
 
- @subsection page_multiplatform_debug_usedebuggingfacilities Use the wxWidgets Debugging Facilities
 
- You can use wxDebugContext to check for memory leaks and corrupt memory: in
 
- fact in debugging mode, wxWidgets will automatically check for memory leaks at
 
- the end of the program if wxWidgets is suitably configured. Depending on the
 
- operating system and compiler, more or less specific information about the
 
- problem will be logged.
 
- You should also use @ref group_funcmacro_debug as part of a "defensive
 
- programming" strategy, scattering wxASSERT()s liberally to test for problems in
 
- your code as early as possible. Forward thinking will save a surprising amount
 
- of time in the long run.
 
- See the @ref overview_debugging for further information.
 
- */
 
 
  |