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- /////////////////////////////////////////////////////////////////////////////
- // Name: unicode.h
- // Purpose: topic overview
- // Author: wxWidgets team
- // Licence: wxWindows licence
- /////////////////////////////////////////////////////////////////////////////
- /**
- @page overview_unicode Unicode Support in wxWidgets
- @tableofcontents
- This section describes how does wxWidgets support Unicode and how can it affect
- your programs.
- Notice that Unicode support has changed radically in wxWidgets 3.0 and a lot of
- existing material pertaining to the previous versions of the library is not
- correct any more. Please see @ref overview_changes_unicode for the details of
- these changes.
- You can skip the first two sections if you're already familiar with Unicode and
- wish to jump directly in the details of its support in the library.
- @section overview_unicode_what What is Unicode?
- Unicode is a standard for character encoding which addresses the shortcomings
- of the previous standards (e.g. the ASCII standard), by using 8, 16 or 32 bits
- for encoding each character.
- This allows enough code points (see below for the definition) sufficient to
- encode all of the world languages at once.
- More details about Unicode may be found at http://www.unicode.org/.
- From a practical point of view, using Unicode is almost a requirement when
- writing applications for international audience. Moreover, any application
- reading files which it didn't produce or receiving data from the network from
- other services should be ready to deal with Unicode.
- @section overview_unicode_encodings Unicode Representations and Terminology
- When working with Unicode, it's important to define the meaning of some terms.
- A <b><em>glyph</em></b> is a particular image (usually part of a font) that
- represents a character or part of a character.
- Any character may have one or more glyph associated; e.g. some of the possible
- glyphs for the capital letter 'A' are:
- @image html overview_unicode_glyphs.png
- Unicode assigns each character of almost any existing alphabet/script a number,
- which is called <b><em>code point</em></b>; it's typically indicated in documentation
- manuals and in the Unicode website as @c U+xxxx where @c xxxx is an hexadecimal number.
- Note that typically one character is assigned exactly one code point, but there
- are exceptions; the so-called <em>precomposed characters</em>
- (see http://en.wikipedia.org/wiki/Precomposed_character) or the <em>ligatures</em>.
- In these cases a single "character" may be mapped to more than one code point or
- vice versa more than one character may be mapped to a single code point.
- The Unicode standard divides the space of all possible code points in <b><em>planes</em></b>;
- a plane is a range of 65,536 (1000016) contiguous Unicode code points.
- Planes are numbered from 0 to 16, where the first one is the @e BMP, or Basic
- Multilingual Plane.
- The BMP contains characters for all modern languages, and a large number of
- special characters. The other planes in fact contain mainly historic scripts,
- special-purpose characters or are unused.
- Code points are represented in computer memory as a sequence of one or more
- <b><em>code units</em></b>, where a code unit is a unit of memory: 8, 16, or 32 bits.
- More precisely, a code unit is the minimal bit combination that can represent a
- unit of encoded text for processing or interchange.
- The <b><em>UTF</em></b> or Unicode Transformation Formats are algorithms mapping the Unicode
- code points to code unit sequences. The simplest of them is <b>UTF-32</b> where
- each code unit is composed by 32 bits (4 bytes) and each code point is always
- represented by a single code unit (fixed length encoding).
- (Note that even UTF-32 is still not completely trivial as the mapping is different
- for little and big-endian architectures). UTF-32 is commonly used under Unix systems for
- internal representation of Unicode strings.
- Another very widespread standard is <b>UTF-16</b> which is used by Microsoft Windows:
- it encodes the first (approximately) 64 thousands of Unicode code points
- (the BMP plane) using 16-bit code units (2 bytes) and uses a pair of 16-bit code
- units to encode the characters beyond this. These pairs are called @e surrogate.
- Thus UTF16 uses a variable number of code units to encode each code point.
- Finally, the most widespread encoding used for the external Unicode storage
- (e.g. files and network protocols) is <b>UTF-8</b> which is byte-oriented and so
- avoids the endianness ambiguities of UTF-16 and UTF-32.
- UTF-8 uses code units of 8 bits (1 byte); code points beyond the usual english
- alphabet are represented using a variable number of bytes, which makes it less
- efficient than UTF-32 for internal representation.
- As visual aid to understand the differences between the various concepts described
- so far, look at the different UTF representations of the same code point:
- @image html overview_unicode_codes.png
- In this particular case UTF8 requires more space than UTF16 (3 bytes instead of 2).
- Note that from the C/C++ programmer perspective the situation is further complicated
- by the fact that the standard type @c wchar_t which is usually used to represent the
- Unicode ("wide") strings in C/C++ doesn't have the same size on all platforms.
- It is 4 bytes under Unix systems, corresponding to the tradition of using
- UTF-32, but only 2 bytes under Windows which is required by compatibility with
- the OS which uses UTF-16.
- Typically when UTF8 is used, code units are stored into @c char types, since
- @c char are 8bit wide on almost all systems; when using UTF16 typically code
- units are stored into @c wchar_t types since @c wchar_t is at least 16bits on
- all systems. This is also the approach used by wxString.
- See @ref overview_string for more info.
- See also http://unicode.org/glossary/ for the official definitions of the
- terms reported above.
- @section overview_unicode_supportin Unicode Support in wxWidgets
- @subsection overview_unicode_support_default Unicode is Always Used by Default
- Since wxWidgets 3.0 Unicode support is always enabled and while building the
- library without it is still possible, it is not recommended any longer and will
- cease to be supported in the near future. This means that internally only
- Unicode strings are used and that, under Microsoft Windows, Unicode system API
- is used which means that wxWidgets programs require the Microsoft Layer for
- Unicode to run on Windows 95/98/ME.
- However, unlike the Unicode build mode of the previous versions of wxWidgets, this
- support is mostly transparent: you can still continue to work with the @b narrow
- (i.e. current locale-encoded @c char*) strings even if @b wide
- (i.e. UTF16-encoded @c wchar_t* or UTF8-encoded @c char*) strings are also
- supported. Any wxWidgets function accepts arguments of either type as both
- kinds of strings are implicitly converted to wxString, so both
- @code
- wxMessageBox("Hello, world!");
- @endcode
- and the somewhat less usual
- @code
- wxMessageBox(L"Salut \u00E0 toi!"); // U+00E0 is "Latin Small Letter a with Grave"
- @endcode
- work as expected.
- Notice that the narrow strings used with wxWidgets are @e always assumed to be
- in the current locale encoding, so writing
- @code
- wxMessageBox("Salut à toi!");
- @endcode
- wouldn't work if the encoding used on the user system is incompatible with
- ISO-8859-1 (or even if the sources were compiled under different locale
- in the case of gcc). In particular, the most common encoding used under
- modern Unix systems is UTF-8 and as the string above is not a valid UTF-8 byte
- sequence, nothing would be displayed at all in this case. Thus it is important
- to <b>never use 8-bit (instead of 7-bit) characters directly in the program source</b>
- but use wide strings or, alternatively, write:
- @code
- wxMessageBox(wxString::FromUTF8("Salut \xC3\xA0 toi!"));
- // in UTF8 the character U+00E0 is encoded as 0xC3A0
- @endcode
- In a similar way, wxString provides access to its contents as either @c wchar_t or
- @c char character buffer. Of course, the latter only works if the string contains
- data representable in the current locale encoding. This will always be the case
- if the string had been initially constructed from a narrow string or if it
- contains only 7-bit ASCII data but otherwise this conversion is not guaranteed
- to succeed. And as with wxString::FromUTF8() example above, you can always use
- wxString::ToUTF8() to retrieve the string contents in UTF-8 encoding -- this,
- unlike converting to @c char* using the current locale, never fails.
- For more info about how wxString works, please see the @ref overview_string.
- To summarize, Unicode support in wxWidgets is mostly @b transparent for the
- application and if you use wxString objects for storing all the character data
- in your program there is really nothing special to do. However you should be
- aware of the potential problems covered by the following section.
- @subsection overview_unicode_support_utf Choosing Unicode Representation
- wxWidgets uses the system @c wchar_t in wxString implementation by default
- under all systems. Thus, under Microsoft Windows, UCS-2 (simplified version of
- UTF-16 without support for surrogate characters) is used as @c wchar_t is 2
- bytes on this platform. Under Unix systems, including Mac OS X, UCS-4 (also
- known as UTF-32) is used by default, however it is also possible to build
- wxWidgets to use UTF-8 internally by passing @c --enable-utf8 option to
- configure.
- The interface provided by wxString is the same independently of the format used
- internally. However different formats have specific advantages and
- disadvantages. Notably, under Unix, the underlying graphical toolkit (e.g.
- GTK+) usually uses UTF-8 encoded strings and using the same representations for
- the strings in wxWidgets allows to avoid conversion from UTF-32 to UTF-8 and
- vice versa each time a string is shown in the UI or retrieved from it. The
- overhead of such conversions is usually negligible for small strings but may be
- important for some programs. If you believe that it would be advantageous to
- use UTF-8 for the strings in your particular application, you may rebuild
- wxWidgets to use UTF-8 as explained above (notice that this is currently not
- supported under Microsoft Windows and arguably doesn't make much sense there as
- Windows itself uses UTF-16 and not UTF-8) but be sure to be aware of the
- performance implications (see @ref overview_unicode_performance) of using UTF-8
- in wxString before doing this!
- Generally speaking you should only use non-default UTF-8 build in specific
- circumstances e.g. building for resource-constrained systems where the overhead
- of conversions (and also reduced memory usage of UTF-8 compared to UTF-32 for
- the European languages) can be important. If the environment in which your
- program is running is under your control -- as is quite often the case in such
- scenarios -- consider ensuring that the system always uses UTF-8 locale and
- use @c --enable-utf8only configure option to disable support for the other
- locales and consider all strings to be in UTF-8. This further reduces the code
- size and removes the need for conversions in more cases.
- @subsection overview_unicode_settings Unicode Related Preprocessor Symbols
- @c wxUSE_UNICODE is defined as 1 now to indicate Unicode support. It can be
- explicitly set to 0 in @c setup.h under MSW or you can use @c --disable-unicode
- under Unix but doing this is strongly discouraged. By default, @c
- wxUSE_UNICODE_WCHAR is also defined as 1, however in UTF-8 build (described in
- the previous section), it is set to 0 and @c wxUSE_UNICODE_UTF8, which is
- usually 0, is set to 1 instead. In the latter case, @c wxUSE_UTF8_LOCALE_ONLY
- can also be set to 1 to indicate that all strings are considered to be in UTF-8.
- @section overview_unicode_pitfalls Potential Unicode Pitfalls
- The problems can be separated into three broad classes:
- @subsection overview_unicode_compilation_errors Unicode-Related Compilation Errors
- Because of the need to support implicit conversions to both @c char and
- @c wchar_t, wxString implementation is rather involved and many of its operators
- don't return the types which they could be naively expected to return.
- For example, the @c operator[] doesn't return neither a @c char nor a @c wchar_t
- but an object of a helper class wxUniChar or wxUniCharRef which is implicitly
- convertible to either. Usually you don't need to worry about this as the
- conversions do their work behind the scenes however in some cases it doesn't
- work. Here are some examples, using a wxString object @c s and some integer @c
- n:
- - Writing @code switch ( s[n] ) @endcode doesn't work because the argument of
- the switch statement must be an integer expression so you need to replace
- @c s[n] with @code s[n].GetValue() @endcode. You may also force the
- conversion to @c char or @c wchar_t by using an explicit cast but beware that
- converting the value to char uses the conversion to current locale and may
- return 0 if it fails. Finally notice that writing @code (wxChar)s[n] @endcode
- works both with wxWidgets 3.0 and previous library versions and so should be
- used for writing code which should be compatible with both 2.8 and 3.0.
- - Similarly, @code &s[n] @endcode doesn't yield a pointer to char so you may
- not pass it to functions expecting @c char* or @c wchar_t*. Consider using
- string iterators instead if possible or replace this expression with
- @code s.c_str() + n @endcode otherwise.
- Another class of problems is related to the fact that the value returned by
- @c c_str() itself is also not just a pointer to a buffer but a value of helper
- class wxCStrData which is implicitly convertible to both narrow and wide
- strings. Again, this mostly will be unnoticeable but can result in some
- problems:
- - You shouldn't pass @c c_str() result to vararg functions such as standard
- @c printf(). Some compilers (notably g++) warn about this but even if they
- don't, this @code printf("Hello, %s", s.c_str()) @endcode is not going to
- work. It can be corrected in one of the following ways:
- - Preferred: @code wxPrintf("Hello, %s", s) @endcode (notice the absence
- of @c c_str(), it is not needed at all with wxWidgets functions)
- - Compatible with wxWidgets 2.8: @code wxPrintf("Hello, %s", s.c_str()) @endcode
- - Using an explicit conversion to narrow, multibyte, string:
- @code printf("Hello, %s", (const char *)s.mb_str()) @endcode
- - Using a cast to force the issue (listed only for completeness):
- @code printf("Hello, %s", (const char *)s.c_str()) @endcode
- - The result of @c c_str() cannot be cast to @c char* but only to @c const @c
- @c char*. Of course, modifying the string via the pointer returned by this
- method has never been possible but unfortunately it was occasionally useful
- to use a @c const_cast here to pass the value to const-incorrect functions.
- This can be done either using new wxString::char_str() (and matching
- wchar_str()) method or by writing a double cast:
- @code (char *)(const char *)s.c_str() @endcode
- - One of the unfortunate consequences of the possibility to pass wxString to
- @c wxPrintf() without using @c c_str() is that it is now impossible to pass
- the elements of unnamed enumerations to @c wxPrintf() and other similar
- vararg functions, i.e.
- @code
- enum { Red, Green, Blue };
- wxPrintf("Red is %d", Red);
- @endcode
- doesn't compile. The easiest workaround is to give a name to the enum.
- Other unexpected compilation errors may arise but they should happen even more
- rarely than the above-mentioned ones and the solution should usually be quite
- simple: just use the explicit methods of wxUniChar and wxCStrData classes
- instead of relying on their implicit conversions if the compiler can't choose
- among them.
- @subsection overview_unicode_data_loss Data Loss due To Unicode Conversion Errors
- wxString API provides implicit conversion of the internal Unicode string
- contents to narrow, char strings. This can be very convenient and is absolutely
- necessary for backwards compatibility with the existing code using wxWidgets
- however it is a rather dangerous operation as it can easily give unexpected
- results if the string contents isn't convertible to the current locale.
- To be precise, the conversion will always succeed if the string was created
- from a narrow string initially. It will also succeed if the current encoding is
- UTF-8 as all Unicode strings are representable in this encoding. However
- initializing the string using wxString::FromUTF8() method and then accessing it
- as a char string via its wxString::c_str() method is a recipe for disaster as the
- program may work perfectly well during testing on Unix systems using UTF-8 locale
- but completely fail under Windows where UTF-8 locales are never used because
- wxString::c_str() would return an empty string.
- The simplest way to ensure that this doesn't happen is to avoid conversions to
- @c char* completely by using wxString throughout your program. However if the
- program never manipulates 8 bit strings internally, using @c char* pointers is
- safe as well. So the existing code needs to be reviewed when upgrading to
- wxWidgets 3.0 and the new code should be used with this in mind and ideally
- avoiding implicit conversions to @c char*.
- @subsection overview_unicode_performance Performance Implications of Using UTF-8
- As mentioned above, under Unix systems wxString class can use variable-width
- UTF-8 encoding for internal representation. In this case it can't guarantee
- constant-time access to N-th element of the string any longer as to find the
- position of this character in the string we have to examine all the preceding
- ones. Usually this doesn't matter much because most algorithms used on the
- strings examine them sequentially anyhow and because wxString implements a
- cache for iterating over the string by index but it can have serious
- consequences for algorithms using random access to string elements as they
- typically acquire O(N^2) time complexity instead of O(N) where N is the length
- of the string.
- Even despite caching the index, indexed access should be replaced with
- sequential access using string iterators. For example a typical loop:
- @code
- wxString s("hello");
- for ( size_t i = 0; i < s.length(); i++ )
- {
- wchar_t ch = s[i];
- // do something with it
- }
- @endcode
- should be rewritten as
- @code
- wxString s("hello");
- for ( wxString::const_iterator i = s.begin(); i != s.end(); ++i )
- {
- wchar_t ch = *i
- // do something with it
- }
- @endcode
- Another, similar, alternative is to use pointer arithmetic:
- @code
- wxString s("hello");
- for ( const wchar_t *p = s.wc_str(); *p; p++ )
- {
- wchar_t ch = *i
- // do something with it
- }
- @endcode
- however this doesn't work correctly for strings with embedded @c NUL characters
- and the use of iterators is generally preferred as they provide some run-time
- checks (at least in debug build) unlike the raw pointers. But if you do use
- them, it is better to use @c wchar_t pointers rather than @c char ones to avoid the
- data loss problems due to conversion as discussed in the previous section.
- @section overview_unicode_supportout Unicode and the Outside World
- Even though wxWidgets always uses Unicode internally, not all the other
- libraries and programs do and even those that do use Unicode may use a
- different encoding of it. So you need to be able to convert the data to various
- representations and the wxString methods wxString::ToAscii(), wxString::ToUTF8()
- (or its synonym wxString::utf8_str()), wxString::mb_str(), wxString::c_str() and
- wxString::wc_str() can be used for this.
- The first of them should be only used for the string containing 7-bit ASCII characters
- only, anything else will be replaced by some substitution character.
- wxString::mb_str() converts the string to the encoding used by the current locale
- and so can return an empty string if the string contains characters not representable in
- it as explained in @ref overview_unicode_data_loss. The same applies to wxString::c_str()
- if its result is used as a narrow string. Finally, wxString::ToUTF8() and wxString::wc_str()
- functions never fail and always return a pointer to char string containing the
- UTF-8 representation of the string or @c wchar_t string.
- wxString also provides two convenience functions: wxString::From8BitData() and
- wxString::To8BitData(). They can be used to create a wxString from arbitrary binary
- data without supposing that it is in current locale encoding, and then get it back,
- again, without any conversion or, rather, undoing the conversion used by
- wxString::From8BitData(). Because of this you should only use wxString::From8BitData()
- for the strings created using wxString::To8BitData(). Also notice that in spite
- of the availability of these functions, wxString is not the ideal class for storing
- arbitrary binary data as they can take up to 4 times more space than needed
- (when using @c wchar_t internal representation on the systems where size of
- wide characters is 4 bytes) and you should consider using wxMemoryBuffer
- instead.
- Final word of caution: most of these functions may return either directly the
- pointer to internal string buffer or a temporary wxCharBuffer or wxWCharBuffer
- object. Such objects are implicitly convertible to @c char and @c wchar_t pointers,
- respectively, and so the result of, for example, wxString::ToUTF8() can always be
- passed directly to a function taking <tt>const char*</tt>. However code such as
- @code
- const char *p = s.ToUTF8();
- ...
- puts(p); // or call any other function taking const char *
- @endcode
- does @b not work because the temporary buffer returned by wxString::ToUTF8() is
- destroyed and @c p is left pointing nowhere. To correct this you should use
- @code
- const wxScopedCharBuffer p(s.ToUTF8());
- puts(p);
- @endcode
- which does work.
- Similarly, wxWX2WCbuf can be used for the return type of wxString::wc_str().
- But, once again, none of these cryptic types is really needed if you just pass
- the return value of any of the functions mentioned in this section to another
- function directly.
- */
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