git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@52928 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
443 lines
18 KiB
C
443 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 license
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/////////////////////////////////////////////////////////////////////////////
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/**
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@page page_multiplatform Multi-platform development
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This chapter describes some tips related to multi-platform development.
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@li @ref page_multiplatform_includefiles
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@li @ref page_multiplatform_libraries
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@li @ref page_multiplatform_configuration
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@li @ref page_multiplatform_makefiles
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@li @ref page_multiplatform_winresources
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@li @ref page_multiplatform_allocatingobjects
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@li @ref page_multiplatform_architecturedependency
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@li @ref page_multiplatform_conditionalcompilation
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@li @ref page_multiplatform_cpp
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@li @ref page_multiplatform_filehandling
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@li @ref page_multiplatform_reducingerr
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@li @ref page_multiplatform_gui
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@li @ref page_multiplatform_debug
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<hr>
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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
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used 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
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the 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
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may seem quirky, it is in fact the end result of a lot of experimentation,
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and 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++ (including
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embedded Visual C++), Borland C++, Open Watcom C++, Digital Mars C++
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and newer versions of GCC.
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Some compilers might need extra work from the application developer to set the
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build environment up as necessary for the 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 library.
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When a program is linked against a @e static library, the machine code from the object
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files for any external functions used by the program is copied from the library into
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the final executable.
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@e Shared libraries are handled with a more advanced form of linking, which makes the
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executable file smaller. They use the extension @c <20>.so<73> (Shared Object) under Linux
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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 of the
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functions it requires, instead of the complete machine code from the object files for
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the external functions.
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Before the executable file starts running, the machine code for the external functions
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is copied into memory from the shared library file on disk by the operating
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system - a process referred to as @e dynamic linking.
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Dynamic linking makes executable files smaller and saves disk space, because one copy
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of a library can be shared between multiple programs.
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Most operating systems also provide a virtual memory mechanism which allows one copy
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of a 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 recompiling
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the programs which use it (provided the interface to the library does not change).
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wxWidgets can also be built in @b multilib and @b monolithic variants.
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See the @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,
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options are configurable in the file
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@c "wx/XXX/setup.h" where XXX is the required platform (such as @c msw, @c motif,
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@c gtk, @c mac).
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Some settings are a matter of taste, some help with platform-specific problems, and
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others can be set to minimize the size of the library. Please see the @c setup.h file
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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 platforms
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where configure is available), the corresponding @c setup.h files are generated automatically
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along with suitable makefiles.
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When using the RPM packages (or DEB or other forms of @e binaries) for installing
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wxWidgets on Linux, a correct @c setup.h is shipped in the package and
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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.
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Popular Windows compilers that we cater for, and the corresponding makefile
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extensions, include: Microsoft Visual C++ (.vc), Borland C++ (.bcc),
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OpenWatcom C++ (.wat) and MinGW/Cygwin (.gcc). Makefiles are provided
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for the wxWidgets library 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 required.
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On Windows using a compiler other than MinGW/Cygwin, you would build the wxWidgets
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library from the @c build/msw directory which contains the relevant 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),
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from within a suitable empty directory for containing makefiles, object
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files and libraries.
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For details on using makefiles, configure, and project files,
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please see @c docs/xxx/install.txt in your distribution, where
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@c xxx is the platform of interest, such as @c msw, @c gtk, @c x11, @c mac.
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All wxWidgets makefiles are generated using @link http://www.bakefile.org Bakefile @endlink.
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wxWidgets also provides (in the @c build/bakefiles/wxpresets) the
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<b>wxWidgets bakefile presets</b>: these files allow you to create bakefiles for
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your 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
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extra file: a resource file.
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The least that must be defined in the Windows resource file (extension RC)
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is 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
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the MS Windows SDK documentation.
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@note include wx.rc @e after any ICON statements
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so programs that search your executable for icons (such
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as the Program Manager) find your application 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
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with @e new and deleted with @e delete. If you delete a window,
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all of its children and descendants will be automatically deleted,
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so you don't need to delete these descendants explicitly.
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When deleting a frame or dialog, use @b Destroy rather than @b delete so
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that 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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Don't create a window on the stack, because this will interfere
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with delayed deletion.
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If you decide to allocate a C++ array of objects (such as wxBitmap) that may
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be cleaned up by wxWidgets, make sure you delete the array explicitly
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before wxWidgets has a chance to do so on exit, since calling @e delete on
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array 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 use.
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Windows is particularly sensitive to this: so make sure you
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make calls like wxDC::SetPen(wxNullPen) or wxDC::SelectObject(wxNullBitmap) before deleting
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a drawing object that may be in use. Code that doesn't do this will probably work
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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
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on Intel 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 wxPDP_ENDIAN
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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
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features (such as metafile use under MS Windows). The @ref page_wxusedef
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symbols listed in the file @c setup.h may be used for this purpose,
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along with any 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
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are switched off by default) since it is a notoriously unportable feature.
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@subsection page_multiplatform_cpp_rtti 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_null Type of NULL
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Some compilers (e.g. the native IRIX cc) define NULL to be 0L so that
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no conversion to pointers is allowed. Because of that, all these
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occurrences of NULL in the GTK+ port use an explicit conversion such
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as
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@code
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wxWindow *my_window = (wxWindow*) NULL;
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@endcode
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It is recommended to adhere to this in all code using wxWidgets as
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this make the code (a bit) more portable.
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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
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precompiled headers. This can save a great deal of compiling time. The
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recommended approach is to precompile @c "wx.h", using this
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precompiled header for compiling both wxWidgets itself and any
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wxWidgets applications. For Windows compilers, two dummy source files
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are provided (one for normal applications and one for creating DLLs)
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to allow initial creation of the precompiled header.
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However, there are several downsides to using precompiled headers. One
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is that to take advantage of the facility, you often need to include
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more header files than would normally be the case. This means that
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changing a header file will cause more recompilations (in the case of
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wxWidgets, everything needs to be recompiled since everything includes @c "wx.h" !)
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A related problem is that for compilers that don't have precompiled
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headers, including a lot of header files slows down compilation
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considerably. For this reason, you will find (in the common
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X and Windows parts of the library) conditional
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compilation that under Unix, includes a minimal set of headers;
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and when using Visual C++, includes @c wx.h. This should help provide
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the optimal compilation for each compiler, although it is
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biased towards the precompiled headers facility available
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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
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environments, one difficulty is coping with documents which may be
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moved to different directories on other machines. Saving a file which
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has pointers to full pathnames is going to be inherently unportable.
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One approach is to store filenames on their own, with no directory
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information. The application then searches into a list of standard
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paths (platform-specific) 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.
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Most modern operating systems allow at least 255 characters in the filename;
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the exact maximum length, as well as the characters allowed in the filenames,
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are 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).
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Windows 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.
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Of course, there are also 3rd party utilities such as @c dos2unix and @c unix2dos
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which do the EOL conversions.
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See also the @ref group_funcmacro_file section of the reference
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manual for the 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 conditions
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that should or should not hold, and print out appropriate error messages.
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These can be compiled out of a non-debugging version of wxWidgets
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and your application. Using ASSERT is an example of `defensive programming':
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it can 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 more
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convenient to use the overloaded operators than functions such as @c strcmp.
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wxString won't add a significant overhead to your program; the overhead is compensated
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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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@subsection page_multiplatform_gui_usesizers Use sizers
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Don't use absolute panel item positioning if you can avoid it. Different GUIs have
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very differently sized panel items. Consider using the @ref overview_sizer instead.
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@subsection page_multiplatform_gui_useresources Use wxWidgets resource files
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Use @c XRC (wxWidgets resource files) where possible, because they can be easily changed
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independently of source 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 threaten
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weeks, months or even years of work. The problem you face may seem insurmountable:
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but almost never is. Once you have been programming for some time, you will be able
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to remember similar incidents that threw you into the depths of despair. But
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remember, you always solved the problem, somehow!
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Perseverance is often the key, even though a seemingly trivial problem
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can take an apparently inordinate amount of time to solve. In the end,
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you will probably wonder why you worried so much. That's not to say it
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isn't painful at the time. Try not to worry -- there are many more important
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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
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that exhibits the problem. If it is not possible to reduce a large and
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complex program to a very small program, then try to ensure your code
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doesn't hide the problem (you may have attempted to minimize the problem
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in some way: but now you want to expose it).
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With luck, you can add a small amount of code that causes the program
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to go from functioning to non-functioning state. This should give a clue
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to the problem. In some cases though, such as memory leaks or wrong
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deallocation, this 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
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don't use a debugger. Often it is an overhead to install or learn how to
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use a debugger, but it really is essential for anything but the most
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trivial 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:
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see @ref group_funcmacro_log.
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Using tracing statements may be more convenient than using the debugger
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in some circumstances (such as when your debugger doesn't support a lot
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of debugging 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
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memory leaks and corrupt memory: in fact in debugging mode, wxWidgets will
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automatically check for memory leaks at the end of the program if wxWidgets is suitably
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configured. Depending on the operating system and compiler, more or less
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specific information about the problem will be logged.
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You should also use @ref group_funcmacro_debugging as part of a `defensive programming' strategy,
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scattering wxASSERTs liberally to test for problems in your code as early as possible.
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Forward thinking will save a surprising amount 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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