git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@52448 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
		
			
				
	
	
		
			312 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			312 lines
		
	
	
		
			12 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 with wxWidgets
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 This chapter describes the practical details of using wxWidgets. Please
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 see the file install.txt for up-to-date installation instructions, and
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 changes.txt for differences between versions.
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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_windowsfiles
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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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 <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 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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 Most ports of wxWidgets can create either a static library or a shared
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 library. wxWidgets can also be built in multilib and 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 msw, motif, gtk, mac). Some
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 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 setup.h file
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 and @c install.txt files for details on configuration.
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 When using the 'configure' script to configure wxWidgets (on Unix and other platforms where
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 configure is available), the corresponding setup.h files are generated automatically
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 along with suitable makefiles. When using the RPM packages
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 for installing wxWidgets on Linux, a correct 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 '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 'configure' command to
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 generate the necessary makefiles. You should also use this method when
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 building with MinGW/Cygwin on Windows.
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 We also provide project files for some compilers, such as
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 Microsoft VC++. However, we recommend using makefiles
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 to build the wxWidgets library itself, because makefiles
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 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
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 build the wxWidgets library from the build/msw directory
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 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 files and
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 libraries.
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 For details on using makefiles, configure, and project files,
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 please see docs/xxx/install.txt in your distribution, where
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 xxx is the platform of interest, such as msw, gtk, x11, mac.
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 @section page_multiplatform_windowsfiles Windows-specific 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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 @subsection page_multiplatform_windowsfiles_resources 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 page_macro_cat_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 page_func_cat_file section of the reference
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 manual for the description of miscellaneous file handling functions.
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*/
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