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1\section{Reference counting}\label{trefcount}
2
3\subsection{Why you shouldn't care about it}\label{refcount}
4
5Many wxWidgets objects use a technique known as \it{reference counting}, also known
6as {\it copy on write} (COW).
7This means that when an object is assigned to another, no copying really takes place:
8only the reference count on the shared object data is incremented and both objects
9share the same data (a very fast operation).
10
11But as soon as one of the two (or more) objects is modified, the data has to be
12copied because the changes to one of the objects shouldn't be seen in the
13others. As data copying only happens when the object is written to, this is
14known as COW.
15
16What is important to understand is that all this happens absolutely
17transparently to the class users and that whether an object is shared or not
18is not seen from the outside of the class - in any case, the result of any
19operation on it is the same.
20
21\subsection{Object comparison}\label{refcountequality}
22
23The $==$ and $!=$ operators of \helpref{wxWidgets COW objects}{refcountlist}
24always do a {\tt deep} comparison.
25
26This means that the equality operator will return \true if two objects are
27identic and not only if they share the same data.
28
29Note that wxWidgets follows the {\it STL philosophy}: when a comparison operator cannot
30be implemented efficiently (like for e.g. wxImage's $==$ operator which would need to
31compare pixel-by-pixel the entire image's data), it's not implemented at all.
32
33That's why not all reference-counted wxWidgets classes provide comparison operators.
34
35Also note that if you only need to do a {\tt shallow} comparison between two
36\helpref{wxObject}{wxobject}-derived classes, you should not use the $==$ and $!=$ operators
37but rather the \helpref{wxObject::IsSameAs}{wxobjectissameas} function.
38
39
40\subsection{Object destruction}\label{refcountdestruct}
41
42When a COW object destructor is called, it may not delete the data: if it's shared,
43the destructor will just decrement the shared data's reference count without destroying it.
44
45Only when the destructor of the last object owning the data is called, the data is really
46destroyed. As for all other COW-things, this happens transparently to the class users so
47that you shouldn't care about it.
48
49
50\subsection{List of reference-counted wxWidgets classes}\label{refcountlist}
51
52The following classes in wxWidgets have efficient (i.e. fast) assignment operators
53and copy constructors since they are reference-counted:
54
55\helpref{wxAcceleratorTable}{wxacceleratortable}\\
56\helpref{wxAnimation}{wxanimation}\\
57\helpref{wxBitmap}{wxbitmap}\\
58\helpref{wxBrush}{wxbrush}\\
59\helpref{wxCursor}{wxcursor}\\
60\helpref{wxFont}{wxfont}\\
61\helpref{wxIcon}{wxicon}\\
62\helpref{wxImage}{wximage}\\
63\helpref{wxMetafile}{wxmetafile}\\
64\helpref{wxPalette}{wxpalette}\\
65\helpref{wxPen}{wxpen}\\
66\helpref{wxRegion}{wxregion}\\
67\helpref{wxString}{wxstring}\\
68\helpref{wxVariant}{wxvariant}\\
69\helpref{wxVariantData}{wxvariantdata}
70
71Note that the list above reports the objects which are reference-counted in all ports of
72wxWidgets; some ports may use this tecnique also for other classes.
73\subsection{Make your own reference-counted class}\label{wxobjectoverview}
74
75Reference counting can be implemented easily using \helpref{wxObject}{wxobject}
76and \helpref{wxObjectRefData}{wxobjectrefdata} classes.
77
78First, derive a new class from \helpref{wxObjectRefData}{wxobjectrefdata} and
79put there the memory-consuming data.
80
81Then derive a new class from \helpref{wxObject}{wxobject} and implement there
82the public interface which will be seen by the user of your class.
83You'll probably want to add a function to your class which does the cast from
84\helpref{wxObjectRefData}{wxobjectrefdata} to your class-specific shared data; e.g.:
85
86\begin{verbatim}
87 MyClassRefData *GetData() const { return wx_static_cast(MyClassRefData*, m_refData); }
88\end{verbatim}
89
90in fact, all times you'll need to read the data from your wxObject-derived class,
91you'll need to call such function.
92
93Very important, all times you need to actually modify the data placed inside your
94wxObject-derived class, you must first call the wxObject::UnShare
95function to be sure that the modifications won't affect other instances which are
96eventually sharing your object's data.
97