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1 /////////////////////////////////////////////////////////////////////////////
2 // Name: trefcount
3 // Purpose: topic overview
4 // Author: wxWidgets team
5 // RCS-ID: $Id$
6 // Licence: wxWindows license
7 /////////////////////////////////////////////////////////////////////////////
8
9 /*!
10
11 @page trefcount_overview Reference counting
12
13 @ref refcount_overview
14 @ref refcountequality_overview
15 @ref refcountdestruct_overview
16 @ref refcountlist_overview
17 @ref object_overview
18
19
20 @section refcount Why you shouldn't care about it
21
22 Many wxWidgets objects use a technique known as @e reference counting, also known
23 as @e copy on write (COW).
24 This means that when an object is assigned to another, no copying really takes place:
25 only the reference count on the shared object data is incremented and both objects
26 share the same data (a very fast operation).
27 But as soon as one of the two (or more) objects is modified, the data has to be
28 copied because the changes to one of the objects shouldn't be seen in the
29 others. As data copying only happens when the object is written to, this is
30 known as COW.
31 What is important to understand is that all this happens absolutely
32 transparently to the class users and that whether an object is shared or not
33 is not seen from the outside of the class - in any case, the result of any
34 operation on it is the same.
35
36 @section refcountequality Object comparison
37
38 The == and != operators of @ref refcountlist_overview
39 always do a @c deep comparison.
40 This means that the equality operator will return @true if two objects are
41 identic and not only if they share the same data.
42 Note that wxWidgets follows the @e STL philosophy: when a comparison operator cannot
43 be implemented efficiently (like for e.g. wxImage's == operator which would need to
44 compare pixel-by-pixel the entire image's data), it's not implemented at all.
45 That's why not all reference-counted wxWidgets classes provide comparison operators.
46 Also note that if you only need to do a @c shallow comparison between two
47 #wxObject-derived classes, you should not use the == and != operators
48 but rather the wxObject::IsSameAs function.
49
50
51 @section refcountdestruct Object destruction
52
53 When a COW object destructor is called, it may not delete the data: if it's shared,
54 the destructor will just decrement the shared data's reference count without destroying it.
55 Only when the destructor of the last object owning the data is called, the data is really
56 destroyed. As for all other COW-things, this happens transparently to the class users so
57 that you shouldn't care about it.
58
59
60 @section refcountlist List of reference-counted wxWidgets classes
61
62 The following classes in wxWidgets have efficient (i.e. fast) assignment operators
63 and copy constructors since they are reference-counted:
64 #wxAcceleratorTable
65
66 #wxAnimation
67
68 #wxBitmap
69
70 #wxBrush
71
72 #wxCursor
73
74 #wxFont
75
76 #wxIcon
77
78 #wxImage
79
80 #wxMetafile
81
82 #wxPalette
83
84 #wxPen
85
86 #wxRegion
87
88 #wxString
89
90 #wxVariant
91
92 #wxVariantData
93 Note that the list above reports the objects which are reference-counted in all ports of
94 wxWidgets; some ports may use this tecnique also for other classes.
95
96 @section wxobjectoverview Make your own reference-counted class
97
98 Reference counting can be implemented easily using #wxObject
99 and #wxObjectRefData classes. Alternatively, you
100 can also use the #wxObjectDataPtrT template.
101 First, derive a new class from #wxObjectRefData and
102 put there the memory-consuming data.
103 Then derive a new class from #wxObject and implement there
104 the public interface which will be seen by the user of your class.
105 You'll probably want to add a function to your class which does the cast from
106 #wxObjectRefData to your class-specific shared data; e.g.:
107
108 @code
109 MyClassRefData *GetData() const { return wx_static_cast(MyClassRefData*, m_refData); }
110 @endcode
111
112 in fact, all times you'll need to read the data from your wxObject-derived class,
113 you'll need to call such function.
114 Very important, all times you need to actually modify the data placed inside your
115 wxObject-derived class, you must first call the wxObject::UnShare
116 function to be sure that the modifications won't affect other instances which are
117 eventually sharing your object's data.
118
119 */
120
121