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1 /////////////////////////////////////////////////////////////////////////////
2 // Name: refcount.h
3 // Purpose: topic overview
4 // Author: wxWidgets team
5 // RCS-ID: $Id$
6 // Licence: wxWindows license
7 /////////////////////////////////////////////////////////////////////////////
8
9 /*!
10
11 @page overview_refcount Reference Counting
12
13 @li @ref overview_refcount_ignore
14 @li @ref overview_refcount_equality
15 @li @ref overview_refcount_destruct
16 @li @ref overview_refcount_list
17 @li @ref overview_refcount_object
18
19
20 <hr>
21
22
23 @section overview_refcount_ignore Why You Shouldn't Care About It
24
25 Many wxWidgets objects use a technique known as <em>reference counting</em>,
26 also known as <em>copy on write</em> (COW). This means that when an object is
27 assigned to another, no copying really takes place. Only the reference count on
28 the shared object data is incremented and both objects share the same data (a
29 very fast operation).
30
31 But as soon as one of the two (or more) objects is modified, the data has to be
32 copied because the changes to one of the objects shouldn't be seen in the
33 others. As data copying only happens when the object is written to, this is
34 known as COW.
35
36 What is important to understand is that all this happens absolutely
37 transparently to the class users and that whether an object is shared or not is
38 not seen from the outside of the class - in any case, the result of any
39 operation on it is the same.
40
41
42 @section overview_refcount_equality Object Comparison
43
44 The == and != operators of the reference counted classes always do a @c deep
45 comparison. This means that the equality operator will return @true if two
46 objects are identical and not only if they share the same data.
47
48 Note that wxWidgets follows the <em>STL philosophy</em>: when a comparison
49 operator can not be implemented efficiently (like for e.g. wxImage's ==
50 operator which would need to compare the entire image's data, pixel-by-pixel),
51 it's not implemented at all. That's why not all reference counted classes
52 provide comparison operators.
53
54 Also note that if you only need to do a @c shallow comparison between two
55 #wxObject derived classes, you should not use the == and != operators but
56 rather the wxObject::IsSameAs function.
57
58
59 @section overview_refcount_destruct Object Destruction
60
61 When a COW object destructor is called, it may not delete the data: if it's
62 shared, the destructor will just decrement the shared data's reference count
63 without destroying it. Only when the destructor of the last object owning the
64 data is called, the data is really destroyed. Just like all other COW-things,
65 this happens transparently to the class users so that you shouldn't care about
66 it.
67
68
69 @section overview_refcount_list List of Reference Counted Classes
70
71 The following classes in wxWidgets have efficient (i.e. fast) assignment
72 operators and copy constructors since they are reference-counted:
73
74 @li #wxAcceleratorTable
75 @li #wxAnimation
76 @li #wxBitmap
77 @li #wxBrush
78 @li #wxCursor
79 @li #wxFont
80 @li #wxIcon
81 @li #wxImage
82 @li #wxMetafile
83 @li #wxPalette
84 @li #wxPen
85 @li #wxRegion
86 @li #wxString
87 @li #wxVariant
88 @li #wxVariantData
89
90 Note that the list above reports the objects which are reference counted in all
91 ports of wxWidgets; some ports may use this technique also for other classes.
92
93
94 @section overview_refcount_object Making Your Own Reference Counted Class
95
96 Reference counting can be implemented easily using #wxObject and
97 #wxObjectRefData classes. Alternatively, you can also use the
98 #wxObjectDataPtr<T> template.
99
100 First, derive a new class from #wxObjectRefData and put there the
101 memory-consuming data.
102
103 Then derive a new class from #wxObject and implement there the public interface
104 which will be seen by the user of your class. You'll probably want to add a
105 function to your class which does the cast from #wxObjectRefData to your
106 class-specific shared data. For example:
107
108 @code
109 MyClassRefData* GetData() const
110 {
111 return wx_static_cast(MyClassRefData*, m_refData);
112 }
113 @endcode
114
115 In fact, any time you need to read the data from your wxObject-derived class,
116 you will need to call this function.
117
118 @note Any time you need to actually modify the data placed inside your wxObject
119 derived class, you must first call the wxObject::UnShare function to ensure
120 that the modifications won't affect other instances which are eventually
121 sharing your object's data.
122
123 */
124