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1 /////////////////////////////////////////////////////////////////////////////
2 // Name: unicode.h
3 // Purpose: topic overview
4 // Author: wxWidgets team
5 // RCS-ID: $Id$
6 // Licence: wxWindows license
7 /////////////////////////////////////////////////////////////////////////////
8
9 /**
10
11 @page overview_unicode Unicode Support in wxWidgets
12
13 This section describes how does wxWidgets support Unicode and how can it affect
14 your programs.
15
16 Notice that Unicode support has changed radically in wxWidgets 3.0 and a lot of
17 existing material pertaining to the previous versions of the library is not
18 correct any more. Please see @ref overview_changes_unicode for the details of
19 these changes.
20
21 You can skip the first two sections if you're already familiar with Unicode and
22 wish to jump directly in the details of its support in the library:
23 @li @ref overview_unicode_what
24 @li @ref overview_unicode_encodings
25 @li @ref overview_unicode_supportin
26 @li @ref overview_unicode_pitfalls
27 @li @ref overview_unicode_supportout
28 @li @ref overview_unicode_settings
29
30 <hr>
31
32
33 @section overview_unicode_what What is Unicode?
34
35 Unicode is a standard for character encoding which addresses the shortcomings
36 of the previous standards (e.g. the ASCII standard), by using 8, 16 or 32 bits
37 for encoding each character.
38 This allows enough code points (see below for the definition) sufficient to
39 encode all of the world languages at once.
40 More details about Unicode may be found at http://www.unicode.org/.
41
42 From a practical point of view, using Unicode is almost a requirement when
43 writing applications for international audience. Moreover, any application
44 reading files which it didn't produce or receiving data from the network from
45 other services should be ready to deal with Unicode.
46
47
48 @section overview_unicode_encodings Unicode Representations and Terminology
49
50 When working with Unicode, it's important to define the meaning of some terms.
51
52 A <b><em>glyph</em></b> is a particular image (usually part of a font) that
53 represents a character or part of a character.
54 Any character may have one or more glyph associated; e.g. some of the possible
55 glyphs for the capital letter 'A' are:
56
57 @image html overview_unicode_glyphs.png
58
59 Unicode assigns each character of almost any existing alphabet/script a number,
60 which is called <b><em>code point</em></b>; it's typically indicated in documentation
61 manuals and in the Unicode website as @c U+xxxx where @c xxxx is an hexadecimal number.
62
63 Note that typically one character is assigned exactly one code point, but there
64 are exceptions; the so-called <em>precomposed characters</em>
65 (see http://en.wikipedia.org/wiki/Precomposed_character) or the <em>ligatures</em>.
66 In these cases a single "character" may be mapped to more than one code point or
67 viceversa more characters may be mapped to a single code point.
68
69 The Unicode standard divides the space of all possible code points in <b><em>planes</em></b>;
70 a plane is a range of 65,536 (1000016) contiguous Unicode code points.
71 Planes are numbered from 0 to 16, where the first one is the @e BMP, or Basic
72 Multilingual Plane.
73 The BMP contains characters for all modern languages, and a large number of
74 special characters. The other planes in fact contain mainly historic scripts,
75 special-purpose characters or are unused.
76
77 Code points are represented in computer memory as a sequence of one or more
78 <b><em>code units</em></b>, where a code unit is a unit of memory: 8, 16, or 32 bits.
79 More precisely, a code unit is the minimal bit combination that can represent a
80 unit of encoded text for processing or interchange.
81
82 The <b><em>UTF</em></b> or Unicode Transformation Formats are algorithms mapping the Unicode
83 code points to code unit sequences. The simplest of them is <b>UTF-32</b> where
84 each code unit is composed by 32 bits (4 bytes) and each code point is always
85 represented by a single code unit (fixed length encoding).
86 (Note that even UTF-32 is still not completely trivial as the mapping is different
87 for little and big-endian architectures). UTF-32 is commonly used under Unix systems for
88 internal representation of Unicode strings.
89
90 Another very widespread standard is <b>UTF-16</b> which is used by Microsoft Windows:
91 it encodes the first (approximately) 64 thousands of Unicode code points
92 (the BMP plane) using 16-bit code units (2 bytes) and uses a pair of 16-bit code
93 units to encode the characters beyond this. These pairs are called @e surrogate.
94 Thus UTF16 uses a variable number of code units to encode each code point.
95
96 Finally, the most widespread encoding used for the external Unicode storage
97 (e.g. files and network protocols) is <b>UTF-8</b> which is byte-oriented and so
98 avoids the endianness ambiguities of UTF-16 and UTF-32.
99 UTF-8 uses code units of 8 bits (1 byte); code points beyond the usual english
100 alphabet are represented using a variable number of bytes, which makes it less
101 efficient than UTF-32 for internal representation.
102
103 As visual aid to understand the differences between the various concepts described
104 so far, look at the different UTF representations of the same code point:
105
106 @image html overview_unicode_codes.png
107
108 In this particular case UTF8 requires more space than UTF16 (3 bytes instead of 2).
109
110 Note that from the C/C++ programmer perspective the situation is further complicated
111 by the fact that the standard type @c wchar_t which is usually used to represent the
112 Unicode ("wide") strings in C/C++ doesn't have the same size on all platforms.
113 It is 4 bytes under Unix systems, corresponding to the tradition of using
114 UTF-32, but only 2 bytes under Windows which is required by compatibility with
115 the OS which uses UTF-16.
116
117 Typically when UTF8 is used, code units are stored into @c char types, since
118 @c char are 8bit wide on almost all systems; when using UTF16 typically code
119 units are stored into @c wchar_t types since @c wchar_t is at least 16bits on
120 all systems. This is also the approach used by wxString.
121 See @ref overview_string for more info.
122
123 See also http://unicode.org/glossary/ for the official definitions of the
124 terms reported above.
125
126
127 @section overview_unicode_supportin Unicode Support in wxWidgets
128
129 Since wxWidgets 3.0 Unicode support is always enabled and building the library
130 without it is not recommended any longer and will cease to be supported in the
131 near future. This means that internally only Unicode strings are used and that,
132 under Microsoft Windows, Unicode system API is used which means that wxWidgets
133 programs require the Microsoft Layer for Unicode to run on Windows 95/98/ME.
134
135 However, unlike the Unicode build mode of the previous versions of wxWidgets, this
136 support is mostly transparent: you can still continue to work with the @b narrow
137 (i.e. current locale-encoded @c char*) strings even if @b wide
138 (i.e. UTF16-encoded @c wchar_t* or UTF8-encoded @c char*) strings are also
139 supported. Any wxWidgets function accepts arguments of either type as both
140 kinds of strings are implicitly converted to wxString, so both
141 @code
142 wxMessageBox("Hello, world!");
143 @endcode
144 and the somewhat less usual
145 @code
146 wxMessageBox(L"Salut \u00E0 toi!"); // U+00E0 is "Latin Small Letter a with Grave"
147 @endcode
148 work as expected.
149
150 Notice that the narrow strings used with wxWidgets are @e always assumed to be
151 in the current locale encoding, so writing
152 @code
153 wxMessageBox("Salut à toi!");
154 @endcode
155 wouldn't work if the encoding used on the user system is incompatible with
156 ISO-8859-1 (or even if the sources were compiled under different locale
157 in the case of gcc). In particular, the most common encoding used under
158 modern Unix systems is UTF-8 and as the string above is not a valid UTF-8 byte
159 sequence, nothing would be displayed at all in this case. Thus it is important
160 to <b>never use 8-bit (instead of 7-bit) characters directly in the program source</b>
161 but use wide strings or, alternatively, write:
162 @code
163 wxMessageBox(wxString::FromUTF8("Salut \xC3\xA0 toi!"));
164 // in UTF8 the character U+00E0 is encoded as 0xC3A0
165 @endcode
166
167 In a similar way, wxString provides access to its contents as either @c wchar_t or
168 @c char character buffer. Of course, the latter only works if the string contains
169 data representable in the current locale encoding. This will always be the case
170 if the string had been initially constructed from a narrow string or if it
171 contains only 7-bit ASCII data but otherwise this conversion is not guaranteed
172 to succeed. And as with wxString::FromUTF8() example above, you can always use
173 wxString::ToUTF8() to retrieve the string contents in UTF-8 encoding -- this,
174 unlike converting to @c char* using the current locale, never fails.
175
176 For more info about how wxString works, please see the @ref overview_string.
177
178 To summarize, Unicode support in wxWidgets is mostly @b transparent for the
179 application and if you use wxString objects for storing all the character data
180 in your program there is really nothing special to do. However you should be
181 aware of the potential problems covered by the following section.
182
183
184 @section overview_unicode_pitfalls Potential Unicode Pitfalls
185
186 The problems can be separated into three broad classes:
187
188 @subsection overview_unicode_compilation_errors Unicode-Related Compilation Errors
189
190 Because of the need to support implicit conversions to both @c char and
191 @c wchar_t, wxString implementation is rather involved and many of its operators
192 don't return the types which they could be naively expected to return.
193 For example, the @c operator[] doesn't return neither a @c char nor a @c wchar_t
194 but an object of a helper class wxUniChar or wxUniCharRef which is implicitly
195 convertible to either. Usually you don't need to worry about this as the
196 conversions do their work behind the scenes however in some cases it doesn't
197 work. Here are some examples, using a wxString object @c s and some integer @c
198 n:
199
200 - Writing @code switch ( s[n] ) @endcode doesn't work because the argument of
201 the switch statement must an integer expression so you need to replace
202 @c s[n] with @code s[n].GetValue() @endcode. You may also force the
203 conversion to @c char or @c wchar_t by using an explicit cast but beware that
204 converting the value to char uses the conversion to current locale and may
205 return 0 if it fails. Finally notice that writing @code (wxChar)s[n] @endcode
206 works both with wxWidgets 3.0 and previous library versions and so should be
207 used for writing code which should be compatible with both 2.8 and 3.0.
208
209 - Similarly, @code &s[n] @endcode doesn't yield a pointer to char so you may
210 not pass it to functions expecting @c char* or @c wchar_t*. Consider using
211 string iterators instead if possible or replace this expression with
212 @code s.c_str() + n @endcode otherwise.
213
214 Another class of problems is related to the fact that the value returned by
215 @c c_str() itself is also not just a pointer to a buffer but a value of helper
216 class wxCStrData which is implicitly convertible to both narrow and wide
217 strings. Again, this mostly will be unnoticeable but can result in some
218 problems:
219
220 - You shouldn't pass @c c_str() result to vararg functions such as standard
221 @c printf(). Some compilers (notably g++) warn about this but even if they
222 don't, this @code printf("Hello, %s", s.c_str()) @endcode is not going to
223 work. It can be corrected in one of the following ways:
224
225 - Preferred: @code wxPrintf("Hello, %s", s) @endcode (notice the absence
226 of @c c_str(), it is not needed at all with wxWidgets functions)
227 - Compatible with wxWidgets 2.8: @code wxPrintf("Hello, %s", s.c_str()) @endcode
228 - Using an explicit conversion to narrow, multibyte, string:
229 @code printf("Hello, %s", (const char *)s.mb_str()) @endcode
230 - Using a cast to force the issue (listed only for completeness):
231 @code printf("Hello, %s", (const char *)s.c_str()) @endcode
232
233 - The result of @c c_str() can not be cast to @c char* but only to @c const @c
234 @c char*. Of course, modifying the string via the pointer returned by this
235 method has never been possible but unfortunately it was occasionally useful
236 to use a @c const_cast here to pass the value to const-incorrect functions.
237 This can be done either using new wxString::char_str() (and matching
238 wchar_str()) method or by writing a double cast:
239 @code (char *)(const char *)s.c_str() @endcode
240
241 - One of the unfortunate consequences of the possibility to pass wxString to
242 @c wxPrintf() without using @c c_str() is that it is now impossible to pass
243 the elements of unnamed enumerations to @c wxPrintf() and other similar
244 vararg functions, i.e.
245 @code
246 enum { Red, Green, Blue };
247 wxPrintf("Red is %d", Red);
248 @endcode
249 doesn't compile. The easiest workaround is to give a name to the enum.
250
251 Other unexpected compilation errors may arise but they should happen even more
252 rarely than the above-mentioned ones and the solution should usually be quite
253 simple: just use the explicit methods of wxUniChar and wxCStrData classes
254 instead of relying on their implicit conversions if the compiler can't choose
255 among them.
256
257
258 @subsection overview_unicode_data_loss Data Loss due To Unicode Conversion Errors
259
260 wxString API provides implicit conversion of the internal Unicode string
261 contents to narrow, char strings. This can be very convenient and is absolutely
262 necessary for backwards compatibility with the existing code using wxWidgets
263 however it is a rather dangerous operation as it can easily give unexpected
264 results if the string contents isn't convertible to the current locale.
265
266 To be precise, the conversion will always succeed if the string was created
267 from a narrow string initially. It will also succeed if the current encoding is
268 UTF-8 as all Unicode strings are representable in this encoding. However
269 initializing the string using wxString::FromUTF8() method and then accessing it
270 as a char string via its wxString::c_str() method is a recipe for disaster as the
271 program may work perfectly well during testing on Unix systems using UTF-8 locale
272 but completely fail under Windows where UTF-8 locales are never used because
273 wxString::c_str() would return an empty string.
274
275 The simplest way to ensure that this doesn't happen is to avoid conversions to
276 @c char* completely by using wxString throughout your program. However if the
277 program never manipulates 8 bit strings internally, using @c char* pointers is
278 safe as well. So the existing code needs to be reviewed when upgrading to
279 wxWidgets 3.0 and the new code should be used with this in mind and ideally
280 avoiding implicit conversions to @c char*.
281
282
283 @subsection overview_unicode_performance Unicode Performance Implications
284
285 Under Unix systems wxString class uses variable-width UTF-8 encoding for
286 internal representation and this implies that it can't guarantee constant-time
287 access to N-th element of the string any longer as to find the position of this
288 character in the string we have to examine all the preceding ones. Usually this
289 doesn't matter much because most algorithms used on the strings examine them
290 sequentially anyhow and because wxString implements a cache for iterating over
291 the string by index but it can have serious consequences for algorithms
292 using random access to string elements as they typically acquire O(N^2) time
293 complexity instead of O(N) where N is the length of the string.
294
295 Even despite caching the index, indexed access should be replaced with
296 sequential access using string iterators. For example a typical loop:
297 @code
298 wxString s("hello");
299 for ( size_t i = 0; i < s.length(); i++ )
300 {
301 wchar_t ch = s[i];
302
303 // do something with it
304 }
305 @endcode
306 should be rewritten as
307 @code
308 wxString s("hello");
309 for ( wxString::const_iterator i = s.begin(); i != s.end(); ++i )
310 {
311 wchar_t ch = *i
312
313 // do something with it
314 }
315 @endcode
316
317 Another, similar, alternative is to use pointer arithmetic:
318 @code
319 wxString s("hello");
320 for ( const wchar_t *p = s.wc_str(); *p; p++ )
321 {
322 wchar_t ch = *i
323
324 // do something with it
325 }
326 @endcode
327 however this doesn't work correctly for strings with embedded @c NUL characters
328 and the use of iterators is generally preferred as they provide some run-time
329 checks (at least in debug build) unlike the raw pointers. But if you do use
330 them, it is better to use @c wchar_t pointers rather than @c char ones to avoid the
331 data loss problems due to conversion as discussed in the previous section.
332
333
334 @section overview_unicode_supportout Unicode and the Outside World
335
336 Even though wxWidgets always uses Unicode internally, not all the other
337 libraries and programs do and even those that do use Unicode may use a
338 different encoding of it. So you need to be able to convert the data to various
339 representations and the wxString methods wxString::ToAscii(), wxString::ToUTF8()
340 (or its synonym wxString::utf8_str()), wxString::mb_str(), wxString::c_str() and
341 wxString::wc_str() can be used for this.
342
343 The first of them should be only used for the string containing 7-bit ASCII characters
344 only, anything else will be replaced by some substitution character.
345 wxString::mb_str() converts the string to the encoding used by the current locale
346 and so can return an empty string if the string contains characters not representable in
347 it as explained in @ref overview_unicode_data_loss. The same applies to wxString::c_str()
348 if its result is used as a narrow string. Finally, wxString::ToUTF8() and wxString::wc_str()
349 functions never fail and always return a pointer to char string containing the
350 UTF-8 representation of the string or @c wchar_t string.
351
352 wxString also provides two convenience functions: wxString::From8BitData() and
353 wxString::To8BitData(). They can be used to create a wxString from arbitrary binary
354 data without supposing that it is in current locale encoding, and then get it back,
355 again, without any conversion or, rather, undoing the conversion used by
356 wxString::From8BitData(). Because of this you should only use wxString::From8BitData()
357 for the strings created using wxString::To8BitData(). Also notice that in spite
358 of the availability of these functions, wxString is not the ideal class for storing
359 arbitrary binary data as they can take up to 4 times more space than needed
360 (when using @c wchar_t internal representation on the systems where size of
361 wide characters is 4 bytes) and you should consider using wxMemoryBuffer
362 instead.
363
364 Final word of caution: most of these functions may return either directly the
365 pointer to internal string buffer or a temporary wxCharBuffer or wxWCharBuffer
366 object. Such objects are implicitly convertible to @c char and @c wchar_t pointers,
367 respectively, and so the result of, for example, wxString::ToUTF8() can always be
368 passed directly to a function taking <tt>const char*</tt>. However code such as
369 @code
370 const char *p = s.ToUTF8();
371 ...
372 puts(p); // or call any other function taking const char *
373 @endcode
374 does @b not work because the temporary buffer returned by wxString::ToUTF8() is
375 destroyed and @c p is left pointing nowhere. To correct this you should use
376 @code
377 const wxScopedCharBuffer p(s.ToUTF8());
378 puts(p);
379 @endcode
380 which does work.
381
382 Similarly, wxWX2WCbuf can be used for the return type of wxString::wc_str().
383 But, once again, none of these cryptic types is really needed if you just pass
384 the return value of any of the functions mentioned in this section to another
385 function directly.
386
387 @section overview_unicode_settings Unicode Related Compilation Settings
388
389 @c wxUSE_UNICODE is now defined as @c 1 by default to indicate Unicode support.
390 If UTF-8 is used for the internal storage in wxString, @c wxUSE_UNICODE_UTF8 is
391 also defined, otherwise @c wxUSE_UNICODE_WCHAR is.
392
393 You are encouraged to always use the default build settings of wxWidgets; this avoids
394 the need of different builds of the same application/library because of different
395 "build modes".
396
397 */
398