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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 that represents a character or part
53 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 The Unicode standard divides the space of all possible code points in @e planes;
64 a plane is a range of 65,536 (1000016) contiguous Unicode code points.
65 Planes are numbered from 0 to 16, where the first one is the @e BMP, or Basic
66 Multilingual Plane.
67 The BMP contains characters for all modern languages, and a large number of
68 special characters. The other planes in fact contain mainly historic scripts,
69 special-purpose characters or are unused.
70
71 Code points are represented in computer memory as a sequence of one or more
72 <b><em>code units</em></b>, where a code unit is a unit of memory: 8, 16, or 32 bits.
73 More precisely, a code unit is the minimal bit combination that can represent a
74 unit of encoded text for processing or interchange.
75
76 The @e UTF or Unicode Transformation Formats are algorithms mapping the Unicode
77 code points to code unit sequences. The simplest of them is <b>UTF-32</b> where
78 each code unit is composed by 32 bits (4 bytes) and each code point is always
79 represented by a single code unit (fixed length encoding).
80 (Note that even UTF-32 is still not completely trivial as the mapping is different
81 for little and big-endian architectures). UTF-32 is commonly used under Unix systems for
82 internal representation of Unicode strings.
83
84 Another very widespread standard is <b>UTF-16</b> which is used by Microsoft Windows:
85 it encodes the first (approximately) 64 thousands of Unicode code points
86 (the BMP plane) using 16-bit code units (2 bytes) and uses a pair of 16-bit code
87 units to encode the characters beyond this. These pairs are called @e surrogate.
88 Thus UTF16 uses a variable number of code units to encode each code point.
89
90 Finally, the most widespread encoding used for the external Unicode storage
91 (e.g. files and network protocols) is <b>UTF-8</b> which is byte-oriented and so
92 avoids the endianness ambiguities of UTF-16 and UTF-32.
93 UTF-8 uses code units of 8 bits (1 byte); code points beyond the usual english
94 alphabet are represented using a variable number of bytes, which makes it less
95 efficient than UTF-32 for internal representation.
96
97 As visual aid to understand the differences between the various concepts described
98 so far, look at the different UTF representations of the same code point:
99
100 @image html overview_unicode_codes.png
101
102 In this particular case UTF8 requires more space than UTF16 (3 bytes instead of 2).
103
104 Note that from the C/C++ programmer perspective the situation is further complicated
105 by the fact that the standard type @c wchar_t which is usually used to represent the
106 Unicode ("wide") strings in C/C++ doesn't have the same size on all platforms.
107 It is 4 bytes under Unix systems, corresponding to the tradition of using
108 UTF-32, but only 2 bytes under Windows which is required by compatibility with
109 the OS which uses UTF-16.
110
111 Typically when UTF8 is used, code units are stored into @c char types, since
112 @c char are 8bit wide on almost all systems; when using UTF16 typically code
113 units are stored into @c wchar_t types since @c wchar_t is at least 16bits on
114 all systems. This is also the approach used by wxString.
115 See @ref overview_string for more info.
116
117 See also http://unicode.org/glossary/ for the official definitions of the
118 terms reported above.
119
120
121 @section overview_unicode_supportin Unicode Support in wxWidgets
122
123 Since wxWidgets 3.0 Unicode support is always enabled and building the library
124 without it is not recommended any longer and will cease to be supported in the
125 near future. This means that internally only Unicode strings are used and that,
126 under Microsoft Windows, Unicode system API is used which means that wxWidgets
127 programs require the Microsoft Layer for Unicode to run on Windows 95/98/ME.
128
129 However, unlike the Unicode build mode of the previous versions of wxWidgets, this
130 support is mostly transparent: you can still continue to work with the @b narrow
131 (i.e. current locale-encoded @c char*) strings even if @b wide
132 (i.e. UTF16/UCS2-encoded @c wchar_t* or UTF8-encoded @c char*) strings are also
133 supported. Any wxWidgets function accepts arguments of either type as both
134 kinds of strings are implicitly converted to wxString, so both
135 @code
136 wxMessageBox("Hello, world!");
137 @endcode
138 and the somewhat less usual
139 @code
140 wxMessageBox(L"Salut \u00E0 toi!"); // U+00E0 is "Latin Small Letter a with Grave"
141 @endcode
142 work as expected.
143
144 Notice that the narrow strings used with wxWidgets are @e always assumed to be
145 in the current locale encoding, so writing
146 @code
147 wxMessageBox("Salut à toi!");
148 @endcode
149 wouldn't work if the encoding used on the user system is incompatible with
150 ISO-8859-1 (or even if the sources were compiled under different locale
151 in the case of gcc). In particular, the most common encoding used under
152 modern Unix systems is UTF-8 and as the string above is not a valid UTF-8 byte
153 sequence, nothing would be displayed at all in this case. Thus it is important
154 to <b>never use 8-bit (instead of 7-bit) characters directly in the program source</b>
155 but use wide strings or, alternatively, write:
156 @code
157 wxMessageBox(wxString::FromUTF8("Salut \xC3\xA0 toi!"));
158 // in UTF8 the character U+00E0 is encoded as 0xC3A0
159 @endcode
160
161 In a similar way, wxString provides access to its contents as either @c wchar_t or
162 @c char character buffer. Of course, the latter only works if the string contains
163 data representable in the current locale encoding. This will always be the case
164 if the string had been initially constructed from a narrow string or if it
165 contains only 7-bit ASCII data but otherwise this conversion is not guaranteed
166 to succeed. And as with wxString::FromUTF8() example above, you can always use
167 wxString::ToUTF8() to retrieve the string contents in UTF-8 encoding -- this,
168 unlike converting to @c char* using the current locale, never fails.
169
170 For more info about how wxString works, please see the @ref overview_string.
171
172 To summarize, Unicode support in wxWidgets is mostly @b transparent for the
173 application and if you use wxString objects for storing all the character data
174 in your program there is really nothing special to do. However you should be
175 aware of the potential problems covered by the following section.
176
177
178 @section overview_unicode_pitfalls Potential Unicode Pitfalls
179
180 The problems can be separated into three broad classes:
181
182 @subsection overview_unicode_compilation_errors Unicode-Related Compilation Errors
183
184 Because of the need to support implicit conversions to both @c char and
185 @c wchar_t, wxString implementation is rather involved and many of its operators
186 don't return the types which they could be naively expected to return.
187 For example, the @c operator[] doesn't return neither a @c char nor a @c wchar_t
188 but an object of a helper class wxUniChar or wxUniCharRef which is implicitly
189 convertible to either. Usually you don't need to worry about this as the
190 conversions do their work behind the scenes however in some cases it doesn't
191 work. Here are some examples, using a wxString object @c s and some integer @c
192 n:
193
194 - Writing @code switch ( s[n] ) @endcode doesn't work because the argument of
195 the switch statement must an integer expression so you need to replace
196 @c s[n] with @code s[n].GetValue() @endcode. You may also force the
197 conversion to @c char or @c wchar_t by using an explicit cast but beware that
198 converting the value to char uses the conversion to current locale and may
199 return 0 if it fails. Finally notice that writing @code (wxChar)s[n] @endcode
200 works both with wxWidgets 3.0 and previous library versions and so should be
201 used for writing code which should be compatible with both 2.8 and 3.0.
202
203 - Similarly, @code &s[n] @endcode doesn't yield a pointer to char so you may
204 not pass it to functions expecting @c char* or @c wchar_t*. Consider using
205 string iterators instead if possible or replace this expression with
206 @code s.c_str() + n @endcode otherwise.
207
208 Another class of problems is related to the fact that the value returned by
209 @c c_str() itself is also not just a pointer to a buffer but a value of helper
210 class wxCStrData which is implicitly convertible to both narrow and wide
211 strings. Again, this mostly will be unnoticeable but can result in some
212 problems:
213
214 - You shouldn't pass @c c_str() result to vararg functions such as standard
215 @c printf(). Some compilers (notably g++) warn about this but even if they
216 don't, this @code printf("Hello, %s", s.c_str()) @endcode is not going to
217 work. It can be corrected in one of the following ways:
218
219 - Preferred: @code wxPrintf("Hello, %s", s) @endcode (notice the absence
220 of @c c_str(), it is not needed at all with wxWidgets functions)
221 - Compatible with wxWidgets 2.8: @code wxPrintf("Hello, %s", s.c_str()) @endcode
222 - Using an explicit conversion to narrow, multibyte, string:
223 @code printf("Hello, %s", (const char *)s.mb_str()) @endcode
224 - Using a cast to force the issue (listed only for completeness):
225 @code printf("Hello, %s", (const char *)s.c_str()) @endcode
226
227 - The result of @c c_str() can not be cast to @c char* but only to @c const @c
228 @c char*. Of course, modifying the string via the pointer returned by this
229 method has never been possible but unfortunately it was occasionally useful
230 to use a @c const_cast here to pass the value to const-incorrect functions.
231 This can be done either using new wxString::char_str() (and matching
232 wchar_str()) method or by writing a double cast:
233 @code (char *)(const char *)s.c_str() @endcode
234
235 - One of the unfortunate consequences of the possibility to pass wxString to
236 @c wxPrintf() without using @c c_str() is that it is now impossible to pass
237 the elements of unnamed enumerations to @c wxPrintf() and other similar
238 vararg functions, i.e.
239 @code
240 enum { Red, Green, Blue };
241 wxPrintf("Red is %d", Red);
242 @endcode
243 doesn't compile. The easiest workaround is to give a name to the enum.
244
245 Other unexpected compilation errors may arise but they should happen even more
246 rarely than the above-mentioned ones and the solution should usually be quite
247 simple: just use the explicit methods of wxUniChar and wxCStrData classes
248 instead of relying on their implicit conversions if the compiler can't choose
249 among them.
250
251
252 @subsection overview_unicode_data_loss Data Loss due To Unicode Conversion Errors
253
254 wxString API provides implicit conversion of the internal Unicode string
255 contents to narrow, char strings. This can be very convenient and is absolutely
256 necessary for backwards compatibility with the existing code using wxWidgets
257 however it is a rather dangerous operation as it can easily give unexpected
258 results if the string contents isn't convertible to the current locale.
259
260 To be precise, the conversion will always succeed if the string was created
261 from a narrow string initially. It will also succeed if the current encoding is
262 UTF-8 as all Unicode strings are representable in this encoding. However
263 initializing the string using wxString::FromUTF8() method and then accessing it
264 as a char string via its wxString::c_str() method is a recipe for disaster as the
265 program may work perfectly well during testing on Unix systems using UTF-8 locale
266 but completely fail under Windows where UTF-8 locales are never used because
267 wxString::c_str() would return an empty string.
268
269 The simplest way to ensure that this doesn't happen is to avoid conversions to
270 @c char* completely by using wxString throughout your program. However if the
271 program never manipulates 8 bit strings internally, using @c char* pointers is
272 safe as well. So the existing code needs to be reviewed when upgrading to
273 wxWidgets 3.0 and the new code should be used with this in mind and ideally
274 avoiding implicit conversions to @c char*.
275
276
277 @subsection overview_unicode_performance Unicode Performance Implications
278
279 Under Unix systems wxString class uses variable-width UTF-8 encoding for
280 internal representation and this implies that it can't guarantee constant-time
281 access to N-th element of the string any longer as to find the position of this
282 character in the string we have to examine all the preceding ones. Usually this
283 doesn't matter much because most algorithms used on the strings examine them
284 sequentially anyhow and because wxString implements a cache for iterating over
285 the string by index but it can have serious consequences for algorithms
286 using random access to string elements as they typically acquire O(N^2) time
287 complexity instead of O(N) where N is the length of the string.
288
289 Even despite caching the index, indexed access should be replaced with
290 sequential access using string iterators. For example a typical loop:
291 @code
292 wxString s("hello");
293 for ( size_t i = 0; i < s.length(); i++ )
294 {
295 wchar_t ch = s[i];
296
297 // do something with it
298 }
299 @endcode
300 should be rewritten as
301 @code
302 wxString s("hello");
303 for ( wxString::const_iterator i = s.begin(); i != s.end(); ++i )
304 {
305 wchar_t ch = *i
306
307 // do something with it
308 }
309 @endcode
310
311 Another, similar, alternative is to use pointer arithmetic:
312 @code
313 wxString s("hello");
314 for ( const wchar_t *p = s.wc_str(); *p; p++ )
315 {
316 wchar_t ch = *i
317
318 // do something with it
319 }
320 @endcode
321 however this doesn't work correctly for strings with embedded @c NUL characters
322 and the use of iterators is generally preferred as they provide some run-time
323 checks (at least in debug build) unlike the raw pointers. But if you do use
324 them, it is better to use @c wchar_t pointers rather than @c char ones to avoid the
325 data loss problems due to conversion as discussed in the previous section.
326
327
328 @section overview_unicode_supportout Unicode and the Outside World
329
330 Even though wxWidgets always uses Unicode internally, not all the other
331 libraries and programs do and even those that do use Unicode may use a
332 different encoding of it. So you need to be able to convert the data to various
333 representations and the wxString methods wxString::ToAscii(), wxString::ToUTF8()
334 (or its synonym wxString::utf8_str()), wxString::mb_str(), wxString::c_str() and
335 wxString::wc_str() can be used for this.
336
337 The first of them should be only used for the string containing 7-bit ASCII characters
338 only, anything else will be replaced by some substitution character.
339 wxString::mb_str() converts the string to the encoding used by the current locale
340 and so can return an empty string if the string contains characters not representable in
341 it as explained in @ref overview_unicode_data_loss. The same applies to wxString::c_str()
342 if its result is used as a narrow string. Finally, wxString::ToUTF8() and wxString::wc_str()
343 functions never fail and always return a pointer to char string containing the
344 UTF-8 representation of the string or @c wchar_t string.
345
346 wxString also provides two convenience functions: wxString::From8BitData() and
347 wxString::To8BitData(). They can be used to create a wxString from arbitrary binary
348 data without supposing that it is in current locale encoding, and then get it back,
349 again, without any conversion or, rather, undoing the conversion used by
350 wxString::From8BitData(). Because of this you should only use wxString::From8BitData()
351 for the strings created using wxString::To8BitData(). Also notice that in spite
352 of the availability of these functions, wxString is not the ideal class for storing
353 arbitrary binary data as they can take up to 4 times more space than needed
354 (when using @c wchar_t internal representation on the systems where size of
355 wide characters is 4 bytes) and you should consider using wxMemoryBuffer
356 instead.
357
358 Final word of caution: most of these functions may return either directly the
359 pointer to internal string buffer or a temporary wxCharBuffer or wxWCharBuffer
360 object. Such objects are implicitly convertible to @c char and @c wchar_t pointers,
361 respectively, and so the result of, for example, wxString::ToUTF8() can always be
362 passed directly to a function taking <tt>const char*</tt>. However code such as
363 @code
364 const char *p = s.ToUTF8();
365 ...
366 puts(p); // or call any other function taking const char *
367 @endcode
368 does @b not work because the temporary buffer returned by wxString::ToUTF8() is
369 destroyed and @c p is left pointing nowhere. To correct this you may use
370 @code
371 wxCharBuffer p(s.ToUTF8());
372 puts(p);
373 @endcode
374 which does work but results in an unnecessary copy of string data in the build
375 configurations when wxString::ToUTF8() returns the pointer to internal string buffer.
376 If this inefficiency is important you may write
377 @code
378 const wxUTF8Buf p(s.ToUTF8());
379 puts(p);
380 @endcode
381 where @c wxUTF8Buf is the type corresponding to the real return type of wxString::ToUTF8().
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 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