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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 @ref overview_refcount_list "the reference counted classes"
45 always do a <em>deep comparison</em>. This means that the equality operator
46 will return @true if two objects are identical and not only if they share the
47 same data.
48
49 Note that wxWidgets follows the <em>STL philosophy</em>: when a comparison
50 operator can not be implemented efficiently (like for e.g. wxImage's ==
51 operator which would need to compare the entire image's data, pixel-by-pixel),
52 it's not implemented at all. That's why not all reference counted classes
53 provide comparison operators.
54
55 Also note that if you only need to do a @c shallow comparison between two
56 wxObject derived classes, you should not use the == and != operators but
57 rather the wxObject::IsSameAs() function.
58
59
60 @section overview_refcount_destruct Object Destruction
61
62 When a COW object destructor is called, it may not delete the data: if it's
63 shared, the destructor will just decrement the shared data's reference count
64 without destroying it. Only when the destructor of the last object owning the
65 data is called, the data is really destroyed. Just like all other COW-things,
66 this happens transparently to the class users so that you shouldn't care about
67 it.
68
69
70 @section overview_refcount_list List of Reference Counted Classes
71
72 The following classes in wxWidgets have efficient (i.e. fast) assignment
73 operators and copy constructors since they are reference-counted:
74
75 @li wxAcceleratorTable
76 @li wxAnimation
77 @li wxBitmap
78 @li wxBrush
79 @li wxCursor
80 @li wxFont
81 @li wxIcon
82 @li wxImage
83 @li wxMetafile
84 @li wxPalette
85 @li wxPen
86 @li wxRegion
87 @li wxString
88 @li wxVariant
89 @li wxVariantData
90
91 Note that the list above reports the objects which are reference counted in all
92 ports of wxWidgets; some ports may use this technique also for other classes.
93
94 All the objects implement a function @b IsOk() to test if they are referencing valid
95 data; when the objects are in uninitialized state, you can only use the @b IsOk() getter;
96 trying to call any other getter, e.g. wxBrush::GetStyle() on the ::wxNullBrush object,
97 will result in an assert failure in debug builds.
98
99
100 @section overview_refcount_object Making Your Own Reference Counted Class
101
102 Reference counting can be implemented easily using wxObject and wxObjectRefData
103 classes. Alternatively, you can also use the wxObjectDataPtr<T> template.
104
105 First, derive a new class from wxObjectRefData and put there the
106 memory-consuming data.
107
108 Then derive a new class from wxObject and implement there the public interface
109 which will be seen by the user of your class. You'll probably want to add a
110 function to your class which does the cast from wxObjectRefData to your
111 class-specific shared data. For example:
112
113 @code
114 MyClassRefData* GetData() const
115 {
116 return wx_static_cast(MyClassRefData*, m_refData);
117 }
118 @endcode
119
120 In fact, any time you need to read the data from your wxObject-derived class,
121 you will need to call this function.
122
123 @note Any time you need to actually modify the data placed inside your wxObject
124 derived class, you must first call the wxObject::UnShare() function to ensure
125 that the modifications won't affect other instances which are eventually
126 sharing your object's data.
127
128 */
129