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