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1 /////////////////////////////////////////////////////////////////////////////
2 // Name: unicode.h
3 // Purpose: topic overview
4 // Author: wxWidgets team
5 // RCS-ID: $Id$
6 // Licence: wxWindows licence
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
29 <hr>
30
31
32 @section overview_unicode_what What is Unicode?
33
34 Unicode is a standard for character encoding which addresses the shortcomings
35 of the previous standards (e.g. the ASCII standard), by using 8, 16 or 32 bits
36 for encoding each character.
37 This allows enough code points (see below for the definition) sufficient to
38 encode all of the world languages at once.
39 More details about Unicode may be found at http://www.unicode.org/.
40
41 From a practical point of view, using Unicode is almost a requirement when
42 writing applications for international audience. Moreover, any application
43 reading files which it didn't produce or receiving data from the network from
44 other services should be ready to deal with Unicode.
45
46
47 @section overview_unicode_encodings Unicode Representations and Terminology
48
49 When working with Unicode, it's important to define the meaning of some terms.
50
51 A <b><em>glyph</em></b> is a particular image (usually part of a font) that
52 represents a character or part of a character.
53 Any character may have one or more glyph associated; e.g. some of the possible
54 glyphs for the capital letter 'A' are:
55
56 @image html overview_unicode_glyphs.png
57
58 Unicode assigns each character of almost any existing alphabet/script a number,
59 which is called <b><em>code point</em></b>; it's typically indicated in documentation
60 manuals and in the Unicode website as @c U+xxxx where @c xxxx is an hexadecimal number.
61
62 Note that typically one character is assigned exactly one code point, but there
63 are exceptions; the so-called <em>precomposed characters</em>
64 (see http://en.wikipedia.org/wiki/Precomposed_character) or the <em>ligatures</em>.
65 In these cases a single "character" may be mapped to more than one code point or
66 viceversa more characters may be mapped to a single code point.
67
68 The Unicode standard divides the space of all possible code points in <b><em>planes</em></b>;
69 a plane is a range of 65,536 (1000016) contiguous Unicode code points.
70 Planes are numbered from 0 to 16, where the first one is the @e BMP, or Basic
71 Multilingual Plane.
72 The BMP contains characters for all modern languages, and a large number of
73 special characters. The other planes in fact contain mainly historic scripts,
74 special-purpose characters or are unused.
75
76 Code points are represented in computer memory as a sequence of one or more
77 <b><em>code units</em></b>, where a code unit is a unit of memory: 8, 16, or 32 bits.
78 More precisely, a code unit is the minimal bit combination that can represent a
79 unit of encoded text for processing or interchange.
80
81 The <b><em>UTF</em></b> or Unicode Transformation Formats are algorithms mapping the Unicode
82 code points to code unit sequences. The simplest of them is <b>UTF-32</b> where
83 each code unit is composed by 32 bits (4 bytes) and each code point is always
84 represented by a single code unit (fixed length encoding).
85 (Note that even UTF-32 is still not completely trivial as the mapping is different
86 for little and big-endian architectures). UTF-32 is commonly used under Unix systems for
87 internal representation of Unicode strings.
88
89 Another very widespread standard is <b>UTF-16</b> which is used by Microsoft Windows:
90 it encodes the first (approximately) 64 thousands of Unicode code points
91 (the BMP plane) using 16-bit code units (2 bytes) and uses a pair of 16-bit code
92 units to encode the characters beyond this. These pairs are called @e surrogate.
93 Thus UTF16 uses a variable number of code units to encode each code point.
94
95 Finally, the most widespread encoding used for the external Unicode storage
96 (e.g. files and network protocols) is <b>UTF-8</b> which is byte-oriented and so
97 avoids the endianness ambiguities of UTF-16 and UTF-32.
98 UTF-8 uses code units of 8 bits (1 byte); code points beyond the usual english
99 alphabet are represented using a variable number of bytes, which makes it less
100 efficient than UTF-32 for internal representation.
101
102 As visual aid to understand the differences between the various concepts described
103 so far, look at the different UTF representations of the same code point:
104
105 @image html overview_unicode_codes.png
106
107 In this particular case UTF8 requires more space than UTF16 (3 bytes instead of 2).
108
109 Note that from the C/C++ programmer perspective the situation is further complicated
110 by the fact that the standard type @c wchar_t which is usually used to represent the
111 Unicode ("wide") strings in C/C++ doesn't have the same size on all platforms.
112 It is 4 bytes under Unix systems, corresponding to the tradition of using
113 UTF-32, but only 2 bytes under Windows which is required by compatibility with
114 the OS which uses UTF-16.
115
116 Typically when UTF8 is used, code units are stored into @c char types, since
117 @c char are 8bit wide on almost all systems; when using UTF16 typically code
118 units are stored into @c wchar_t types since @c wchar_t is at least 16bits on
119 all systems. This is also the approach used by wxString.
120 See @ref overview_string for more info.
121
122 See also http://unicode.org/glossary/ for the official definitions of the
123 terms reported above.
124
125
126 @section overview_unicode_supportin Unicode Support in wxWidgets
127
128 @subsection overview_unicode_support_default Unicode is Always Used by Default
129
130 Since wxWidgets 3.0 Unicode support is always enabled and while building the
131 library without it is still possible, it is not recommended any longer and will
132 cease to be supported in the near future. This means that internally only
133 Unicode strings are used and that, under Microsoft Windows, Unicode system API
134 is used which means that wxWidgets programs require the Microsoft Layer for
135 Unicode to run on Windows 95/98/ME.
136
137 However, unlike the Unicode build mode of the previous versions of wxWidgets, this
138 support is mostly transparent: you can still continue to work with the @b narrow
139 (i.e. current locale-encoded @c char*) strings even if @b wide
140 (i.e. UTF16-encoded @c wchar_t* or UTF8-encoded @c char*) strings are also
141 supported. Any wxWidgets function accepts arguments of either type as both
142 kinds of strings are implicitly converted to wxString, so both
143 @code
144 wxMessageBox("Hello, world!");
145 @endcode
146 and the somewhat less usual
147 @code
148 wxMessageBox(L"Salut \u00E0 toi!"); // U+00E0 is "Latin Small Letter a with Grave"
149 @endcode
150 work as expected.
151
152 Notice that the narrow strings used with wxWidgets are @e always assumed to be
153 in the current locale encoding, so writing
154 @code
155 wxMessageBox("Salut à toi!");
156 @endcode
157 wouldn't work if the encoding used on the user system is incompatible with
158 ISO-8859-1 (or even if the sources were compiled under different locale
159 in the case of gcc). In particular, the most common encoding used under
160 modern Unix systems is UTF-8 and as the string above is not a valid UTF-8 byte
161 sequence, nothing would be displayed at all in this case. Thus it is important
162 to <b>never use 8-bit (instead of 7-bit) characters directly in the program source</b>
163 but use wide strings or, alternatively, write:
164 @code
165 wxMessageBox(wxString::FromUTF8("Salut \xC3\xA0 toi!"));
166 // in UTF8 the character U+00E0 is encoded as 0xC3A0
167 @endcode
168
169 In a similar way, wxString provides access to its contents as either @c wchar_t or
170 @c char character buffer. Of course, the latter only works if the string contains
171 data representable in the current locale encoding. This will always be the case
172 if the string had been initially constructed from a narrow string or if it
173 contains only 7-bit ASCII data but otherwise this conversion is not guaranteed
174 to succeed. And as with wxString::FromUTF8() example above, you can always use
175 wxString::ToUTF8() to retrieve the string contents in UTF-8 encoding -- this,
176 unlike converting to @c char* using the current locale, never fails.
177
178 For more info about how wxString works, please see the @ref overview_string.
179
180 To summarize, Unicode support in wxWidgets is mostly @b transparent for the
181 application and if you use wxString objects for storing all the character data
182 in your program there is really nothing special to do. However you should be
183 aware of the potential problems covered by the following section.
184
185
186 @subsection overview_unicode_support_utf Choosing Unicode Representation
187
188 wxWidgets uses the system @c wchar_t in wxString implementation by default
189 under all systems. Thus, under Microsoft Windows, UCS-2 (simplified version of
190 UTF-16 without support for surrogate characters) is used as @c wchar_t is 2
191 bytes on this platform. Under Unix systems, including Mac OS X, UCS-4 (also
192 known as UTF-32) is used by default, however it is also possible to build
193 wxWidgets to use UTF-8 internally by passing @c --enable-utf8 option to
194 configure.
195
196 The interface provided by wxString is the same independently of the format used
197 internally. However different formats have specific advantages and
198 disadvantages. Notably, under Unix, the underlying graphical toolkit (e.g.
199 GTK+) usually uses UTF-8 encoded strings and using the same representations for
200 the strings in wxWidgets allows to avoid conversion from UTF-32 to UTF-8 and
201 vice versa each time a string is shown in the UI or retrieved from it. The
202 overhead of such conversions is usually negligible for small strings but may be
203 important for some programs. If you believe that it would be advantageous to
204 use UTF-8 for the strings in your particular application, you may rebuild
205 wxWidgets to use UTF-8 as explained above (notice that this is currently not
206 supported under Microsoft Windows and arguably doesn't make much sense there as
207 Windows itself uses UTF-16 and not UTF-8) but be sure to be aware of the
208 performance implications (see @ref overview_unicode_performance) of using UTF-8
209 in wxString before doing this!
210
211 Generally speaking you should only use non-default UTF-8 build in specific
212 circumstances e.g. building for resource-constrained systems where the overhead
213 of conversions (and also reduced memory usage of UTF-8 compared to UTF-32 for
214 the European languages) can be important. If the environment in which your
215 program is running is under your control -- as is quite often the case in such
216 scenarios -- consider ensuring that the system always uses UTF-8 locale and
217 use @c --enable-utf8only configure option to disable support for the other
218 locales and consider all strings to be in UTF-8. This further reduces the code
219 size and removes the need for conversions in more cases.
220
221
222 @subsection overview_unicode_settings Unicode Related Preprocessor Symbols
223
224 @c wxUSE_UNICODE is defined as 1 now to indicate Unicode support. It can be
225 explicitly set to 0 in @c setup.h under MSW or you can use @c --disable-unicode
226 under Unix but doing this is strongly discouraged. By default, @c
227 wxUSE_UNICODE_WCHAR is also defined as 1, however in UTF-8 build (described in
228 the previous section), it is set to 0 and @c wxUSE_UNICODE_UTF8, which is
229 usually 0, is set to 1 instead. In the latter case, @c wxUSE_UTF8_LOCALE_ONLY
230 can also be set to 1 to indicate that all strings are considered to be in UTF-8.
231
232
233
234 @section overview_unicode_pitfalls Potential Unicode Pitfalls
235
236 The problems can be separated into three broad classes:
237
238 @subsection overview_unicode_compilation_errors Unicode-Related Compilation Errors
239
240 Because of the need to support implicit conversions to both @c char and
241 @c wchar_t, wxString implementation is rather involved and many of its operators
242 don't return the types which they could be naively expected to return.
243 For example, the @c operator[] doesn't return neither a @c char nor a @c wchar_t
244 but an object of a helper class wxUniChar or wxUniCharRef which is implicitly
245 convertible to either. Usually you don't need to worry about this as the
246 conversions do their work behind the scenes however in some cases it doesn't
247 work. Here are some examples, using a wxString object @c s and some integer @c
248 n:
249
250 - Writing @code switch ( s[n] ) @endcode doesn't work because the argument of
251 the switch statement must be an integer expression so you need to replace
252 @c s[n] with @code s[n].GetValue() @endcode. You may also force the
253 conversion to @c char or @c wchar_t by using an explicit cast but beware that
254 converting the value to char uses the conversion to current locale and may
255 return 0 if it fails. Finally notice that writing @code (wxChar)s[n] @endcode
256 works both with wxWidgets 3.0 and previous library versions and so should be
257 used for writing code which should be compatible with both 2.8 and 3.0.
258
259 - Similarly, @code &s[n] @endcode doesn't yield a pointer to char so you may
260 not pass it to functions expecting @c char* or @c wchar_t*. Consider using
261 string iterators instead if possible or replace this expression with
262 @code s.c_str() + n @endcode otherwise.
263
264 Another class of problems is related to the fact that the value returned by
265 @c c_str() itself is also not just a pointer to a buffer but a value of helper
266 class wxCStrData which is implicitly convertible to both narrow and wide
267 strings. Again, this mostly will be unnoticeable but can result in some
268 problems:
269
270 - You shouldn't pass @c c_str() result to vararg functions such as standard
271 @c printf(). Some compilers (notably g++) warn about this but even if they
272 don't, this @code printf("Hello, %s", s.c_str()) @endcode is not going to
273 work. It can be corrected in one of the following ways:
274
275 - Preferred: @code wxPrintf("Hello, %s", s) @endcode (notice the absence
276 of @c c_str(), it is not needed at all with wxWidgets functions)
277 - Compatible with wxWidgets 2.8: @code wxPrintf("Hello, %s", s.c_str()) @endcode
278 - Using an explicit conversion to narrow, multibyte, string:
279 @code printf("Hello, %s", (const char *)s.mb_str()) @endcode
280 - Using a cast to force the issue (listed only for completeness):
281 @code printf("Hello, %s", (const char *)s.c_str()) @endcode
282
283 - The result of @c c_str() cannot be cast to @c char* but only to @c const @c
284 @c char*. Of course, modifying the string via the pointer returned by this
285 method has never been possible but unfortunately it was occasionally useful
286 to use a @c const_cast here to pass the value to const-incorrect functions.
287 This can be done either using new wxString::char_str() (and matching
288 wchar_str()) method or by writing a double cast:
289 @code (char *)(const char *)s.c_str() @endcode
290
291 - One of the unfortunate consequences of the possibility to pass wxString to
292 @c wxPrintf() without using @c c_str() is that it is now impossible to pass
293 the elements of unnamed enumerations to @c wxPrintf() and other similar
294 vararg functions, i.e.
295 @code
296 enum { Red, Green, Blue };
297 wxPrintf("Red is %d", Red);
298 @endcode
299 doesn't compile. The easiest workaround is to give a name to the enum.
300
301 Other unexpected compilation errors may arise but they should happen even more
302 rarely than the above-mentioned ones and the solution should usually be quite
303 simple: just use the explicit methods of wxUniChar and wxCStrData classes
304 instead of relying on their implicit conversions if the compiler can't choose
305 among them.
306
307
308 @subsection overview_unicode_data_loss Data Loss due To Unicode Conversion Errors
309
310 wxString API provides implicit conversion of the internal Unicode string
311 contents to narrow, char strings. This can be very convenient and is absolutely
312 necessary for backwards compatibility with the existing code using wxWidgets
313 however it is a rather dangerous operation as it can easily give unexpected
314 results if the string contents isn't convertible to the current locale.
315
316 To be precise, the conversion will always succeed if the string was created
317 from a narrow string initially. It will also succeed if the current encoding is
318 UTF-8 as all Unicode strings are representable in this encoding. However
319 initializing the string using wxString::FromUTF8() method and then accessing it
320 as a char string via its wxString::c_str() method is a recipe for disaster as the
321 program may work perfectly well during testing on Unix systems using UTF-8 locale
322 but completely fail under Windows where UTF-8 locales are never used because
323 wxString::c_str() would return an empty string.
324
325 The simplest way to ensure that this doesn't happen is to avoid conversions to
326 @c char* completely by using wxString throughout your program. However if the
327 program never manipulates 8 bit strings internally, using @c char* pointers is
328 safe as well. So the existing code needs to be reviewed when upgrading to
329 wxWidgets 3.0 and the new code should be used with this in mind and ideally
330 avoiding implicit conversions to @c char*.
331
332
333 @subsection overview_unicode_performance Performance Implications of Using UTF-8
334
335 As mentioned above, under Unix systems wxString class can use variable-width
336 UTF-8 encoding for internal representation. In this case it can't guarantee
337 constant-time access to N-th element of the string any longer as to find the
338 position of this character in the string we have to examine all the preceding
339 ones. Usually this doesn't matter much because most algorithms used on the
340 strings examine them sequentially anyhow and because wxString implements a
341 cache for iterating over the string by index but it can have serious
342 consequences for algorithms using random access to string elements as they
343 typically acquire O(N^2) time complexity instead of O(N) where N is the length
344 of the string.
345
346 Even despite caching the index, indexed access should be replaced with
347 sequential access using string iterators. For example a typical loop:
348 @code
349 wxString s("hello");
350 for ( size_t i = 0; i < s.length(); i++ )
351 {
352 wchar_t ch = s[i];
353
354 // do something with it
355 }
356 @endcode
357 should be rewritten as
358 @code
359 wxString s("hello");
360 for ( wxString::const_iterator i = s.begin(); i != s.end(); ++i )
361 {
362 wchar_t ch = *i
363
364 // do something with it
365 }
366 @endcode
367
368 Another, similar, alternative is to use pointer arithmetic:
369 @code
370 wxString s("hello");
371 for ( const wchar_t *p = s.wc_str(); *p; p++ )
372 {
373 wchar_t ch = *i
374
375 // do something with it
376 }
377 @endcode
378 however this doesn't work correctly for strings with embedded @c NUL characters
379 and the use of iterators is generally preferred as they provide some run-time
380 checks (at least in debug build) unlike the raw pointers. But if you do use
381 them, it is better to use @c wchar_t pointers rather than @c char ones to avoid the
382 data loss problems due to conversion as discussed in the previous section.
383
384
385 @section overview_unicode_supportout Unicode and the Outside World
386
387 Even though wxWidgets always uses Unicode internally, not all the other
388 libraries and programs do and even those that do use Unicode may use a
389 different encoding of it. So you need to be able to convert the data to various
390 representations and the wxString methods wxString::ToAscii(), wxString::ToUTF8()
391 (or its synonym wxString::utf8_str()), wxString::mb_str(), wxString::c_str() and
392 wxString::wc_str() can be used for this.
393
394 The first of them should be only used for the string containing 7-bit ASCII characters
395 only, anything else will be replaced by some substitution character.
396 wxString::mb_str() converts the string to the encoding used by the current locale
397 and so can return an empty string if the string contains characters not representable in
398 it as explained in @ref overview_unicode_data_loss. The same applies to wxString::c_str()
399 if its result is used as a narrow string. Finally, wxString::ToUTF8() and wxString::wc_str()
400 functions never fail and always return a pointer to char string containing the
401 UTF-8 representation of the string or @c wchar_t string.
402
403 wxString also provides two convenience functions: wxString::From8BitData() and
404 wxString::To8BitData(). They can be used to create a wxString from arbitrary binary
405 data without supposing that it is in current locale encoding, and then get it back,
406 again, without any conversion or, rather, undoing the conversion used by
407 wxString::From8BitData(). Because of this you should only use wxString::From8BitData()
408 for the strings created using wxString::To8BitData(). Also notice that in spite
409 of the availability of these functions, wxString is not the ideal class for storing
410 arbitrary binary data as they can take up to 4 times more space than needed
411 (when using @c wchar_t internal representation on the systems where size of
412 wide characters is 4 bytes) and you should consider using wxMemoryBuffer
413 instead.
414
415 Final word of caution: most of these functions may return either directly the
416 pointer to internal string buffer or a temporary wxCharBuffer or wxWCharBuffer
417 object. Such objects are implicitly convertible to @c char and @c wchar_t pointers,
418 respectively, and so the result of, for example, wxString::ToUTF8() can always be
419 passed directly to a function taking <tt>const char*</tt>. However code such as
420 @code
421 const char *p = s.ToUTF8();
422 ...
423 puts(p); // or call any other function taking const char *
424 @endcode
425 does @b not work because the temporary buffer returned by wxString::ToUTF8() is
426 destroyed and @c p is left pointing nowhere. To correct this you should use
427 @code
428 const wxScopedCharBuffer p(s.ToUTF8());
429 puts(p);
430 @endcode
431 which does work.
432
433 Similarly, wxWX2WCbuf can be used for the return type of wxString::wc_str().
434 But, once again, none of these cryptic types is really needed if you just pass
435 the return value of any of the functions mentioned in this section to another
436 function directly.
437
438 */
439