+<H3><a name="setuph">Why do I get errors about setup.h not being found?</a></H3>
+
+When you build the wxWidgets library, setup.h is copied
+from include/wx/msw/setup.h to e.g. lib/mswd/wx/setup.h (the path
+depends on the configuration you're building). So you need to add
+this include path if building using the static Debug library:<P>
+
+lib/mswd<P>
+
+or if building the static Release library, lib/msw.<P>
+
+See also the <a href="http://wiki.wxwidgets.org/wiki.pl?Table_Of_Contents">wxWiki Contents</a>
+for more information.<P>
+
+
+<H3><a name="asuffix">Why do I get errors about FooBarA when I only use FooBar in my program?</H3>
+
+If you get errors like
+<p>
+<center>
+<tt>no matching function for call to 'wxDC::DrawTextA(const char[5], int,
+int)'</tt>
+</center>
+<p>
+or similar ones for the other functions, i.e. the compiler error messages
+mention the function with the <tt>'A'</tt> suffix while you didn't
+use it in your code, the explanation is that you had included
+<tt><windows.h></tt> header which redefines many symbols to have such
+suffix (or <tt>'W'</tt> in the Unicode builds).
+
+<p>
+The fix is to either not include <tt><windows.h></tt> at all or include
+<tt>"wx/msw/winundef.h"</tt> immediately after it.
+
+<H3><a name="newerrors">Why my code fails to compile with strange errors about new operator?</a></H3>
+
+The most common cause of this problem is the memory debugging settings in
+<tt>wx/msw/setup.h</tt>. You have several choices:
+
+<ul>
+ <li> Either disable overloading the global operator new completely by
+ setting <tt>wxUSE_GLOBAL_MEMORY_OPERATORS</tt> and
+ <tt>wxUSE_DEBUG_NEW_ALWAYS</tt> to 0 in this file
+ <li> Or leave them on but do <tt>#undef new</tt> after including any
+ wxWidgets headers, like this the memory debugging will be still on
+ for wxWidgets sources but off for your own code
+</ul>
+
+Notice that IMHO the first solution is preferable for VC++ users who can use
+the <a href="#vcdebug">VC++ CRT memory debugging features</a> instead.
+
+<H3><a name="mfcport">How do I port MFC applications to wxWidgets?</a></H3>
+
+Set up your interface from scratch using wxWidgets (especially <a href="http://www.robeling.de" target=_top>wxDesigner</a>
+or <a href="http://www.anthemion.co.uk/dialogblocks/" target=_new>DialogBlocks</a> --
+it'll save you a <i>lot</i> of time) and when you have a shell prepared, you can start
+'pouring in' code from the MFC app, with appropriate
+modifications. This is the approach I have used, and I found
+it very satisfactory. A two-step process then - reproduce the bare
+interface first, then wire it up afterwards. That way you deal
+with each area of complexity separately. Don't try to think MFC
+and wxWidgets simultaneously from the beginning - it is easier to
+reproduce the initial UI by looking at the behaviour of the MFC
+app, not its code.
+
+<H3><a name="crash">Why do I sometimes get bizarre crash problems using VC++ 5/6?</a></H3>
+
+Some crash problems can be due to inconsistent compiler
+options (and of course this isn't limited to wxWidgets).
+If strange/weird/impossible things start to happen please
+check (dumping IDE project file as makefile and doing text comparison
+if necessary) that the project settings, especially the list of defined
+symbols, struct packing, etc. are exactly the same for all items in
+the project. After this, delete everything (including PCH) and recompile.<P>
+
+VC++ 5's optimization code seems to be broken and can
+cause problems: this can be seen when deleting an object Dialog
+Editor, in Release mode with optimizations on. If in doubt,
+switch off optimisations, although this will result in much
+larger executables. It seems possible that the library can be created with
+strong optimization, so long as the application is not strongly
+optimized. For example, in wxWidgets project, set to 'Minimum
+Size'. In Dialog Editor project, set to 'Customize: Favor Small
+Code' (and no others). This will then work.<P>
+
+<H3><a name="makefiles">How are the wxWidgets makefiles edited under Windows?</a></H3>
+
+wxWidgets 2.5.x and above uses Bakefile to generate makefiles, which
+is described in technical note 16 under docs/tech in your distribution.
+For 2.4.x, the following explanation applies.<P>
+
+As of wxWidgets 2.1, there is a new system written by Vadim Zeitlin, that
+generates the makefiles from templates using tmake.<P>
+
+Here are Vadim's notes:<P>
+
+<blockquote>
+To use these new makefiles, you don't need anything (but see below).
+However, you should NOT modify them because these files will be
+rewritten when I regenerate them using tmake the next time. So, if
+you find a problem with any of these makefiles (say, makefile.b32)
+you'll need to modify the corresponding template (b32.t in this
+example) and regenerate the makefile using tmake.<P>
+
+tmake can be found at
+<a href="http://www.troll.no/freebies/tmake.html" target=_new>www.troll.no/freebies/tmake.html</a>.
+It's a Perl5 program and so it needs Perl (doh). There is a binary for
+Windows (available from the same page), but I haven't used it, so
+I don't know if it works as flawlessly as "perl tmake" does (note
+for people knowing Perl: don't try to run tmake with -w, it won't
+do you any good). Using it extremely simple: to regenerate makefile.b32
+just go to distrib/msw/tmake and type<P>
+
+<pre>tmake -t b32 wxwin.pro -o ../../src/msw/makefile.b32</pre><P>
+
+The makefiles are untested - I don't have any of Borland, Watcom or
+Symantec and I don't have enough diskspace to recompile even with
+VC6 using makefiles. The new makefiles are as close as possible to the
+old ones, but not closer: in fact, there has been many strange things
+(should I say bugs?) in some of makefiles, some files were not compiled
+without any reason etc. Please test them and notify me about any problems.
+Better yet, modify the template files to generate the correct makefiles
+and check them in.<P>
+
+The templates are described in tmake ref manual (1-2 pages of text)
+and are quite simple. They do contain some Perl code, but my Perl is
+primitive (very C like) so it should be possible for anybody to make
+trivial modifications to it (I hope that only trivial modifications
+will be needed). I've tagged the ol makefiles as MAKEFILES_WITHOUT_TMAKE
+in the cvs, so you can always retrieve them and compare the new ones,
+this will make it easier to solve the problems you might have.<P>
+
+Another important file is filelist.txt: it contains the list of all
+files to be compiled. Some of them are only compiled in 16/32 bit mode.
+Some other are only compiled with some compilers (others can't compile
+them) - all this info is contained in this file.<P>
+
+So now adding a new file to wxWidgets is as easy as modifying filelist.txt
+(and Makefile.ams for Unix ports) and regenerating the makefiles - no
+need to modify all files manually any more.<P>
+
+ Finally, there is also a file vc6.t which I use myself: this one
+generates a project file for VC++ 6.0 (I didn't create vc5.t because
+I don't need it and can't test it, but it should be trivial to create
+one from vc6.t - probably the only things to change would be the
+version number in the very beginning and the /Z option - VC5 doesn't
+support edit-and=continue). This is not an officially supported way
+of building wxWidgets (that is, nobody guarantees that it will work),
+but it has been very useful to me and I hope it will be also for
+others. To generate wxWidgets.dsp run<P>
+
+<pre>tmake -t vc6 wxwin.pro -o ../../wxWidgets.dsp</pre><P>
+
+Then just include this project in any workspace or open it from VC IDE
+and it will create a new workspace for you.<P>
+
+If all goes well, I'm planning to create a template file for Makefile.ams
+under src/gtk and src/motif and also replace all makefiles in the samples
+subdirectories with the project files from which all the others will be
+generated. At least it will divide the number of files in samples
+directory by 10 (and the number of files to be maintained too).
+</blockquote>
+
+<P>
+
+<H3><a name="vcdebug">How do you use VC++'s memory leak checking instead of that in wxWidgets?</a></H3>
+
+Vadim Zeitlin:
+
+<pre>
+On the VC++ level, it's just the matter of calling _CrtSetDbgFlag() in the very
+beginning of the program. In wxWidgets, this is done automatically when
+compiling with VC++ in debug mode unless wxUSE_GLOBAL_MEMORY_OPERATORS or
+__NO_VC_CRTDBG__ are defined - this check is done in wx/msw/msvcrt.h which
+is included from app.cpp which then calls wxCrtSetDbgFlag() without any
+ifdefs.
+
+This works quite well: at the end of the program, all leaked blocks with their
+malloc count are shown. This number (malloc count) can be used to determine
+where exactly the object was allocated: for this it's enough to set the variable
+_crtBreakAlloc (look in VC98\crt\srs\dbgheap.c line 326) to this number and
+a breakpoint will be triggered when the block with this number is allocated.
+
+For simple situations it works like a charm. For something more complicated
+like reading uninitialized memory a specialized tool is probably better...
+
+Regards,
+VZ
+</pre>
+
+<P>
+
+<H3><a name="shortcutproblem">Why are menu hotkeys or shortcuts not working in my application?</a></H3>
+
+This can happen if you have a child window intercepting EVT_CHAR events and swallowing
+all keyboard input. You should ensure that event.Skip() is called for all input that
+isn'used by the event handler.<P>
+
+It can also happen if you append the submenu to the parent
+menu {\it before} you have added your menu items. Do the append {\it after} adding
+your items, or accelerators may not be registered properly.<P>
+
+<H3><a name="#regconfig">Why can I not write to the HKLM part of the registry with wxRegConfig?</a></H3>
+
+Currently this is not possible because the wxConfig family of classes is
+supposed to deal with per-user application configuration data, and HKLM is
+only supposed to be writeable by a user with Administrator privileges. In theory,
+only installers should write to HKLM. This is still a point debated by the
+wxWidgets developers. There are at least two ways to work around it if you really
+need to write to HKLM.<P>
+
+First, you can use wxRegKey directly, for example:
+
+<pre>
+ wxRegKey regKey;
+
+ wxString idName(wxT("HKEY_LOCAL_MACHINE\\SOFTWARE\\My Company\\My Product\\Stuff\\"));
+ idName += packid;
+
+ regKey.SetName(idName);
+
+ {
+ wxLogNull dummy;
+ if (!regKey.Create())
+ {
+ idName = wxT("HKEY_CURRENT_USER\\SOFTWARE\\My Company\\My Product\\Stuff\\");
+ idName += packid;
+ regKey.SetName(idName);
+ if (!regKey.Create())
+ return FALSE;
+ }
+ }
+
+ if (!regKey.SetValue(wxT("THING"), (long) thing)) err += 1;
+
+ regKey.Close();
+
+</pre>
+
+Or, you can employ this trick suggested by Istvan Kovacs:
+
+<pre>
+class myGlobalConfig : public wxConfig
+{
+ myGlobalConfig() :
+ wxConfig ("myApp", "myCompany", "", "", wxCONFIG_USE_GLOBAL_FILE)
+{};
+ bool Write(const wxString& key, const wxString& value);
+}
+
+bool myGlobalConfig::Write (const wxString& key, const wxString& value)
+{
+ wxString path = wxString ("SOFTWARE\\myCompany\\myApp\\") + wxPathOnly(key);
+ wxString new_path = path.Replace ("/", "\\", true);
+ wxString new_key = wxFileNameFromPath (key);
+ LocalKey().SetName (wxRegKey::HKLM, path);
+ return wxConfig::Write (new_key, value);
+}
+</pre>
+
+<H3><a name="#access">Is MS Active Accessibility supported?</a></H3>
+
+This is being worked on. Please see <a href="http://www.wxwidgets.org/access.htm">this page</a>
+for the current status.
+
+<P>
+
+
+<h3><a name="#dspfmt">Why does Visual C++ complain about corrupted project files?</a></h3>
+
+If you have downloaded the wxWidgets sources from the cvs using a Unix cvs
+client or downloaded a daily snapshot in <tt>.tar.gz</tt> format, it is likely
+that the project files have Unix line endings (LF) instead of the DOS ones (CR
+LF). However all versions of Visual C++ up to and including 7.1 can only open
+the files with the DOS line endings, so you must transform the files to this
+format using any of the thousands ways to do it.
+<p>
+Of course, another possibility is to always use only the Windows cvs client
+and to avoid this problem completely.
+<p>
+
+<h3><a name="#crtmismatch">Visual C++ gives errors about multiply defined symbols, what can I do?</a></h3>
+
+If you get errors like this
+
+<pre>
+MSVCRTD.lib(MSVCRTD.dll) : error LNK2005: _xxxxxx already defined in LIBCD.lib(yyyyy.obj)
+</pre>
+
+when linking your project, this means that you used different versions of CRT
+(C Run-Time) library for wxWindows (or possibly another library) and the main
+project. Visual C++ provides static or dynamic and multithread safe or not
+versions of CRT for each of debug and release builds, for a total of 8
+libraries. You can choose among them by going to the "Code generation"
+page/subitem of the "C++" tab/item in the project proprieties dialog in VC6/7.
+<p>
+To avoid problems, you <strong>must</strong> use the same one for all
+components of your project. wxWindows uses multithread safe DLL version of the
+CRT which is a good choice but may be problematic when distributing your
+applications if you don't include the CRT DLL in your installation -- in this
+case you may decide to switch to using a static CRT version. If you build with
+<tt>wxUSE_THREADS == 0</tt> you may also use the non MT-safe version as it is
+slightly smaller and faster.
+<p>
+But the most important thing is to use the <strong>same</strong> CRT setting for
+all components of your project.
+
+<h3><a name="#directx">Why do I get compilation erros when using wxWidgets with DirectShow?</a></h3>
+
+If you get errors when including Microsoft DirectShow or DirectDraw headers,
+the following message from Peter Whaite could help:
+<blockquote>
+> This causes compilation errors within DirectShow:
+>
+> wxutil.h(125) : error C2065: 'EXECUTE_ASSERT' : undeclared identifier
+> amfilter.h(1099) : error C2065: 'ASSERT' : undeclared identifier
+
+The reason for this is that __WXDEBUG__ is also used by the DXSDK (9.0
+in my case) to '#pragma once' the contents of
+DXSDK/Samples/C++/DirectShow/BaseClasses/wxdebug.h. So if __WXDEBUG__
+is defined, then wxdebug.h doesn't get included, and the assert macros
+don't get defined. You have to #undef __WXDEBUG__ before including the
+directshow baseclass's <streams.h>.
+</blockquote>
+
+
+<h3><a name="#handlewm">How do I handle Windows messages in my wxWidgets program?</a></h3>
+
+To handle a Windows message you need to override a virtual
+<tt>MSWWindowProc()</tt> method in a wxWindow-derived class. You should then
+test if <tt>nMsg</tt> parameter is the message you need to process and perform
+the necessary action if it is or call the base class method otherwise.
+