+In a GUI application, this function posts {\it event} to the specified {\it dest}
+object using \helpref{wxEvtHandler::AddPendingEvent}{wxevthandleraddpendingevent}.
+Otherwise, it dispatches {\it event} immediately using
+\helpref{wxEvtHandler::ProcessEvent}{wxevthandlerprocessevent}.
+See the respective documentation for details (and caveats).
+
+\wxheading{Include files}
+
+<wx/app.h>
+
+\membersection{::wxSetDisplayName}\label{wxsetdisplayname}
+
+\func{void}{wxSetDisplayName}{\param{const wxString\& }{displayName}}
+
+Under X only, sets the current display name. This is the X host and display name such
+as ``colonsay:0.0", and the function indicates which display should be used for creating
+windows from this point on. Setting the display within an application allows multiple
+displays to be used.
+
+See also \helpref{wxGetDisplayName}{wxgetdisplayname}.
+
+\wxheading{Include files}
+
+<wx/utils.h>
+
+\membersection{::wxStripMenuCodes}\label{wxstripmenucodes}
+
+\func{wxString}{wxStripMenuCodes}{\param{const wxString\& }{in}}
+
+\func{void}{wxStripMenuCodes}{\param{char *}{in}, \param{char *}{out}}
+
+{\bf NB:} This function is obsolete, please use
+\helpref{wxMenuItem::GetLabelFromText}{wxmenuitemgetlabelfromtext} instead.
+
+Strips any menu codes from {\it in} and places the result
+in {\it out} (or returns the new string, in the first form).
+
+Menu codes include \& (mark the next character with an underline
+as a keyboard shortkey in Windows and Motif) and $\backslash$t (tab in Windows).
+
+\wxheading{Include files}
+
+<wx/utils.h>
+
+\membersection{::wxWriteResource}\label{wxwriteresource}
+
+\func{bool}{wxWriteResource}{\param{const wxString\& }{section}, \param{const wxString\& }{entry},
+ \param{const wxString\& }{value}, \param{const wxString\& }{file = NULL}}
+
+\func{bool}{wxWriteResource}{\param{const wxString\& }{section}, \param{const wxString\& }{entry},
+ \param{float }{value}, \param{const wxString\& }{file = NULL}}
+
+\func{bool}{wxWriteResource}{\param{const wxString\& }{section}, \param{const wxString\& }{entry},
+ \param{long }{value}, \param{const wxString\& }{file = NULL}}
+
+\func{bool}{wxWriteResource}{\param{const wxString\& }{section}, \param{const wxString\& }{entry},
+ \param{int }{value}, \param{const wxString\& }{file = NULL}}
+
+Writes a resource value into the resource database (for example, WIN.INI, or
+.Xdefaults). If {\it file} is NULL, WIN.INI or .Xdefaults is used,
+otherwise the specified file is used.
+
+Under X, the resource databases are cached until the internal function
+\rtfsp{\bf wxFlushResources} is called automatically on exit, when
+all updated resource databases are written to their files.
+
+Note that it is considered bad manners to write to the .Xdefaults
+file under Unix, although the WIN.INI file is fair game under Windows.
+
+See also \helpref{wxGetResource}{wxgetresource}, \helpref{wxConfigBase}{wxconfigbase}.
+
+\wxheading{Include files}
+
+<wx/utils.h>
+
+\section{Byte order macros}\label{byteordermacros}
+
+The endian-ness issues (that is the difference between big-endian and
+little-endian architectures) are important for the portable programs working
+with the external binary data (for example, data files or data coming from
+network) which is usually in some fixed, platform-independent format. The
+macros are helpful for transforming the data to the correct format.
+
+\membersection{wxINTXX\_SWAP\_ALWAYS}\label{intswapalways}
+
+\func{wxInt32}{wxINT32\_SWAP\_ALWAYS}{\param{wxInt32 }{value}}
+
+\func{wxUint32}{wxUINT32\_SWAP\_ALWAYS}{\param{wxUint32 }{value}}
+
+\func{wxInt16}{wxINT16\_SWAP\_ALWAYS}{\param{wxInt16 }{value}}
+
+\func{wxUint16}{wxUINT16\_SWAP\_ALWAYS}{\param{wxUint16 }{value}}
+
+These macros will swap the bytes of the {\it value} variable from little
+endian to big endian or vice versa unconditionally, i.e. independently of the
+current platform.
+
+\membersection{wxINTXX\_SWAP\_ON\_BE}\label{intswaponbe}
+
+\func{wxInt32}{wxINT32\_SWAP\_ON\_BE}{\param{wxInt32 }{value}}
+
+\func{wxUint32}{wxUINT32\_SWAP\_ON\_BE}{\param{wxUint32 }{value}}
+
+\func{wxInt16}{wxINT16\_SWAP\_ON\_BE}{\param{wxInt16 }{value}}
+
+\func{wxUint16}{wxUINT16\_SWAP\_ON\_BE}{\param{wxUint16 }{value}}
+
+This macro will swap the bytes of the {\it value} variable from little
+endian to big endian or vice versa if the program is compiled on a
+big-endian architecture (such as Sun work stations). If the program has
+been compiled on a little-endian architecture, the value will be unchanged.
+
+Use these macros to read data from and write data to a file that stores
+data in little-endian (for example Intel i386) format.
+
+\membersection{wxINTXX\_SWAP\_ON\_LE}\label{intswaponle}
+
+\func{wxInt32}{wxINT32\_SWAP\_ON\_LE}{\param{wxInt32 }{value}}
+
+\func{wxUint32}{wxUINT32\_SWAP\_ON\_LE}{\param{wxUint32 }{value}}
+
+\func{wxInt16}{wxINT16\_SWAP\_ON\_LE}{\param{wxInt16 }{value}}
+
+\func{wxUint16}{wxUINT16\_SWAP\_ON\_LE}{\param{wxUint16 }{value}}
+
+This macro will swap the bytes of the {\it value} variable from little
+endian to big endian or vice versa if the program is compiled on a
+little-endian architecture (such as Intel PCs). If the program has
+been compiled on a big-endian architecture, the value will be unchanged.
+
+Use these macros to read data from and write data to a file that stores
+data in big-endian format.
+
+\section{RTTI functions}\label{rttimacros}
+
+wxWindows uses its own RTTI ("run-time type identification") system which
+predates the current standard C++ RTTI and so is kept for backwards
+compatribility reasons but also because it allows some things which the
+standard RTTI doesn't directly support (such as creating a class from its
+name).
+
+The standard C++ RTTI can be used in the user code without any problems and in
+general you shouldn't need to use the functions and the macros in this section
+unless you are thinking of modifying or adding any wxWindows classes.
+
+\wxheading{See also}
+
+\helpref{RTTI overview}{runtimeclassoverview}
+
+\membersection{CLASSINFO}\label{classinfo}
+
+\func{wxClassInfo *}{CLASSINFO}{className}
+
+Returns a pointer to the wxClassInfo object associated with this class.
+
+\wxheading{Include files}
+
+<wx/object.h>
+
+\membersection{DECLARE\_ABSTRACT\_CLASS}\label{declareabstractclass}
+
+\func{}{DECLARE\_ABSTRACT\_CLASS}{className}
+
+Used inside a class declaration to declare that the class should be
+made known to the class hierarchy, but objects of this class cannot be created
+dynamically. The same as DECLARE\_CLASS.
+
+Example:
+
+\begin{verbatim}
+class wxCommand: public wxObject
+{
+ DECLARE_ABSTRACT_CLASS(wxCommand)
+
+ private:
+ ...
+ public:
+ ...
+};
+\end{verbatim}
+
+\wxheading{Include files}
+
+<wx/object.h>
+
+\membersection{DECLARE\_APP}\label{declareapp}
+
+\func{}{DECLARE\_APP}{className}
+
+This is used in headers to create a forward declaration of the wxGetApp function implemented
+by IMPLEMENT\_APP. It creates the declaration {\tt className\& wxGetApp(void)}.
+
+Example:
+
+\begin{verbatim}
+ DECLARE_APP(MyApp)
+\end{verbatim}
+
+\wxheading{Include files}
+
+<wx/app.h>
+
+\membersection{DECLARE\_CLASS}\label{declareclass}
+
+\func{}{DECLARE\_CLASS}{className}
+
+Used inside a class declaration to declare that the class should be
+made known to the class hierarchy, but objects of this class cannot be created
+dynamically. The same as DECLARE\_ABSTRACT\_CLASS.
+
+\wxheading{Include files}
+
+<wx/object.h>
+
+\membersection{DECLARE\_DYNAMIC\_CLASS}\label{declaredynamicclass}
+
+\func{}{DECLARE\_DYNAMIC\_CLASS}{className}
+
+Used inside a class declaration to declare that the objects of this class should be dynamically
+creatable from run-time type information.
+
+Example:
+
+\begin{verbatim}
+class wxFrame: public wxWindow
+{
+ DECLARE_DYNAMIC_CLASS(wxFrame)
+
+ private:
+ const wxString\& frameTitle;
+ public:
+ ...
+};
+\end{verbatim}
+
+\wxheading{Include files}
+
+<wx/object.h>
+
+\membersection{IMPLEMENT\_ABSTRACT\_CLASS}\label{implementabstractclass}
+
+\func{}{IMPLEMENT\_ABSTRACT\_CLASS}{className, baseClassName}
+
+Used in a C++ implementation file to complete the declaration of
+a class that has run-time type information. The same as IMPLEMENT\_CLASS.
+
+Example:
+
+\begin{verbatim}
+IMPLEMENT_ABSTRACT_CLASS(wxCommand, wxObject)
+
+wxCommand::wxCommand(void)
+{
+...
+}
+\end{verbatim}
+
+\wxheading{Include files}
+
+<wx/object.h>
+
+\membersection{IMPLEMENT\_ABSTRACT\_CLASS2}\label{implementabstractclass2}
+
+\func{}{IMPLEMENT\_ABSTRACT\_CLASS2}{className, baseClassName1, baseClassName2}
+
+Used in a C++ implementation file to complete the declaration of
+a class that has run-time type information and two base classes. The same as IMPLEMENT\_CLASS2.
+
+\wxheading{Include files}
+
+<wx/object.h>
+
+\membersection{IMPLEMENT\_APP}\label{implementapp}
+
+\func{}{IMPLEMENT\_APP}{className}
+
+This is used in the application class implementation file to make the application class known to
+wxWindows for dynamic construction. You use this instead of
+
+Old form:
+
+\begin{verbatim}
+ MyApp myApp;
+\end{verbatim}
+
+New form:
+
+\begin{verbatim}
+ IMPLEMENT_APP(MyApp)
+\end{verbatim}
+
+See also \helpref{DECLARE\_APP}{declareapp}.
+
+\wxheading{Include files}
+
+<wx/app.h>
+
+\membersection{IMPLEMENT\_CLASS}\label{implementclass}
+
+\func{}{IMPLEMENT\_CLASS}{className, baseClassName}
+
+Used in a C++ implementation file to complete the declaration of
+a class that has run-time type information. The same as IMPLEMENT\_ABSTRACT\_CLASS.
+
+\wxheading{Include files}
+
+<wx/object.h>
+
+\membersection{IMPLEMENT\_CLASS2}\label{implementclass2}
+
+\func{}{IMPLEMENT\_CLASS2}{className, baseClassName1, baseClassName2}
+
+Used in a C++ implementation file to complete the declaration of a
+class that has run-time type information and two base classes. The
+same as IMPLEMENT\_ABSTRACT\_CLASS2.
+
+\wxheading{Include files}
+
+<wx/object.h>
+
+\membersection{IMPLEMENT\_DYNAMIC\_CLASS}\label{implementdynamicclass}
+
+\func{}{IMPLEMENT\_DYNAMIC\_CLASS}{className, baseClassName}
+
+Used in a C++ implementation file to complete the declaration of
+a class that has run-time type information, and whose instances
+can be created dynamically.
+
+Example:
+
+\begin{verbatim}
+IMPLEMENT_DYNAMIC_CLASS(wxFrame, wxWindow)
+
+wxFrame::wxFrame(void)
+{
+...
+}
+\end{verbatim}
+
+\wxheading{Include files}
+
+<wx/object.h>
+
+\membersection{IMPLEMENT\_DYNAMIC\_CLASS2}\label{implementdynamicclass2}
+
+\func{}{IMPLEMENT\_DYNAMIC\_CLASS2}{className, baseClassName1, baseClassName2}
+
+Used in a C++ implementation file to complete the declaration of
+a class that has run-time type information, and whose instances
+can be created dynamically. Use this for classes derived from two
+base classes.
+
+\wxheading{Include files}
+
+<wx/object.h>
+
+\membersection{wxConstCast}\label{wxconstcast}
+
+\func{classname *}{wxConstCast}{ptr, classname}
+
+This macro expands into {\tt const\_cast<classname *>(ptr)} if the compiler
+supports {\it const\_cast} or into an old, C-style cast, otherwise.
+
+\wxheading{See also}
+
+\helpref{wxDynamicCast}{wxdynamiccast}\\
+\helpref{wxStaticCast}{wxstaticcast}
+
+\membersection{::wxCreateDynamicObject}\label{wxcreatedynamicobject}
+
+\func{wxObject *}{wxCreateDynamicObject}{\param{const wxString\& }{className}}
+
+Creates and returns an object of the given class, if the class has been
+registered with the dynamic class system using DECLARE... and IMPLEMENT... macros.
+
+\membersection{WXDEBUG\_NEW}\label{debugnew}
+
+\func{}{WXDEBUG\_NEW}{arg}
+
+This is defined in debug mode to be call the redefined new operator
+with filename and line number arguments. The definition is:
+
+\begin{verbatim}
+#define WXDEBUG_NEW new(__FILE__,__LINE__)
+\end{verbatim}
+
+In non-debug mode, this is defined as the normal new operator.
+
+\wxheading{Include files}
+
+<wx/object.h>
+
+\membersection{wxDynamicCast}\label{wxdynamiccast}
+
+\func{classname *}{wxDynamicCast}{ptr, classname}
+
+This macro returns the pointer {\it ptr} cast to the type {\it classname *} if
+the pointer is of this type (the check is done during the run-time) or
+{\tt NULL} otherwise. Usage of this macro is preferred over obsoleted
+wxObject::IsKindOf() function.
+
+The {\it ptr} argument may be {\tt NULL}, in which case {\tt NULL} will be
+returned.
+
+Example:
+
+\begin{verbatim}
+ wxWindow *win = wxWindow::FindFocus();
+ wxTextCtrl *text = wxDynamicCast(win, wxTextCtrl);
+ if ( text )
+ {
+ // a text control has the focus...
+ }
+ else
+ {
+ // no window has the focus or it is not a text control
+ }
+\end{verbatim}
+
+\wxheading{See also}
+
+\helpref{RTTI overview}{runtimeclassoverview}\\
+\helpref{wxDynamicCastThis}{wxdynamiccastthis}\\
+\helpref{wxConstCast}{wxconstcast}\\
+\helpref{wxStatiicCast}{wxstaticcast}
+
+\membersection{wxDynamicCastThis}\label{wxdynamiccastthis}
+
+\func{classname *}{wxDynamicCastThis}{classname}
+
+This macro is equivalent to {\tt wxDynamicCast(this, classname)} but the
+latter provokes spurious compilation warnings from some compilers (because it
+tests whether {\tt this} pointer is non {\tt NULL} which is always true), so
+this macro should be used to avoid them.
+
+\wxheading{See also}
+
+\helpref{wxDynamicCast}{wxdynamiccast}
+
+\membersection{wxStaticCast}\label{wxstaticcast}
+
+\func{classname *}{wxStaticCast}{ptr, classname}
+
+This macro checks that the cast is valid in debug mode (an assert failure will
+result if {\tt wxDynamicCast(ptr, classname) == NULL}) and then returns the
+result of executing an equivalent of {\tt static\_cast<classname *>(ptr)}.
+
+\helpref{wxDynamicCast}{wxdynamiccast}\\
+\helpref{wxConstCast}{wxconstcast}
+
+\section{Resource functions}\label{resourcefuncs}
+
+\overview{Resource functions}{resourceformats}
+
+This section details functions for manipulating wxWindows (.WXR) resource
+files and loading user interface elements from resources.
+
+\normalbox{Please note that this use of the word `resource' is different from that used when talking
+about initialisation file resource reading and writing, using such functions
+as wxWriteResource and wxGetResource. It is just an unfortunate clash of terminology.}
+
+\helponly{For an overview of the wxWindows resource mechanism, see \helpref{the wxWindows resource system}{resourceformats}.}
+
+See also \helpref{wxWindow::LoadFromResource}{wxwindowloadfromresource} for
+loading from resource data.
+
+\membersection{::wxResourceAddIdentifier}\label{wxresourceaddidentifier}
+
+\func{bool}{wxResourceAddIdentifier}{\param{const wxString\& }{name}, \param{int }{value}}
+
+Used for associating a name with an integer identifier (equivalent to dynamically\rtfsp
+{\tt\#}defining a name to an integer). Unlikely to be used by an application except
+perhaps for implementing resource functionality for interpreted languages.
+
+\membersection{::wxResourceClear}\label{wxresourceclear}
+
+\func{void}{wxResourceClear}{\void}
+
+Clears the wxWindows resource table.
+
+\membersection{::wxResourceCreateBitmap}\label{wxresourcecreatebitmap}
+
+\func{wxBitmap *}{wxResourceCreateBitmap}{\param{const wxString\& }{resource}}
+
+Creates a new bitmap from a file, static data, or Windows resource, given a valid
+wxWindows bitmap resource identifier. For example, if the .WXR file contains
+the following:
+
+\begin{verbatim}
+static const wxString\& project_resource = "bitmap(name = 'project_resource',\
+ bitmap = ['project', wxBITMAP_TYPE_BMP_RESOURCE, 'WINDOWS'],\
+ bitmap = ['project.xpm', wxBITMAP_TYPE_XPM, 'X']).";
+\end{verbatim}
+
+then this function can be called as follows:
+
+\begin{verbatim}
+ wxBitmap *bitmap = wxResourceCreateBitmap("project_resource");
+\end{verbatim}
+
+\membersection{::wxResourceCreateIcon}\label{wxresourcecreateicon}
+
+\func{wxIcon *}{wxResourceCreateIcon}{\param{const wxString\& }{resource}}
+
+Creates a new icon from a file, static data, or Windows resource, given a valid
+wxWindows icon resource identifier. For example, if the .WXR file contains
+the following:
+
+\begin{verbatim}
+static const wxString\& project_resource = "icon(name = 'project_resource',\
+ icon = ['project', wxBITMAP_TYPE_ICO_RESOURCE, 'WINDOWS'],\
+ icon = ['project', wxBITMAP_TYPE_XBM_DATA, 'X']).";
+\end{verbatim}
+
+then this function can be called as follows:
+
+\begin{verbatim}
+ wxIcon *icon = wxResourceCreateIcon("project_resource");
+\end{verbatim}
+
+\membersection{::wxResourceCreateMenuBar}\label{wxresourcecreatemenubar}
+
+\func{wxMenuBar *}{wxResourceCreateMenuBar}{\param{const wxString\& }{resource}}
+
+Creates a new menu bar given a valid wxWindows menubar resource
+identifier. For example, if the .WXR file contains the following:
+
+\begin{verbatim}
+static const wxString\& menuBar11 = "menu(name = 'menuBar11',\
+ menu = \
+ [\
+ ['&File', 1, '', \
+ ['&Open File', 2, 'Open a file'],\
+ ['&Save File', 3, 'Save a file'],\
+ [],\
+ ['E&xit', 4, 'Exit program']\
+ ],\
+ ['&Help', 5, '', \
+ ['&About', 6, 'About this program']\
+ ]\
+ ]).";
+\end{verbatim}
+
+then this function can be called as follows:
+
+\begin{verbatim}
+ wxMenuBar *menuBar = wxResourceCreateMenuBar("menuBar11");
+\end{verbatim}
+
+
+\membersection{::wxResourceGetIdentifier}\label{wxresourcegetidentifier}
+
+\func{int}{wxResourceGetIdentifier}{\param{const wxString\& }{name}}
+
+Used for retrieving the integer value associated with an identifier.
+A zero value indicates that the identifier was not found.
+
+See \helpref{wxResourceAddIdentifier}{wxresourceaddidentifier}.
+
+\membersection{::wxResourceParseData}\label{wxresourcedata}
+
+\func{bool}{wxResourceParseData}{\param{const wxString\& }{resource}, \param{wxResourceTable *}{table = NULL}}
+
+Parses a string containing one or more wxWindows resource objects. If
+the resource objects are global static data that are included into the
+C++ program, then this function must be called for each variable
+containing the resource data, to make it known to wxWindows.
+
+{\it resource} should contain data in the following form:
+
+\begin{verbatim}
+dialog(name = 'dialog1',
+ style = 'wxCAPTION | wxDEFAULT_DIALOG_STYLE',
+ title = 'Test dialog box',
+ x = 312, y = 234, width = 400, height = 300,
+ modal = 0,
+ control = [1000, wxStaticBox, 'Groupbox', '0', 'group6', 5, 4, 380, 262,
+ [11, 'wxSWISS', 'wxNORMAL', 'wxNORMAL', 0]],
+ control = [1001, wxTextCtrl, '', 'wxTE_MULTILINE', 'text3',
+ 156, 126, 200, 70, 'wxWindows is a multi-platform, GUI toolkit.',
+ [11, 'wxSWISS', 'wxNORMAL', 'wxNORMAL', 0],
+ [11, 'wxSWISS', 'wxNORMAL', 'wxNORMAL', 0]]).
+\end{verbatim}
+
+This function will typically be used after including a {\tt .wxr} file into
+a C++ program as follows:
+
+\begin{verbatim}
+#include "dialog1.wxr"
+\end{verbatim}
+
+Each of the contained resources will declare a new C++ variable, and each
+of these variables should be passed to wxResourceParseData.
+
+\membersection{::wxResourceParseFile}\label{wxresourceparsefile}
+
+\func{bool}{wxResourceParseFile}{\param{const wxString\& }{filename}, \param{wxResourceTable *}{table = NULL}}
+
+Parses a file containing one or more wxWindows resource objects
+in C++-compatible syntax. Use this function to dynamically load
+wxWindows resource data.
+
+\membersection{::wxResourceParseString}\label{wxresourceparsestring}
+
+\func{bool}{wxResourceParseString}{\param{char *}{s}, \param{wxResourceTable *}{table = NULL}}
+
+Parses a string containing one or more wxWindows resource objects. If
+the resource objects are global static data that are included into the
+C++ program, then this function must be called for each variable
+containing the resource data, to make it known to wxWindows.
+
+{\it resource} should contain data with the following form:
+
+\begin{verbatim}
+dialog(name = 'dialog1',
+ style = 'wxCAPTION | wxDEFAULT_DIALOG_STYLE',
+ title = 'Test dialog box',
+ x = 312, y = 234, width = 400, height = 300,
+ modal = 0,
+ control = [1000, wxStaticBox, 'Groupbox', '0', 'group6', 5, 4, 380, 262,
+ [11, 'wxSWISS', 'wxNORMAL', 'wxNORMAL', 0]],
+ control = [1001, wxTextCtrl, '', 'wxTE_MULTILINE', 'text3',
+ 156, 126, 200, 70, 'wxWindows is a multi-platform, GUI toolkit.',
+ [11, 'wxSWISS', 'wxNORMAL', 'wxNORMAL', 0],
+ [11, 'wxSWISS', 'wxNORMAL', 'wxNORMAL', 0]]).
+\end{verbatim}
+
+This function will typically be used after calling \helpref{wxLoadUserResource}{wxloaduserresource} to
+load an entire {\tt .wxr file} into a string.
+
+\membersection{::wxResourceRegisterBitmapData}\label{registerbitmapdata}
+
+\func{bool}{wxResourceRegisterBitmapData}{\param{const wxString\& }{name}, \param{char *}{xbm\_data}, \param{int }{width},
+\param{int }{height}, \param{wxResourceTable *}{table = NULL}}