+\membersection{::wxRegisterId}\label{wxregisterid}
+
+\func{void}{wxRegisterId}{\param{long}{ id}}
+
+Ensures that ids subsequently generated by {\bf NewId} do not clash with
+the given {\bf id}.
+
+\wxheading{Include files}
+
+<wx/utils.h>
+
+\membersection{::wxDDECleanUp}\label{wxddecleanup}
+
+\func{void}{wxDDECleanUp}{\void}
+
+Called when wxWindows exits, to clean up the DDE system. This no longer needs to be
+called by the application.
+
+See also \helpref{wxDDEInitialize}{wxddeinitialize}.
+
+\wxheading{Include files}
+
+<wx/dde.h>
+
+\membersection{::wxDDEInitialize}\label{wxddeinitialize}
+
+\func{void}{wxDDEInitialize}{\void}
+
+Initializes the DDE system. May be called multiple times without harm.
+
+This no longer needs to be called by the application: it will be called
+by wxWindows if necessary.
+
+See also \helpref{wxDDEServer}{wxddeserver}, \helpref{wxDDEClient}{wxddeclient}, \helpref{wxDDEConnection}{wxddeconnection},
+\helpref{wxDDECleanUp}{wxddecleanup}.
+
+\wxheading{Include files}
+
+<wx/dde.h>
+
+\membersection{::wxDisplaySize}\label{wxdisplaysize}
+
+\func{void}{wxDisplaySize}{\param{int *}{width}, \param{int *}{height}}
+
+Gets the physical size of the display in pixels.
+
+\wxheading{Include files}
+
+<wx/gdicmn.h>
+
+\membersection{::wxEnableTopLevelWindows}\label{wxenabletoplevelwindows}
+
+\func{void}{wxEnableTopLevelWindow}{\param{bool}{ enable = TRUE}}
+
+This function enables or disables all top level windows. It is used by
+\helpref{::wxSafeYield}{wxsafeyield}.
+
+\wxheading{Include files}
+
+<wx/utils.h>
+
+\membersection{::wxFindMenuItemId}\label{wxfindmenuitemid}
+
+\func{int}{wxFindMenuItemId}{\param{wxFrame *}{frame}, \param{const wxString\& }{menuString}, \param{const wxString\& }{itemString}}
+
+Find a menu item identifier associated with the given frame's menu bar.
+
+\wxheading{Include files}
+
+<wx/utils.h>
+
+\membersection{::wxFindWindowByLabel}\label{wxfindwindowbylabel}
+
+\func{wxWindow *}{wxFindWindowByLabel}{\param{const wxString\& }{label}, \param{wxWindow *}{parent=NULL}}
+
+Find a window by its label. Depending on the type of window, the label may be a window title
+or panel item label. If {\it parent} is NULL, the search will start from all top-level
+frames and dialog boxes; if non-NULL, the search will be limited to the given window hierarchy.
+The search is recursive in both cases.
+
+\wxheading{Include files}
+
+<wx/utils.h>
+
+\membersection{::wxFindWindowByName}\label{wxfindwindowbyname}
+
+\func{wxWindow *}{wxFindWindowByName}{\param{const wxString\& }{name}, \param{wxWindow *}{parent=NULL}}
+
+Find a window by its name (as given in a window constructor or {\bf Create} function call).
+If {\it parent} is NULL, the search will start from all top-level
+frames and dialog boxes; if non-NULL, the search will be limited to the given window hierarchy.
+The search is recursive in both cases.
+
+If no such named window is found, {\bf wxFindWindowByLabel} is called.
+
+\wxheading{Include files}
+
+<wx/utils.h>
+
+\membersection{::wxFindWindowAtPoint}\label{wxfindwindowatpoint}
+
+\func{wxWindow *}{wxFindWindowAtPoint}{\param{const wxPoint\& }{pt}}
+
+Find the deepest window at the given mouse position in screen coordinates,
+returning the window if found, or NULL if not.
+
+\membersection{::wxFindWindowAtPointer}\label{wxfindwindowatpointer}
+
+\func{wxWindow *}{wxFindWindowAtPointer}{\param{wxPoint\& }{pt}}
+
+Find the deepest window at the mouse pointer position, returning the window
+and current pointer position in screen coordinates.
+
+\membersection{::wxGetActiveWindow}\label{wxgetactivewindow}
+
+\func{wxWindow *}{wxGetActiveWindow}{\void}
+
+Gets the currently active window (Windows only).
+
+\wxheading{Include files}
+
+<wx/windows.h>
+
+\membersection{::wxGetDisplayName}\label{wxgetdisplayname}
+
+\func{wxString}{wxGetDisplayName}{\void}
+
+Under X only, returns the current display name. See also \helpref{wxSetDisplayName}{wxsetdisplayname}.
+
+\wxheading{Include files}
+
+<wx/utils.h>
+
+\membersection{::wxGetMousePosition}\label{wxgetmouseposition}
+
+\func{wxPoint}{wxGetMousePosition}{\void}
+
+Returns the mouse position in screen coordinates.
+
+\wxheading{Include files}
+
+<wx/utils.h>
+
+\membersection{::wxGetResource}\label{wxgetresource}
+
+\func{bool}{wxGetResource}{\param{const wxString\& }{section}, \param{const wxString\& }{entry},
+ \param{const wxString\& *}{value}, \param{const wxString\& }{file = NULL}}
+
+\func{bool}{wxGetResource}{\param{const wxString\& }{section}, \param{const wxString\& }{entry},
+ \param{float *}{value}, \param{const wxString\& }{file = NULL}}
+
+\func{bool}{wxGetResource}{\param{const wxString\& }{section}, \param{const wxString\& }{entry},
+ \param{long *}{value}, \param{const wxString\& }{file = NULL}}
+
+\func{bool}{wxGetResource}{\param{const wxString\& }{section}, \param{const wxString\& }{entry},
+ \param{int *}{value}, \param{const wxString\& }{file = NULL}}
+
+Gets a resource value from 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, if an application class (wxApp::GetClassName) has been defined,
+it is appended to the string /usr/lib/X11/app-defaults/ to try to find
+an applications default file when merging all resource databases.
+
+The reason for passing the result in an argument is that it
+can be convenient to define a default value, which gets overridden
+if the value exists in the resource file. It saves a separate
+test for that resource's existence, and it also allows
+the overloading of the function for different types.
+
+See also \helpref{wxWriteResource}{wxwriteresource}, \helpref{wxConfigBase}{wxconfigbase}.
+
+\wxheading{Include files}
+
+<wx/utils.h>
+
+\membersection{::wxLoadUserResource}\label{wxloaduserresource}
+
+\func{wxString}{wxLoadUserResource}{\param{const wxString\& }{resourceName}, \param{const wxString\& }{resourceType=``TEXT"}}
+
+Loads a user-defined Windows resource as a string. If the resource is found, the function creates
+a new character array and copies the data into it. A pointer to this data is returned. If unsuccessful, NULL is returned.
+
+The resource must be defined in the {\tt .rc} file using the following syntax:
+
+\begin{verbatim}
+myResource TEXT file.ext
+\end{verbatim}
+
+where {\tt file.ext} is a file that the resource compiler can find.
+
+One use of this is to store {\tt .wxr} files instead of including the data in the C++ file; some compilers
+cannot cope with the long strings in a {\tt .wxr} file. The resource data can then be parsed
+using \helpref{wxResourceParseString}{wxresourceparsestring}.
+
+This function is available under Windows only.
+
+\wxheading{Include files}
+
+<wx/utils.h>
+
+\membersection{::wxPostDelete}\label{wxpostdelete}
+
+\func{void}{wxPostDelete}{\param{wxObject *}{object}}
+
+Tells the system to delete the specified object when
+all other events have been processed. In some environments, it is
+necessary to use this instead of deleting a frame directly with the
+delete operator, because some GUIs will still send events to a deleted window.
+
+Now obsolete: use \helpref{wxWindow::Close}{wxwindowclose} instead.
+
+\wxheading{Include files}
+
+<wx/utils.h>
+
+\membersection{::wxPostEvent}\label{wxpostevent}
+
+\func{void}{wxPostEvent}{\param{wxEvtHandler *}{dest}, \param{wxEvent\& }{event}}
+
+This function posts the event to the specified {\it dest} object. The
+difference between sending an event and posting it is that in the first case
+the event is processed before the function returns (in wxWindows, event sending
+is done with \helpref{ProcessEvent}{wxevthandlerprocessevent} function), but in
+the second, the function returns immediately and the event will be processed
+sometime later - usually during the next even loop iteration.
+
+Note that a copy of the {\it event} is made by the function, so the original
+copy can be deleted as soon as function returns. This function can also be used
+to send events between different threads safely. As this function makes a
+copy of the event, the event needs to have a fully implemented Clone() method,
+which may not be the case for all event in wxWindows.
+
+See also \helpref{AddPendingEvent}{wxevthandleraddpendingevent} (which this function
+uses internally).
+
+\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}}
+
+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{macros}
+
+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{macros}
+
+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}