X-Git-Url: https://git.saurik.com/wxWidgets.git/blobdiff_plain/4514447c97214ef73b5a65eea5d4b96cbd8d3780..dbe31039f7ee6169d80386fd75a9f03316f8d261:/docs/doxygen/mainpages/devtips.h?ds=sidebyside diff --git a/docs/doxygen/mainpages/devtips.h b/docs/doxygen/mainpages/devtips.h index a58bc33893..085b4ea960 100644 --- a/docs/doxygen/mainpages/devtips.h +++ b/docs/doxygen/mainpages/devtips.h @@ -6,306 +6,422 @@ // Licence: wxWindows license ///////////////////////////////////////////////////////////////////////////// +/** -/*! +@page page_multiplatform General Cross-Platform Development Tips - @page page_multiplatform Multi-platform development with wxWidgets +This chapter describes some tips related to cross-platform development. - This chapter describes the practical details of using wxWidgets. Please - see the file install.txt for up-to-date installation instructions, and - changes.txt for differences between versions. +@li @ref page_multiplatform_includefiles +@li @ref page_multiplatform_libraries +@li @ref page_multiplatform_configuration +@li @ref page_multiplatform_makefiles +@li @ref page_multiplatform_winresources +@li @ref page_multiplatform_allocatingobjects +@li @ref page_multiplatform_architecturedependency +@li @ref page_multiplatform_conditionalcompilation +@li @ref page_multiplatform_cpp +@li @ref page_multiplatform_filehandling +@li @ref page_multiplatform_reducingerr +@li @ref page_multiplatform_gui +@li @ref page_multiplatform_debug - @li @ref page_multiplatform_includefiles - @li @ref page_multiplatform_libraries - @li @ref page_multiplatform_configuration - @li @ref page_multiplatform_makefiles - @li @ref page_multiplatform_windowsfiles - @li @ref page_multiplatform_allocatingobjects - @li @ref page_multiplatform_architecturedependency - @li @ref page_multiplatform_conditionalcompilation - @li @ref page_multiplatform_cpp - @li @ref page_multiplatform_filehandling -
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- @section page_multiplatform_includefiles Include files +@section page_multiplatform_includefiles Include Files - The main include file is @c "wx/wx.h"; this includes the most commonly - used modules of wxWidgets. +The main include file is @c "wx/wx.h"; this includes the most commonly used +modules of wxWidgets. - To save on compilation time, include only those header files relevant to the - source file. If you are using precompiled headers, you should include - the following section before any other includes: +To save on compilation time, include only those header files relevant to the +source file. If you are using @b precompiled headers, you should include the +following section before any other includes: - @verbatim - // For compilers that support precompilation, includes "wx.h". - #include +@verbatim +// For compilers that support precompilation, includes "wx.h". +#include - #ifdef __BORLANDC__ - #pragma hdrstop - #endif +#ifdef __BORLANDC__ +# pragma hdrstop +#endif - #ifndef WX_PRECOMP - // Include your minimal set of headers here, or wx.h - #include - #endif +#ifndef WX_PRECOMP + // Include your minimal set of headers here, or wx.h +# include +#endif - ... now your other include files ... - @endverbatim +... now your other include files ... +@endverbatim - The file @c "wx/wxprec.h" includes @c "wx/wx.h". Although this incantation - may seem quirky, it is in fact the end result of a lot of experimentation, - and several Windows compilers to use precompilation which is largely automatic for - compilers with necessary support. Currently it is used for Visual C++ (including - embedded Visual C++), Borland C++, Open Watcom C++, Digital Mars C++ - and newer versions of GCC. - Some compilers might need extra work from the application developer to set the - build environment up as necessary for the support. +The file @c "wx/wxprec.h" includes @c "wx/wx.h". Although this incantation may +seem quirky, it is in fact the end result of a lot of experimentation, and +several Windows compilers to use precompilation which is largely automatic for +compilers with necessary support. Currently it is used for Visual C++ +(including embedded Visual C++), Borland C++, Open Watcom C++, Digital Mars C++ +and newer versions of GCC. Some compilers might need extra work from the +application developer to set the build environment up as necessary for the +support. - @section page_multiplatform_libraries Libraries +@section page_multiplatform_libraries Libraries - Most ports of wxWidgets can create either a static library or a shared - library. wxWidgets can also be built in multilib and monolithic variants. - See the @ref libraries_page for more information on these. +All ports of wxWidgets can create either a @b static library or a @b shared +library. +When a program is linked against a @e static library, the machine code from the +object files for any external functions used by the program is copied from the +library into the final executable. +@e Shared libraries are handled with a more advanced form of linking, which +makes the executable file smaller. They use the extension @c ".so" (Shared +Object) under Linux and @c ".dll" (Dynamic Link Library) under Windows. - @section page_multiplatform_configuration Configuration +An executable file linked against a shared library contains only a small table +of the functions it requires, instead of the complete machine code from the +object files for the external functions. Before the executable file starts +running, the machine code for the external functions is copied into memory from +the shared library file on disk by the operating system - a process referred to +as @e dynamic linking. - When using project files and makefiles directly to build wxWidgets, - options are configurable in the file - @c "wx/XXX/setup.h" where XXX is the required platform (such as msw, motif, gtk, mac). Some - settings are a matter of taste, some help with platform-specific problems, and - others can be set to minimize the size of the library. Please see the setup.h file - and @c install.txt files for details on configuration. +Dynamic linking makes executable files smaller and saves disk space, because +one copy of a library can be shared between multiple programs. Most operating +systems also provide a virtual memory mechanism which allows one copy of a +shared library in physical memory to be used by all running programs, saving +memory as well as disk space. - When using the 'configure' script to configure wxWidgets (on Unix and other platforms where - configure is available), the corresponding setup.h files are generated automatically - along with suitable makefiles. When using the RPM packages - for installing wxWidgets on Linux, a correct setup.h is shipped in the package and - this must not be changed. +Furthermore, shared libraries make it possible to update a library without +recompiling the programs which use it (provided the interface to the library +does not change). +wxWidgets can also be built in @b multilib and @b monolithic variants. See the +@ref page_libs for more information on these. - @section page_multiplatform_makefiles Makefiles - On Microsoft Windows, wxWidgets has a different set of makefiles for each - compiler, because each compiler's 'make' tool is slightly different. - Popular Windows compilers that we cater for, and the corresponding makefile - extensions, include: Microsoft Visual C++ (.vc), Borland C++ (.bcc), - OpenWatcom C++ (.wat) and MinGW/Cygwin (.gcc). Makefiles are provided - for the wxWidgets library itself, samples, demos, and utilities. +@section page_multiplatform_configuration Configuration - On Linux, Mac and OS/2, you use the 'configure' command to - generate the necessary makefiles. You should also use this method when - building with MinGW/Cygwin on Windows. +When using project files and makefiles directly to build wxWidgets, options are +configurable in the file @c "wx/XXX/setup.h" where XXX is the required +platform (such as @c msw, @c motif, @c gtk, @c mac). - We also provide project files for some compilers, such as - Microsoft VC++. However, we recommend using makefiles - to build the wxWidgets library itself, because makefiles - can be more powerful and less manual intervention is required. +Some settings are a matter of taste, some help with platform-specific problems, +and others can be set to minimize the size of the library. Please see the +@c "setup.h" file and @c "install.txt" files for details on configuration. - On Windows using a compiler other than MinGW/Cygwin, you would - build the wxWidgets library from the build/msw directory - which contains the relevant makefiles. +When using the @c "configure" script to configure wxWidgets (on Unix and other +platforms where configure is available), the corresponding @c "setup.h" files +are generated automatically along with suitable makefiles. - On Windows using MinGW/Cygwin, and on Unix, MacOS X and OS/2, you invoke - 'configure' (found in the top-level of the wxWidgets source hierarchy), - from within a suitable empty directory for containing makefiles, object files and - libraries. +When using the RPM packages (or DEB or other forms of @e binaries) for +installing wxWidgets on Linux, a correct @c "setup.h" is shipped in the package +and this must not be changed. - For details on using makefiles, configure, and project files, - please see docs/xxx/install.txt in your distribution, where - xxx is the platform of interest, such as msw, gtk, x11, mac. +@section page_multiplatform_makefiles Makefiles - @section page_multiplatform_windowsfiles Windows-specific files +On Microsoft Windows, wxWidgets has a different set of makefiles for each +compiler, because each compiler's @c 'make' tool is slightly different. Popular +Windows compilers that we cater for, and the corresponding makefile extensions, +include: Microsoft Visual C++ (.vc), Borland C++ (.bcc), OpenWatcom C++ (.wat) +and MinGW/Cygwin (.gcc). Makefiles are provided for the wxWidgets library +itself, samples, demos, and utilities. - wxWidgets application compilation under MS Windows requires at least one - extra file: a resource file. +On Linux, Mac and OS/2, you use the @c 'configure' command to generate the +necessary makefiles. You should also use this method when building with +MinGW/Cygwin on Windows. - @subsection page_multiplatform_windowsfiles_resources Resource file +We also provide project files for some compilers, such as Microsoft VC++. +However, we recommend using makefiles to build the wxWidgets library itself, +because makefiles can be more powerful and less manual intervention is +required. - The least that must be defined in the Windows resource file (extension RC) - is the following statement: +On Windows using a compiler other than MinGW/Cygwin, you would build the +wxWidgets library from the @c "build/msw" directory which contains the relevant +makefiles. - @verbatim - #include "wx/msw/wx.rc" - @endverbatim +On Windows using MinGW/Cygwin, and on Unix, MacOS X and OS/2, you invoke +'configure' (found in the top-level of the wxWidgets source hierarchy), from +within a suitable empty directory for containing makefiles, object files and +libraries. - which includes essential internal wxWidgets definitions. The resource script - may also contain references to icons, cursors, etc., for example: +For details on using makefiles, configure, and project files, please see +@c "docs/xxx/install.txt" in your distribution, where @c "xxx" is the platform +of interest, such as @c msw, @c gtk, @c x11, @c mac. - @verbatim - wxicon icon wx.ico - @endverbatim +All wxWidgets makefiles are generated using Bakefile . +wxWidgets also provides (in the @c "build/bakefiles/wxpresets" folder) the +wxWidgets bakefile presets. These files allow you to create bakefiles for your +own wxWidgets-based applications very easily. - The icon can then be referenced by name when creating a frame icon. See - the MS Windows SDK documentation. - @note include wx.rc @e after any ICON statements - so programs that search your executable for icons (such - as the Program Manager) find your application icon first. +@section page_multiplatform_winresources Windows Resource Files +wxWidgets application compilation under MS Windows requires at least one extra +file: a resource file. - @section page_multiplatform_allocatingobjects Allocating and deleting wxWidgets objects +The least that must be defined in the Windows resource file (extension RC) is +the following statement: - In general, classes derived from wxWindow must dynamically allocated - with @e new and deleted with @e delete. If you delete a window, - all of its children and descendants will be automatically deleted, - so you don't need to delete these descendants explicitly. +@verbatim +#include "wx/msw/wx.rc" +@endverbatim - When deleting a frame or dialog, use @b Destroy rather than @b delete so - that the wxWidgets delayed deletion can take effect. This waits until idle time - (when all messages have been processed) to actually delete the window, to avoid - problems associated with the GUI sending events to deleted windows. +which includes essential internal wxWidgets definitions. The resource script +may also contain references to icons, cursors, etc., for example: - Don't create a window on the stack, because this will interfere - with delayed deletion. +@verbatim +wxicon icon wx.ico +@endverbatim - If you decide to allocate a C++ array of objects (such as wxBitmap) that may - be cleaned up by wxWidgets, make sure you delete the array explicitly - before wxWidgets has a chance to do so on exit, since calling @e delete on - array members will cause memory problems. +The icon can then be referenced by name when creating a frame icon. See the +Microsoft Windows SDK documentation. - wxColour can be created statically: it is not automatically cleaned - up and is unlikely to be shared between other objects; it is lightweight - enough for copies to be made. +@note Include "wx.rc" @e after any ICON statements so programs that search your + executable for icons (such as the Program Manager) find your application + icon first. - Beware of deleting objects such as a wxPen or wxBitmap if they are still in use. - Windows is particularly sensitive to this: so make sure you - make calls like wxDC::SetPen(wxNullPen) or wxDC::SelectObject(wxNullBitmap) before deleting - a drawing object that may be in use. Code that doesn't do this will probably work - fine on some platforms, and then fail under Windows. +@section page_multiplatform_allocatingobjects Allocating and Deleting wxWidgets Objects - @section page_multiplatform_architecturedependency Architecture dependency +In general, classes derived from wxWindow must dynamically allocated with +@e new and deleted with @e delete. If you delete a window, all of its children +and descendants will be automatically deleted, so you don't need to delete +these descendants explicitly. - A problem which sometimes arises from writing multi-platform programs is that - the basic C types are not defined the same on all platforms. This holds true - for both the length in bits of the standard types (such as int and long) as - well as their byte order, which might be little endian (typically - on Intel computers) or big endian (typically on some Unix workstations). wxWidgets - defines types and macros that make it easy to write architecture independent - code. The types are: +When deleting a frame or dialog, use @b Destroy rather than @b delete so that +the wxWidgets delayed deletion can take effect. This waits until idle time +(when all messages have been processed) to actually delete the window, to avoid +problems associated with the GUI sending events to deleted windows. - wxInt32, wxInt16, wxInt8, wxUint32, wxUint16 = wxWord, wxUint8 = wxByte +Don't create a window on the stack, because this will interfere with delayed +deletion. - where wxInt32 stands for a 32-bit signed integer type etc. You can also check - which architecture the program is compiled on using the wxBYTE_ORDER define - which is either wxBIG_ENDIAN or wxLITTLE_ENDIAN (in the future maybe wxPDP_ENDIAN - as well). +If you decide to allocate a C++ array of objects (such as wxBitmap) that may be +cleaned up by wxWidgets, make sure you delete the array explicitly before +wxWidgets has a chance to do so on exit, since calling @e delete on array +members will cause memory problems. - The macros handling bit-swapping with respect to the applications endianness - are described in the @ref byteordermacros section. +wxColour can be created statically: it is not automatically cleaned +up and is unlikely to be shared between other objects; it is lightweight +enough for copies to be made. +Beware of deleting objects such as a wxPen or wxBitmap if they are still in +use. Windows is particularly sensitive to this, so make sure you make calls +like wxDC::SetPen(wxNullPen) or wxDC::SelectObject(wxNullBitmap) before +deleting a drawing object that may be in use. Code that doesn't do this will +probably work fine on some platforms, and then fail under Windows. - @section page_multiplatform_conditionalcompilation Conditional compilation - One of the purposes of wxWidgets is to reduce the need for conditional - compilation in source code, which can be messy and confusing to follow. - However, sometimes it is necessary to incorporate platform-specific - features (such as metafile use under MS Windows). The @ref wxusedef - symbols listed in the file @c setup.h may be used for this purpose, - along with any user-supplied ones. +@section page_multiplatform_architecturedependency Architecture Dependency +A problem which sometimes arises from writing multi-platform programs is that +the basic C types are not defined the same on all platforms. This holds true +for both the length in bits of the standard types (such as int and long) as +well as their byte order, which might be little endian (typically on Intel +computers) or big endian (typically on some Unix workstations). wxWidgets +defines types and macros that make it easy to write architecture independent +code. The types are: +wxInt32, wxInt16, wxInt8, wxUint32, wxUint16 = wxWord, wxUint8 = wxByte - @section page_multiplatform_cpp C++ issues +where wxInt32 stands for a 32-bit signed integer type etc. You can also check +which architecture the program is compiled on using the wxBYTE_ORDER define +which is either wxBIG_ENDIAN or wxLITTLE_ENDIAN (in the future maybe +wxPDP_ENDIAN as well). - The following documents some miscellaneous C++ issues. +The macros handling bit-swapping with respect to the applications endianness +are described in the @ref group_funcmacro_byteorder section. - @subsection page_multiplatform_cpp_templates Templates - wxWidgets does not use templates (except for some advanced features that - are switched off by default) since it is a notoriously unportable feature. - @subsection page_multiplatform_cpp_rtti RTTI +@section page_multiplatform_conditionalcompilation Conditional Compilation - wxWidgets does not use C++ run-time type information since wxWidgets provides - its own run-time type information system, implemented using macros. +One of the purposes of wxWidgets is to reduce the need for conditional +compilation in source code, which can be messy and confusing to follow. +However, sometimes it is necessary to incorporate platform-specific features +(such as metafile use under MS Windows). The @ref page_wxusedef symbols listed +in the file @c setup.h may be used for this purpose, along with any +user-supplied ones. - @subsection page_multiplatform_cpp_null Type of NULL - Some compilers (e.g. the native IRIX cc) define NULL to be 0L so that - no conversion to pointers is allowed. Because of that, all these - occurrences of NULL in the GTK+ port use an explicit conversion such - as - @code - wxWindow *my_window = (wxWindow*) NULL; - @endcode +@section page_multiplatform_cpp C++ Issues - It is recommended to adhere to this in all code using wxWidgets as - this make the code (a bit) more portable. +The following documents some miscellaneous C++ issues. - @subsection page_multiplatform_cpp_precompiledheaders Precompiled headers +@subsection page_multiplatform_cpp_templates Templates - Some compilers, such as Borland C++ and Microsoft C++, support - precompiled headers. This can save a great deal of compiling time. The - recommended approach is to precompile @c "wx.h", using this - precompiled header for compiling both wxWidgets itself and any - wxWidgets applications. For Windows compilers, two dummy source files - are provided (one for normal applications and one for creating DLLs) - to allow initial creation of the precompiled header. +wxWidgets does not use templates (except for some advanced features that are +switched off by default) since it is a notoriously unportable feature. - However, there are several downsides to using precompiled headers. One - is that to take advantage of the facility, you often need to include - more header files than would normally be the case. This means that - changing a header file will cause more recompilations (in the case of - wxWidgets, everything needs to be recompiled since everything includes @c "wx.h" !) +@subsection page_multiplatform_cpp_rtti Runtime Type Information (RTTI) - A related problem is that for compilers that don't have precompiled - headers, including a lot of header files slows down compilation - considerably. For this reason, you will find (in the common - X and Windows parts of the library) conditional - compilation that under Unix, includes a minimal set of headers; - and when using Visual C++, includes @c wx.h. This should help provide - the optimal compilation for each compiler, although it is - biased towards the precompiled headers facility available - in Microsoft C++. +wxWidgets does not use C++ run-time type information since wxWidgets provides +its own run-time type information system, implemented using macros. +@subsection page_multiplatform_cpp_precompiledheaders Precompiled Headers +Some compilers, such as Borland C++ and Microsoft C++, support precompiled +headers. This can save a great deal of compiling time. The recommended approach +is to precompile @c "wx.h", using this precompiled header for compiling both +wxWidgets itself and any wxWidgets applications. For Windows compilers, two +dummy source files are provided (one for normal applications and one for +creating DLLs) to allow initial creation of the precompiled header. - @section page_multiplatform_filehandling File handling +However, there are several downsides to using precompiled headers. One is that +to take advantage of the facility, you often need to include more header files +than would normally be the case. This means that changing a header file will +cause more recompilations (in the case of wxWidgets, everything needs to be +recompiled since everything includes @c "wx.h"). - When building an application which may be used under different - environments, one difficulty is coping with documents which may be - moved to different directories on other machines. Saving a file which - has pointers to full pathnames is going to be inherently unportable. +A related problem is that for compilers that don't have precompiled headers, +including a lot of header files slows down compilation considerably. For this +reason, you will find (in the common X and Windows parts of the library) +conditional compilation that under Unix, includes a minimal set of headers; and +when using Visual C++, includes @c "wx.h". This should help provide the optimal +compilation for each compiler, although it is biased towards the precompiled +headers facility available in Microsoft C++. - One approach is to store filenames on their own, with no directory - information. The application then searches into a list of standard - paths (platform-specific) through the use of wxStandardPaths. - Eventually you may want to use also the wxPathList class. - Nowadays the limitations of DOS 8+3 filenames doesn't apply anymore. - Most modern operating systems allow at least 255 characters in the filename; - the exact maximum length, as well as the characters allowed in the filenames, - are OS-specific so you should try to avoid extremely long (> 255 chars) filenames - and/or filenames with non-ANSI characters. +@section page_multiplatform_filehandling File Handling - Another thing you need to keep in mind is that all Windows operating systems - are case-insensitive, while Unix operating systems (Linux, Mac, etc) are - case-sensitive. +When building an application which may be used under different environments, +one difficulty is coping with documents which may be moved to different +directories on other machines. Saving a file which has pointers to full +pathnames is going to be inherently unportable. - Also, for text files, different OSes use different End Of Lines (EOL). - Windows uses CR+LF convention, Linux uses LF only, Mac CR only. +One approach is to store filenames on their own, with no directory information. +The application then searches into a list of standard paths (platform-specific) +through the use of wxStandardPaths. - The wxTextFile, wxTextInputStream, wxTextOutputStream classes help to abstract - from these differences. - Of course, there are also 3rd party utilities such as @c dos2unix and @c unix2dos - which do the EOL conversions. +Eventually you may want to use also the wxPathList class. - See also the @ref filefunctions section of the reference - manual for the description of miscellaneous file handling functions. +Nowadays the limitations of DOS 8+3 filenames doesn't apply anymore. Most +modern operating systems allow at least 255 characters in the filename; the +exact maximum length, as well as the characters allowed in the filenames, are +OS-specific so you should try to avoid extremely long (> 255 chars) filenames +and/or filenames with non-ANSI characters. + +Another thing you need to keep in mind is that all Windows operating systems +are case-insensitive, while Unix operating systems (Linux, Mac, etc) are +case-sensitive. + +Also, for text files, different OSes use different End Of Lines (EOL). Windows +uses CR+LF convention, Linux uses LF only, Mac CR only. + +The wxTextFile, wxTextInputStream, wxTextOutputStream classes help to abstract +from these differences. Of course, there are also 3rd party utilities such as +@c dos2unix and @c unix2dos which do the EOL conversions. + +See also the @ref group_funcmacro_file section of the reference manual for the +description of miscellaneous file handling functions. + + + +@section page_multiplatform_reducingerr Reducing Programming Errors + +@subsection page_multiplatform_reducingerr_useassert Use ASSERT + +It is good practice to use ASSERT statements liberally, that check for +conditions that should or should not hold, and print out appropriate error +messages. + +These can be compiled out of a non-debugging version of wxWidgets and your +application. Using ASSERT is an example of `defensive programming': it can +alert you to problems later on. + +See wxASSERT() for more info. + +@subsection page_multiplatform_reducingerr_usewxstring Use wxString in Preference to Character Arrays + +Using wxString can be much safer and more convenient than using @c wxChar*. + +You can reduce the possibility of memory leaks substantially, and it is much +more convenient to use the overloaded operators than functions such as +@c strcmp. wxString won't add a significant overhead to your program; the +overhead is compensated for by easier manipulation (which means less code). + +The same goes for other data types: use classes wherever possible. + + + +@section page_multiplatform_gui GUI Design + +@li Use Sizers: Don't use absolute panel item positioning if you can + avoid it. Every platform's native controls have very different sizes. + Consider using the @ref overview_sizer instead. +@li Use wxWidgets Resource Files: Use @c XRC (wxWidgets resource files) + where possible, because they can be easily changed independently of source + code. See the @ref overview_xrc for more info. + + + +@section page_multiplatform_debug Debugging + +@subsection page_multiplatform_debug_positivethinking Positive Thinking + +It is common to blow up the problem in one's imagination, so that it seems to +threaten weeks, months or even years of work. The problem you face may seem +insurmountable: but almost never is. Once you have been programming for some +time, you will be able to remember similar incidents that threw you into the +depths of despair. But remember, you always solved the problem, somehow! + +Perseverance is often the key, even though a seemingly trivial problem can take +an apparently inordinate amount of time to solve. In the end, you will probably +wonder why you worried so much. That's not to say it isn't painful at the time. +Try not to worry -- there are many more important things in life. + +@subsection page_multiplatform_debug_simplifyproblem Simplify the Problem + +Reduce the code exhibiting the problem to the smallest program possible that +exhibits the problem. If it is not possible to reduce a large and complex +program to a very small program, then try to ensure your code doesn't hide the +problem (you may have attempted to minimize the problem in some way: but now +you want to expose it). + +With luck, you can add a small amount of code that causes the program to go +from functioning to non-functioning state. This should give a clue to the +problem. In some cases though, such as memory leaks or wrong deallocation, this +can still give totally spurious results! + +@subsection page_multiplatform_debug_usedebugger Use a Debugger + +This sounds like facetious advice, but it is surprising how often people don't +use a debugger. Often it is an overhead to install or learn how to use a +debugger, but it really is essential for anything but the most trivial +programs. + +@subsection page_multiplatform_debug_uselogging Use Logging Functions + +There is a variety of logging functions that you can use in your program: see +@ref group_funcmacro_log. + +Using tracing statements may be more convenient than using the debugger in some +circumstances (such as when your debugger doesn't support a lot of debugging +code, or you wish to print a bunch of variables). + +@subsection page_multiplatform_debug_usedebuggingfacilities Use the wxWidgets Debugging Facilities + +You can use wxDebugContext to check for memory leaks and corrupt memory: in +fact in debugging mode, wxWidgets will automatically check for memory leaks at +the end of the program if wxWidgets is suitably configured. Depending on the +operating system and compiler, more or less specific information about the +problem will be logged. + +You should also use @ref group_funcmacro_debug as part of a "defensive +programming" strategy, scattering wxASSERT()s liberally to test for problems in +your code as early as possible. Forward thinking will save a surprising amount +of time in the long run. + +See the @ref overview_debugging for further information. */ +