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-<b>wxWidgets for Windows FAQ</b>
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-<P>
-
-See also <a href="faq.htm">top-level FAQ page</a>.
-<hr>
-<h3>List of questions in this category</h3>
-<ul>
-<li><a href="#platforms">Which Windows platforms are supported?</a></li>
-<li><a href="#wince">What about Windows CE?</a></li>
-<li><a href="#winxp">What do I need to do for Windows XP?</a></li>
-<li><a href="#compilers">What compilers are supported?</a></li>
-<li><a href="#bestcompiler">Which is the best compiler to use with wxWidgets?</a></li>
-<li><a href="#unicode">Is Unicode supported?</a></li>
-<li><a href="#doublebyte">Does wxWidgets support double byte fonts (Chinese/Japanese/Korean etc.)?</a></li>
-<li><a href="#dll">Can you compile wxWidgets as a DLL?</a></li>
-<li><a href="#exesize">How can I reduce executable size?</a></li>
-<li><a href="#mfc">Is wxWidgets compatible with MFC?</a></li>
-<li><a href="#setuph">Why do I get errors about setup.h not being found?</a></li>
-<li><a href="#asuffix">Why do I get errors about FooBarA when I only use FooBar in my program?</a></li>
-<li><a href="#newerrors">Why my code fails to compile with strange errors about new operator?</a></li>
-<li><a href="#mfcport">How do I port MFC applications to wxWidgets?</a></li>
-<li><a href="#crash">Why do I sometimes get bizarre crash problems using VC++ 5/6?</a></li>
-<li><a href="#makefiles">How are the wxWidgets makefiles edited under Windows?</a></li>
-<li><a href="#vcdebug">How do you use VC++'s memory leak checking instead of that in wxWidgets?</a></li>
-<li><a href="#shortcutproblem">Why are menu hotkeys or shortcuts not working in my application?</a></li>
-<li><a href="#regconfig">Why can I not write to the HKLM part of the registry with wxRegConfig?</a></li>
-<li><a href="#access">Is MS Active Accessibility supported?</a></li>
-<li><a href="#dspfmt">Why does Visual C++ complain about corrupted project files?</a></li>
-<li><a href="#crtmismatch">Visual C++ gives errors about multiply defined symbols, what can I do?</a></li>
-<li><a href="#directx">Why do I get compilation errors when using wxWidgets with DirectShow?</a></li>
-<li><a href="#handlewm">How do I handle Windows messages in my wxWidgets program?</a></li>
-</ul>
-<hr>
-
-<h3><a name="platforms">Which Windows platforms are supported?</a></h3>
-
-wxWidgets can be used to develop and deliver applications on Windows 95, Windows 98, Windows NT,
-Windows 2000, Windows XP, and Windows Vista. A Windows CE
-port is also available (see below).<P>
-
-16-bit compilation is only supported for wxWidgets 2.4 and previous versions,
-using Visual C++ 1.5 and Borland BC++ 4 to 5.
-<P>
-
-wxWidgets for Windows will also compile on Unix with gcc using Wine from <a href="http://www.winehq.org" target=_top>WineHQ</a>.
-The resulting executables are Unix binaries that work with the Wine Windows API emulator.<P>
-
-You can also compile wxWidgets for Windows on Unix with Cygwin or Mingw32, resulting
-in executables that will run on Windows. So in theory you could write your applications
-using wxGTK or wxMotif, then check/debug your wxWidgets for Windows
-programs with Wine, and finally produce an ix86 Windows executable using Cygwin/Mingw32,
-without ever needing a copy of Microsoft Windows. See the Technical Note on the Web site detailing cross-compilation.<P>
-
-<h3><a name="wince">What about Windows CE?</a></h3>
-
-This port supports Pocket PC 2002/2003 and MS Smartphone 2002/2003, using
-Embedded Visual C++ 3 or 4. For further information, see the wxMSW section in
-the wxWidgets Reference Manual, and also the <a href="http://www.wxwidgets.org/embedded.htm#wxwince">wxEmbedded</a> page.<P>
-
-<h3><a name="winxp">What do I need to do for Windows XP?</a></h3>
-
-From wxWidgets 2.5, the XP manifest is included in wx/msw/wx.rc and
-so your application will be themed automatically so long as you include wx.rc
-in your own .rc file.<P>
-
-For versions of wxWidgets below 2.5, you need to provide the manifest
-explicitly, as follows.<p>
-
-In the same directory as you have your executable (e.g. foo.exe) you
-put a file called foo.exe.manifest in which you have something like
-the following:
-
-<pre>
-<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
-<assembly
- xmlns="urn:schemas-microsoft-com:asm.v1"
- manifestVersion="1.0">
-<assemblyIdentity
- processorArchitecture="x86"
- version="5.1.0.0"
- type="win32"
- name="foo.exe"/>
- <description>Foo program</description>
- <dependency>
- <dependentAssembly>
- <assemblyIdentity
- type="win32"
- name="Microsoft.Windows.Common-Controls"
- version="6.0.0.0"
- publicKeyToken="6595b64144ccf1df"
- language="*"
- processorArchitecture="x86"/>
- </dependentAssembly>
- </dependency>
-</assembly>
-</pre>
-
-If you want to add it to your application permanently,
-you can also include it in your .rc file using this
-line:<P>
-
-<PRE>
- 1 24 "winxp.manifest"
-</PRE>
-
-For an explanation of this syntax, please see
-<a href="http://delphi.about.com/library/bluc/text/uc111601a.htm" target=_new>this
-article</a>.
-<P>
-
-<h3><a name="compilers">What compilers are supported?</a></h3>
-
-Please see the wxWidgets for Windows install.txt file for up-to-date information, but
-currently the following are known to work:<P>
-
-<ul>
-<li>Visual C++ 1.5, 4.0, 5.0, 6.0, 7.0, 7.1
-<li>Borland C++ 4.5, 5.0, 5.5
-<li>Borland C++Builder 1.0, 3.0, X
-<li>Watcom C++ 10.6 (Win32), OpenWatcom 1.0
-<li>Cygwin (using configure)
-<li>Mingw32
-<li>MetroWerks CodeWarrior (many versions)
-<li>Digital Mars 8.34+
-</ul>
-<P>
-
-
-<h3><a name="bestcompiler">Which is the best compiler to use with wxWidgets?</a></h3>
-
-It's partly a matter of taste, but some people prefer Visual C++ since the debugger is very
-good, it's very stable, the documentation is extensive, and it generates small executables.
-Since project files are plain text, it's easy for me to generate appropriate project files
-for wxWidgets samples.<P>
-
-Borland C++ is fine - and very fast - but it's hard (impossible?) to use the debugger without using project files, and
-the debugger is nowhere near up to VC++'s quality. The IDE isn't great.<P>
-
-C++Builder's power isn't really used with wxWidgets since it needs integration with its
-own class library (VCL). For wxWidgets, I've only used it with makefiles, in which case
-it's almost identical to BC++ 5.0 (the same makefiles can be used).<P>
-
-You can't beat Cygwin's price (free), and you can debug adequately using gdb. However, it's
-quite slow to compile since it does not use precompiled headers.<P>
-
-CodeWarrior is cross-platform - you can debug and generate Windows executables from a Mac, but not
-the other way around I think - but the IDE is, to my mind, a bit primitive.<P>
-
-Watcom C++ is a little slow and the debugger is not really up to today's standards.<P>
-
-Among the free compilers the best choice seem to be Borland C++ command line
-tools and mingw32 (port of gcc to Win32). Both of them are supported by
-wxWidgets. However BC++ has trouble compiling large executables statically,
-so you need to dynamically link the wxWidgets libraries.<p>
-
-<h3><a name="unicode">Is Unicode supported?</a></h3>
-
-Yes, Unicode is fully supported under Windows NT/2000 and there is limited
-support for it under Windows 9x using <a
-href="http://www.microsoft.com/globaldev/handson/dev/mslu_announce.mspx">MSLU</a>.
-<p>
-
-<h3><a name="doublebyte">Does wxWidgets support double byte fonts (Chinese/Japanese/Korean etc.)?</a></h3>
-
-For Japanese under Win2000, it seems that wxWidgets has no problems working
-with double byte char sets (meaning DBCS, not Unicode). First you have to
-install Japanese support on your Win2K system and choose for ANSI translation
-<tt>HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Nls\CodePage=932</tt>
-(default is 1252 for Western). Then you can see all the Japanese letters in
-wxWidgets applications.
-<p>
-
-<h3><a name="dll">Can you compile wxWidgets as a DLL?</a></h3>
-
-Yes (using the Visual C++ or Borland C++ makefile), but be aware that distributing DLLs is a thorny issue
-and you may be better off compiling statically-linked applications, unless you're
-delivering a suite of separate programs, or you're compiling a lot of wxWidgets applications
-and have limited hard disk space.<P>
-
-With a DLL approach, and with different versions and configurations of wxWidgets
-needing to be catered for, the end user may end up with a host of large DLLs in his or her Windows system directory,
-negating the point of using DLLs. Of course, this is not a problem just associated with
-wxWidgets!
-<P>
-
-<h3><a name="exesize">How can I reduce executable size?</a></h3>
-
-You can compile wxWidgets as a DLL (see above, VC++/BC++ only at present). You should also
-compile your programs for release using non-debugging and space-optimisation options, but
-take with VC++ 5/6 space optimisation: it can sometimes cause problems.<P>
-
-If you want to distribute really small executables, you can
-use <a href="http://www.un4seen.com/petite/" target=_top>Petite</a>
-by Ian Luck. This nifty utility compresses Windows executables by around 50%, so your 500KB executable
-will shrink to a mere 250KB. With this sort of size, there is reduced incentive to
-use DLLs. Another good compression tool (probably better than Petite) is <a href="http://upx.sourceforge.net/" target=_top>UPX</a>.
-<P>
-
-Please do not be surprised if MinGW produces a statically-linked minimal executable of 1 MB. Firstly, gcc
-produces larger executables than some compilers. Secondly, this figure will
-include most of the overhead of wxWidgets, so as your application becomes more
-complex, the overhead becomes proportionally less significant. And thirdly, trading executable compactness
-for the enormous increase in productivity you get with wxWidgets is almost always well worth it.<P>
-
-If you have a really large executable compiled with MinGW (for example 20MB) then
-you need to configure wxWidgets to compile without debugging information: see
-docs/msw/install.txt for details. You may find that using configure instead
-of makefile.g95 is easier, particularly since you can maintain debug and
-release versions of the library simultaneously, in different directories.
-Also, run 'strip' after linking to remove all traces of debug info.
-<P>
-
-<H3><a name="mfc">Is wxWidgets compatible with MFC?</a></H3>
-
-There is a sample which demonstrates MFC and wxWidgets code co-existing in the same
-application. However, don't expect to be able to enable wxWidgets windows with OLE-2
-functionality using MFC.<P>
-
-<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/vc_msw/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/vc_lib/mswd<P>
-
-or if building the static Release library, lib/vc_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.<p>
-
-For 2.4.x, there is a system written by Vadim Zeitlin that
-generates the makefiles from templates using tmake.<P>
-
-Here are Vadim's notes on tmake:<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 errors 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.
-
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