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git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@5739 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
276 lines
12 KiB
HTML
276 lines
12 KiB
HTML
<HTML>
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<HEAD>
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<TITLE>wxWindows 2 for Windows FAQ</TITLE>
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</HEAD>
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<BODY BGCOLOR=#FFFFFF TEXT=#000000 LINK=#FF0000 VLINK=#000000>
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<font face="Arial, Lucida Sans, Helvetica">
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<table width=100% border=4 cellpadding=5 cellspacing=0>
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<tr>
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<td bgcolor="#660000">
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<font size=+1 face="Arial, Lucida Sans, Helvetica" color="#FFFFFF">
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wxWindows 2 for Windows FAQ
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</font>
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</td>
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</tr>
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</table>
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<P>
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See also <a href="faq.htm">top-level FAQ page</a>.
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<hr>
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<h3>Which Windows platforms are supported?</h3>
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wxWindows 2 can be used to develop and deliver applications on Windows 3.1, Win32s,
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Windows 95, Windows 98, and Windows NT. A Windows CE version is being looked into (see below).<P>
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wxWindows 2 is designed to make use of WIN32 features and controls. However, unlike Microsoft,
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we have not forgotten users of 16-bit Windows. Most features
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work under Windows 3.1, including wxTreeCtrl and wxListCtrl using the generic implementation.
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However, don't expect very Windows-95-specific classes to work, such as wxTaskBarIcon. The wxRegConfig
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class doesn't work either because the Windows 3.1 registry is very simplistic. Check out the 16-bit
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makefiles to see what other files have been left out.
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<P>
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16-bit compilation is supported under Visual C++ 1.5, and Borland BC++ 4 to 5.
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<P>
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wxWindows 2 for Windows will also compile on Unix with gcc using TWIN32 from <a href="http://www.willows.com" target=_top>Willows</a>,
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although TWIN32 is still in a preliminary state. The resulting executables are
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Unix binaries that work with the TWIN32 Windows API emulator.<P>
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You can also compile wxWindows 2 for Windows on Unix with Cygwin or Mingw32, resulting
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in executables that will run on Windows. So in theory you could write your applications
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using wxGTK or wxMotif, then check/debug your wxWindows for Windows
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programs with TWIN32, and finally produce an ix86 Windows executable using Cygwin/Mingw32,
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without ever needing a copy of Microsoft Windows. See the Technical Note on the Web site detailing cross-compilation.<P>
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<h3>What about Windows CE?</h3>
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This is under consideration, though we need to get wxWindows Unicode-aware first.
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There are other interesting issues, such as how to combine the menubar and toolbar APIs
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as Windows CE requires. But there's no doubt that it will be possible, albeit
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by mostly cutting down wxWindows 2 API functionality, and adding a few classes here
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and there. Since wxWindows for 2 produces small binaries (less than 300K for
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the statically-linked 'minimal' sample), shoehorning wxWindows 2 into a Windows CE device's limited
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storage should not be a problem.<P>
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<h3>What compilers are supported?</h3>
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Please see the wxWindows 2 for Windows install.txt file for up-to-date information, but
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currently the following are known to work:<P>
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<ul>
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<li>Visual C++ 1.5, 4.0, 5.0, 6.0
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<li>Borland C++ 4.5, 5.0
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<li>Borland C++Builder 1.0, 3.0
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<li>Watcom C++ 10.6 (WIN32)
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<li>Cygwin b20
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<li>Mingw32
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<li>MetroWerks CodeWarrior 4
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</ul>
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<P>
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There is a linking problem with Symantec C++ which I hope someone can help solve.
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<P>
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<h3>Which is the best compiler to use with wxWindows 2?</h3>
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It's partly a matter of taste, but I (JACS) prefer Visual C++ since the debugger is very
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good, it's very stable, the documentation is extensive, and it generates small executables.
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Since project files are plain text, it's easy for me to generate appropriate project files
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for wxWindows samples.<P>
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Borland C++ is fine - and very fast - but it's hard (impossible?) to use the debugger without using project files, and
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the debugger is nowhere near up to VC++'s quality. The IDE isn't great.<P>
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C++Builder's power isn't really used with wxWindows since it needs integration with its
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own class library (VCL). For wxWindows, I've only used it with makefiles, in which case
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it's almost identical to BC++ 5.0 (the same makefiles can be used).<P>
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You can't beat Cygwin's price (free), and you can debug adequately using gdb. However, it's
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quite slow to compile since it does not use precompiled headers.<P>
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CodeWarrior is cross-platform - you can debug and generate Windows executables from a Mac, but not
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the other way around I think - but the IDE is, to my mind, a bit primitive.<P>
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Watcom C++ is a little slow and the debugger is not really up to today's standards.<P>
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<h3>Is Unicode supported?</h3>
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Not yet, although there are other internationalisation features.<P>
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However, the issues surrounding Unicode support have been looked into so we know
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what we need to do, and have some header files ready to use containing appropriate
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type definitions. Just about every file in wxWindows will need changes, due to the
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pervasive nature of characters and character arrays. Unicode support is needed
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for the port to Windows CE (see above), and will probably be added in time for version 2.1.<P>
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<h3>Can you compile wxWindows 2 as a DLL?</h3>
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Yes (using the Visual C++ or Borland C++ makefile), but be aware that distributing DLLs is a thorny issue
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and you may be better off compiling statically-linked applications, unless you're
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delivering a suite of separate programs, or you're compiling a lot of wxWindows applications
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and have limited hard disk space.<P>
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With a DLL approach, and with different versions and configurations of wxWindows
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needing to be catered for, the end user may end up with a host of large DLLs in his or her Windows system directory,
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negating the point of using DLLs. Of course, this is not a problem just associated with
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wxWindows!
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<P>
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<H3>How can I reduce executable size?</H3>
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You can compile wxWindows as a DLL (see above, VC++/BC++ only at present). You should also
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compile your programs for release using non-debugging and space-optimisation options, but
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take with VC++ 5/6 space optimisation: it can sometimes cause problems.<P>
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Statically-linked wxWindows 2 programs are smaller than wxWindows 1.xx programs, because of the way
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wxWindows 2 has been designed to reduce dependencies between classes, and other
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techniques. The linker will not include code from the library that is not (directly or
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indirectly) referenced
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by your application. So for example, the 'minimal' sample is less than 300KB using VC++ 6.<P>
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If you want to distribute really small executables, you can
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use <a href="http://www.icl.ndirect.co.uk/petite/" target=_top>Petite</a>
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by Ian Luck. This nifty utility compresses Windows executables by around 50%, so your 500KB executable
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will shrink to a mere 250KB. With this sort of size, there is reduced incentive to
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use DLLs.<P>
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<H3>Is wxWindows compatible with MFC?</H3>
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There is a sample which demonstrates MFC and wxWindows code co-existing in the same
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application. However, don't expect to be able to enable wxWindows windows with OLE-2
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functionality using MFC.<P>
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<H3>Why do I sometimes get bizarre crash problems using VC++ 5/6?</H3>
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Some crash problems can be due to inconsistent compiler
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options (and of course this isn't limited to wxWindows).
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If strange/weird/impossible things start to happen please
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check (dumping IDE project file as makefile and doing text comparison
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if necessary) that the project settings, especially the list of defined
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symbols, struct packing, etc. are exactly the same for all items in
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the project. After this, delete everything (including PCH) and recompile.<P>
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VC++ 5's optimization code seems to be broken and can
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cause problems: this can be seen when deleting an object Dialog
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Editor, in Release mode with optimizations on. If in doubt,
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switch off optimisations, although this will result in much
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larger executables. It seems possible that the library can be created with
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strong optimization, so long as the application is not strongly
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optimized. For example, in wxWindows project, set to 'Minimum
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Size'. In Dialog Editor project, set to 'Customize: Favor Small
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Code' (and no others). This will then work.<P>
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<H3>How are the wxWindows makefiles edited under Windows?</H3>
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As of wxWindows 2.1, there is a new system written by Vadim Zeitlin, that
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generates the makefiles from templates using tmake.<P>
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Here are Vadim's notes:<P>
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<blockquote>
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To use these new makefiles, you don't need anything (but see below).
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However, you should NOT modify them because these files will be
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rewritten when I regenerate them using tmake the next time. So, if
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you find a problem with any of these makefiles (say, makefile.b32)
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you'll need to modify the corresponding template (b32.t in this
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example) and regenerate the makefile using tmake.<P>
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tmake can be found at
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<a href="http://www.troll.no/freebies/tmake.html" target=_new>www.troll.no/freebies/tmake.html</a>.
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It's a Perl5 program and so it needs Perl (doh). There is a binary for
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Windows (available from the same page), but I haven't used it, so
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I don't know if it works as flawlessly as "perl tmake" does (note
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for people knowing Perl: don't try to run tmake with -w, it won't
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do you any good). Using it extremely simple: to regenerate makefile.b32
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just go to distrib/msw/tmake and type<P>
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<pre>tmake -t b32 wxwin.pro -o ../../src/msw/makefile.b32</pre><P>
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The makefiles are untested - I don't have any of Borland, Watcom or
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Symantec and I don't have enough diskspace to recompile even with
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VC6 using makefiles. The new makefiles are as close as possible to the
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old ones, but not closer: in fact, there has been many strange things
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(should I say bugs?) in some of makefiles, some files were not compiled
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without any reason etc. Please test them and notify me about any problems.
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Better yet, modify the template files to generate the correct makefiles
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and check them in.<P>
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The templates are described in tmake ref manual (1-2 pages of text)
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and are quite simple. They do contain some Perl code, but my Perl is
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primitive (very C like) so it should be possible for anybody to make
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trivial modifications to it (I hope that only trivial modifications
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will be needed). I've tagged the ol makefiles as MAKEFILES_WITHOUT_TMAKE
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in the cvs, so you can always retrieve them and compare the new ones,
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this will make it easier to solve the problems you might have.<P>
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Another important file is filelist.txt: it contains the list of all
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files to be compiled. Some of them are only compiled in 16/32 bit mode.
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Some other are only compiled with some compilers (others can't compile
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them) - all this info is contained in this file.<P>
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So now adding a new file to wxWindows is as easy as modifying filelist.txt
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(and Makefile.ams for Unix ports) and regenerating the makefiles - no
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need to modify all files manually any more.<P>
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Finally, there is also a file vc6.t which I use myself: this one
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generates a project file for VC++ 6.0 (I didn't create vc5.t because
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I don't need it and can't test it, but it should be trivial to create
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one from vc6.t - probably the only things to change would be the
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version number in the very beginning and the /Z option - VC5 doesn't
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support edit-and=continue). This is not an officially supported way
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of building wxWindows (that is, nobody guarantees that it will work),
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but it has been very useful to me and I hope it will be also for
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others. To generate wxWindows.dsp run<P>
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<pre>tmake -t vc6 wxwin.pro -o ../../wxWindows.dsp</pre><P>
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Then just include this project in any workspace or open it from VC IDE
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and it will create a new workspace for you.<P>
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If all goes well, I'm planning to create a template file for Makefile.ams
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under src/gtk and src/motif and also replace all makefiles in the samples
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subdirectories with the project files from which all the others will be
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generated. At least it will divide the number of files in samples
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directory by 10 (and the number of files to be maintained too).
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</blockquote>
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<P>
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<H3>How do you use VC++'s memory leak checking instead of that in wxWindows?</H3>
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Vadim Zeitlin:
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<pre>
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On the VC++ level, it's just the matter of calling _CrtSetDbgFlag() in the very
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beginning of the program. In wxWindows, this is done automatically when
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compiling with VC++ in debug mode unless wxUSE_GLOBAL_MEMORY_OPERATORS or
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__NO_VC_CRTDBG__ are defined - this check is done in wx/msw/msvcrt.h which
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is included from app.cpp which then calls wxCrtSetDbgFlag() without any
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#ifdefs.
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This works quite well: at the end of the program, all leaked blocks with their
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malloc count are shown. This number (malloc count) can be used to determine
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where exactly the object was allocated: for this it's enough to set the variable
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_crtBreakAlloc (look in VC98\crt\srs\dbgheap.c line 326) to this number and
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a breakpoint will be triggered when the block with this number is allocated.
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For simple situations it works like a charm. For something more complicated
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like reading uninitialized memory a specialized tool is probably better...
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Regards,
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VZ
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</pre>
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</font>
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</BODY>
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</HTML>
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