As I understand it, Windows #defines TCHAR as the correct character type for your application based on the build - so it is wchar_t
in UNICODE builds and char
otherwise.
Because of this I wondered if std::basic_string<TCHAR>
would be preferable to std::wstring
, since the first would theoretically match the character type of the application, whereas the second would always be wide.
So my question is essentially: Would std::basic_string<TCHAR>
be preferable to std::wstring
on Windows? And, would there be any caveats (i.e. unexpected behavior or side effects) to using std::basic_string<TCHAR>
? Or, should I just use std::wstring
on Windows and forget about it?
I believe the time when it was advisable to release non-unicode versions of your application (to support Win95, or to save a KB or two) is long past: nowadays the underlying Windows system you'll support are going to be unicode-based (so using char-based system interfaces will actually complicate the code by interposing a shim layer from the library) and it's doubtful whether you'd save any space at all. Go std::wstring
, young man!-)
I have done this on very large projects and it works great:
namespace std
{
#ifdef _UNICODE
typedef wstring tstring;
#else
typedef string tstring;
#endif
}
You can use wstring everywhere instead though if you'd like, if you do not need to ever compile using a multi-byte character string. I don't think you need to ever support multi byte character strings though in any modern application.
Note: The std
namespace is supposed to be off limits, but I have not had any problems with the above method for several years.
One thing to keep in mind. If you decide to use std::wstring all the way in your program, you might still need to use std::string if you are communicating with other systems using UTF8.
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