+ *
+ * // From your main or from another actor, create your actor on the host Jupiter
+ * // The following line actually creates a new actor, even if there is no "new".
+ * Actor("Alice", simgrid::s4u::Host::by_name("Jupiter"), worker);
+ * @endcode
+ *
+ * But some people prefer to encapsulate their actors in classes and
+ * objects to save the actor state in a cleanly dedicated location.
+ * The syntax is slightly more complicated, but not much.
+ *
+ * @code{.cpp}
+ * #include "s4u/actor.hpp"
+ *
+ * // Declare the class representing your actors
+ * class Worker {
+ * public:
+ * void operator()() { // Two pairs of () because this defines the method called ()
+ * printf("Hello s4u");
+ * simgrid::s4u::this_actor::execute(5*1024*1024); // Get the worker executing a task of 5 MFlops
+ * }
+ * };
+ *
+ * // From your main or from another actor, create your actor. Note the () after Worker
+ * Actor("Bob", simgrid::s4u::Host::by_name("Jupiter"), Worker());
+ * @endcode
+ *
+ * @section s4u_actor_flesh Fleshing your actor
+ *
+ * The body of your actor can use the functions of the
+ * simgrid::s4u::this_actor namespace to interact with the world.
+ * This namespace contains the methods to start new activities
+ * (executions, communications, etc), and to get informations about
+ * the currently running thread (its location, etc).
+ *
+ * Please refer to the @link simgrid::s4u::this_actor full API @endlink.