- * schedule these activities.
- *
- * An actor is located on a (simulated) host, but it can interact
- * with the whole simulated platform.
- *
- * The s4u::Actor API is strongly inspired from the C++11 threads.
- * The <a href="http://en.cppreference.com/w/cpp/thread">documentation
- * of this standard</a> may help to understand the philosophy of the S4U
- * Actors.
- *
- * @section s4u_actor_def Defining the skeleton of an Actor
- *
- * As in the <a href="http://en.cppreference.com/w/cpp/thread">C++11
- * standard</a>, you can declare the code of your actor either as a
- * pure function or as an object. It is very simple with functions:
- *
- * @code{.cpp}
- * #include <simgrid/s4u/actor.hpp>
- *
- * // Declare the code of your worker
- * void worker() {
- * 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 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 <simgrid/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