From 6f358f4ef85f5627bfad4280cd74bc3289800710 Mon Sep 17 00:00:00 2001 From: Martin Quinson Date: Sat, 10 Jul 2021 11:13:15 +0200 Subject: [PATCH] remove 2 files with no useful content to scavenge from the old doc --- doc/doxygen/module-xbt.doc | 81 ------------------------------------ doc/doxygen/platform_lua.doc | 35 ---------------- 2 files changed, 116 deletions(-) delete mode 100644 doc/doxygen/module-xbt.doc delete mode 100644 doc/doxygen/platform_lua.doc diff --git a/doc/doxygen/module-xbt.doc b/doc/doxygen/module-xbt.doc deleted file mode 100644 index d3dc154d1f..0000000000 --- a/doc/doxygen/module-xbt.doc +++ /dev/null @@ -1,81 +0,0 @@ -/** @addtogroup XBT_API - - The XBT functionalities fall into several categories: - - Portability support - - @ref XBT_syscall - - @ref XBT_str - - Grounding features - - @ref XBT_ex - - @ref XBT_ex_c - - @ref XBT_log - - @ref XBT_error - - @ref XBT_config - - @ref XBT_mallocator - - Data structures - - @ref XBT_dynar - - @ref XBT_dict - - @ref XBT_misc - - @ref XBT_graph - - @{ */ - /** @defgroup XBT_grounding Grounding features */ - /** @defgroup XBT_adt Usual data structures */ - /** @defgroup XBT_misc Miscellaneous */ -/** @} */ - - -######################################################################## - - -/** @addtogroup XBT_grounding - - Grounding features are the basement of SimGrid. You'll find portable (and - secure) wrappers to the malloc-like functions, logging support, error - reporting features, etc. - - @{ */ - - /** @defgroup XBT_syscall Malloc and friends */ - /** @defgroup XBT_str String related functions */ - /** @defgroup XBT_ex Exception support (C++) */ - /** @defgroup XBT_ex_c Exception support (C) */ - /** @defgroup XBT_log Logging support */ - /** @defgroup XBT_error Assert macro family */ - /** @defgroup XBT_config Configuration support */ - /** @defgroup XBT_mallocator Mallocators */ -/** @} */ - - - - -######################################################################## - -/** @addtogroup XBT_adt - - Here are the basic data containers that every C programmer rewrites one day. - You won't need to do so yourself, you lucky one, because we did it for you. - However, if you are programming in C++ you might want to use C++ containers - instead. - - @{ */ - /** @defgroup XBT_dynar Dynar: generic dynamic array */ - /** @defgroup XBT_dict Dict: generic dictionary */ -/** @} */ - - -######################################################################## - -/** @addtogroup XBT_misc - - Here are several general purposes library components designed specially - for you, you lucky one. - - - @{ */ - /** @defgroup XBT_graph General purpose graph library */ - /** @defgroup XBT_parmap Parallel map */ - /** @defgroup XBT_synchro Simulated Synchronization */ - /** @defgroup XBT_context Portable context implementation */ - /** @defgroup XBT_replay Replay */ -/** @} */ - diff --git a/doc/doxygen/platform_lua.doc b/doc/doxygen/platform_lua.doc deleted file mode 100644 index a844a7930b..0000000000 --- a/doc/doxygen/platform_lua.doc +++ /dev/null @@ -1,35 +0,0 @@ -/*! \page platform_lua Describing the platform with lua - -@tableofcontents - - -To describe your virtual platform, you can provide a lua script -instead of an XML file. This is really easy: just pass the script file -where an XML file was expected (eg in @ref MSG_create_environment()), -and you are done. - -In the near future, it should become possible to change the platform -from in C++ and Java thanks to the the S4U interface. When this -happens, the lua interface will be changed to match the S4U one. - -That is why the current lua API is not documented. It is very close to -the XML interface, and you have some examples that you can use to -understand this module. If you use the current API, just drop us a -mail so that we keep it working once S4U is out, to give you the time -to switch at your pace. - - -@section pf_lua_why Why lua ? - -Lua is a fast and portable scripting language. Its main goal is to -make the internal mechanics of C/C++ programs easily recombinable from -a script. It is for example heavily used in the gaming industry: C++ -programmers do fast 3D game engines, that game designers reuse easily to -tell stories. - -Similarly, our goal is to decouple the internals of the simulation -engine from the usage of that engine. It should give our users the -full power of reconfiguring the tool without digging into our -implementation. Admittedly, we are not there yet... - -*/ -- 2.20.1