/* Pages and pages of astute, insiteful documentation */ #include whatever typedef ... (*pftn)( float ); /* doc, doc, doc */ float Unity( float x ); { return 1; } /* more doc, doc, doc. */ float Identity( float x ) { return x; } /* yet more doc doc doc */ float Poly( float x ) { return x*x + 2*x + 1; } /* Normal: this is reuseable, so good doc. etc. */ float Normal( float x ); { } /* Now the really good doc since everything else but SimRule is */ /* only test scafolding */ float Integral( pftn ftn , float a, float b, float AccErr, int Step ) { ... } void main( void ); int ... float ... x = Integral( Unity, 0.0, 1.0, 0.01, 10 ); cout << x; x = Integral( Unity, 0.0, 2.0, 0.01, 10 ); ... x = Integral( Identity, ... ); ... x = Integral( Poly, ... ); ... x = Integral( Normal, ... ); }