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author | Timothy Pearson <kb9vqf@pearsoncomputing.net> | 2011-12-03 11:05:10 -0600 |
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committer | Timothy Pearson <kb9vqf@pearsoncomputing.net> | 2011-12-03 11:05:10 -0600 |
commit | f7e7a923aca8be643f9ae6f7252f9fb27b3d2c3b (patch) | |
tree | 1f78ef53b206c6b4e4efc88c4849aa9f686a094d /tde-i18n-pt_BR/docs/tdeedu/kig | |
parent | 85ca18776aa487b06b9d5ab7459b8f837ba637f3 (diff) | |
download | tde-i18n-f7e7a923aca8be643f9ae6f7252f9fb27b3d2c3b.tar.gz tde-i18n-f7e7a923aca8be643f9ae6f7252f9fb27b3d2c3b.zip |
Second part of prior commit
Diffstat (limited to 'tde-i18n-pt_BR/docs/tdeedu/kig')
-rw-r--r-- | tde-i18n-pt_BR/docs/tdeedu/kig/Makefile.am | 4 | ||||
-rw-r--r-- | tde-i18n-pt_BR/docs/tdeedu/kig/Makefile.in | 635 | ||||
-rw-r--r-- | tde-i18n-pt_BR/docs/tdeedu/kig/index.cache.bz2 | bin | 0 -> 12790 bytes | |||
-rw-r--r-- | tde-i18n-pt_BR/docs/tdeedu/kig/index.docbook | 893 | ||||
-rw-r--r-- | tde-i18n-pt_BR/docs/tdeedu/kig/scripting-api/Doxyfile.scripting-api.in | 1155 | ||||
-rw-r--r-- | tde-i18n-pt_BR/docs/tdeedu/kig/scripting-api/Makefile.am | 4 | ||||
-rw-r--r-- | tde-i18n-pt_BR/docs/tdeedu/kig/scripting-api/Makefile.in | 613 |
7 files changed, 3304 insertions, 0 deletions
diff --git a/tde-i18n-pt_BR/docs/tdeedu/kig/Makefile.am b/tde-i18n-pt_BR/docs/tdeedu/kig/Makefile.am new file mode 100644 index 00000000000..babf802f3a2 --- /dev/null +++ b/tde-i18n-pt_BR/docs/tdeedu/kig/Makefile.am @@ -0,0 +1,4 @@ +KDE_LANG = pt_BR +SUBDIRS = $(AUTODIRS) +KDE_DOCS = AUTO +KDE_MANS = AUTO diff --git a/tde-i18n-pt_BR/docs/tdeedu/kig/Makefile.in b/tde-i18n-pt_BR/docs/tdeedu/kig/Makefile.in new file mode 100644 index 00000000000..0b218413c4b --- /dev/null +++ b/tde-i18n-pt_BR/docs/tdeedu/kig/Makefile.in @@ -0,0 +1,635 @@ +# Makefile.in generated by automake 1.10.1 from Makefile.am. +# KDE tags expanded automatically by am_edit - $Revision: 483858 $ +# @configure_input@ + +# Copyright (C) 1994, 1995, 1996, 1997, 1998, 1999, 2000, 2001, 2002, +# 2003, 2004, 2005, 2006, 2007, 2008 Free Software Foundation, Inc. +# This Makefile.in is free software; the Free Software Foundation +# gives unlimited permission to copy and/or distribute it, +# with or without modifications, as 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cd $(top_srcdir) && $(AUTOMAKE) --gnu docs/tdeedu/kig/Makefile'; \ + cd $(top_srcdir) && \ + $(AUTOMAKE) --gnu docs/tdeedu/kig/Makefile + cd $(top_srcdir) && perl ../scripts/admin/am_edit -p../scripts/admin docs/tdeedu/kig/Makefile.in + + +#>+ 21 +clean-bcheck: + rm -f *.bchecktest.cc *.bchecktest.cc.class a.out + +bcheck: bcheck-recursive + +bcheck-am: + @for i in ; do \ + if test $(srcdir)/$$i -nt $$i.bchecktest.cc; then \ + echo "int main() {return 0;}" > $$i.bchecktest.cc ; \ + echo "#include \"$$i\"" >> $$i.bchecktest.cc ; \ + echo "$$i"; \ + if ! $(CXX) $(DEFS) -I. -I$(srcdir) -I$(top_builddir) $(INCLUDES) $(AM_CPPFLAGS) $(CPPFLAGS) $(CXXFLAGS) $(KDE_CXXFLAGS) --dump-class-hierarchy -c $$i.bchecktest.cc; then \ + rm -f $$i.bchecktest.cc; exit 1; \ + fi ; \ + echo "" >> $$i.bchecktest.cc.class; \ + perl $(top_srcdir)/admin/bcheck.pl $$i.bchecktest.cc.class || { rm -f $$i.bchecktest.cc; exit 1; }; \ + rm -f a.out; \ + fi ; \ + done + + +#>+ 3 +final: + $(MAKE) all-am + +#>+ 3 +final-install: + $(MAKE) install-am + +#>+ 3 +no-final: + $(MAKE) all-am + +#>+ 3 +no-final-install: + $(MAKE) install-am + +#>+ 3 +kde-rpo-clean: + -rm -f *.rpo + +#>+ 3 +nmcheck: +nmcheck-am: nmcheck diff --git a/tde-i18n-pt_BR/docs/tdeedu/kig/index.cache.bz2 b/tde-i18n-pt_BR/docs/tdeedu/kig/index.cache.bz2 Binary files differnew file mode 100644 index 00000000000..4078429e636 --- /dev/null +++ b/tde-i18n-pt_BR/docs/tdeedu/kig/index.cache.bz2 diff --git a/tde-i18n-pt_BR/docs/tdeedu/kig/index.docbook b/tde-i18n-pt_BR/docs/tdeedu/kig/index.docbook new file mode 100644 index 00000000000..1f261f64e2e --- /dev/null +++ b/tde-i18n-pt_BR/docs/tdeedu/kig/index.docbook @@ -0,0 +1,893 @@ +<?xml version="1.0" ?> +<!DOCTYPE book PUBLIC "-//KDE//DTD DocBook XML V4.2-Based Variant V1.1//EN" "dtd/kdex.dtd" [ + <!ENTITY kseg "<application +>KSeg</application +>"> + <!ENTITY cabri "<application +>Cabri</application +>"> + <!ENTITY drgeo "<application +>Dr.Geo</application +>"> + <!ENTITY package "tdeedu"> + <!ENTITY kappname "&kig;"> + <!ENTITY % addindex "IGNORE"> + <!ENTITY % Brazilian-Portuguese "INCLUDE"> + <!-- change language only here --> +] +> + +<book lang="&language;"> + + <bookinfo> + <title +>O Manual do &kig;</title> + + <authorgroup> + <author +><firstname +>Dominique</firstname +> <surname +>Devriese</surname +> <affiliation +> <address +><email +>devriese@kde.org</email +></address> + </affiliation> + </author> + <othercredit role="translator" +><firstname +>Marcus</firstname +><surname +>Gama</surname +><affiliation +><address +><email +>marcus_gama@uol.com.br</email +></address +></affiliation +><contrib +>Tradução</contrib +></othercredit +> + </authorgroup> + + + <copyright> + <year +>2002</year +><year +>2003</year +><year +>2004</year +> <holder +>Dominique Devriese</holder> + </copyright> + + <legalnotice +>&FDLNotice;</legalnotice> + + <date +>2004-06-29</date +> <releaseinfo +>0.9.0</releaseinfo> + + <abstract> + <para +>O &kig; é um aplicativo do &kde; para Geometria Interativa. </para> + </abstract> + + <keywordset> + <keyword +>KDE</keyword +> <keyword +>KDE-Edu</keyword> + <keyword +>Kig</keyword +> <keyword +>Geometria Interativa</keyword> + <keyword +>KGeo</keyword +> <keyword +>Cabri</keyword> + <keyword +>Dr.Geo</keyword +> <keyword +>KSeg</keyword> + </keywordset> + </bookinfo> + + <chapter id="introduction"> + <title +>Introdução</title> + + <para +>O &kig; é um aplicativo para Geometria Interativa. Ele pretende cumprir dois objetivos: </para> + + <itemizedlist> + <listitem +><para +>Permitir aos estudantes explorarem figuras e conceitos matemáticos, usando o computador. </para +></listitem> + + <listitem +><para +>Servir como uma ferramenta <acronym +>WYSIWYG</acronym +> para desenhar figuras matemáticas e incluí-las em outros documentos.</para +></listitem> + </itemizedlist> + + <para +>Você poderá comunicar problemas no &kig;, usando a ferramenta interna de relatórios de erros (<menuchoice +><guimenu +>Ajuda</guimenu +><guimenuitem +>Comunicar um Erro...</guimenuitem +></menuchoice +>, ou poderá contactar o autor em <email +>devriese@kde.org</email +>. </para> + <para +>Uma vez que o &kig; suporta macros e 'locuses', ele permite a definição de algumas macros mais avançadas. Se você criou uma macro interessante que você acha que poderá ser útil para outras pessoas, você poderá enviá-la para o autor em <email +>devriese@kde.org</email +>, de modo que possa ser incluída na distribuição (se o fizer, ela será licenciada segundo os termos da licença do &kig;, a <ulink url="http://www.gnu.org/licenses/licenses.html#GPL" +>GPL</ulink +>, de modo que as outras pessoas possam usá-la livremente e adaptá-la). </para> + </chapter> + + <chapter id="using-kig-basic"> + <title +>Uso básico</title> + <section id="constructing-objects"> + <title +>Construindo Objetos</title> + <section id="constructing-points"> + <title +>Construindo pontos</title> + <para +>Você poderá construir pontos de várias formas:</para> + <itemizedlist> + <listitem> + <para +>Selecione <menuchoice +><guimenu +>Objetos</guimenu +> <guisubmenu +>Pontos</guisubmenu +><guimenuitem +>Ponto</guimenuitem +></menuchoice +> na barra de menu ou clique no botão apropriado da barra de ferramentas. Você poderá então construir um ponto clicando na posição desejada da janela.</para +> <note +><para +>Atualmente, isto funciona da mesma forma para construir também outros objetos: clique no item desejado do menu ou da barra de ferramentas e selecione os objetos necessários para construir o objeto.</para +></note> + </listitem> + <listitem> + <para +>Uma vez que você precisa normalmente construir os pontos, basta clicar em algum ponto da tela com o &MMB; de modo a construir um ponto para você, sem ter que ir a um menu ou a um botão. </para> + </listitem> + <listitem> + <para +>Você poderá criar pontos enquanto está criando outros objetos em segundo plano, selecionando-os opcionalmente no objeto que está criando. Para mais informações, veja em <xref linkend="constructing-other-objects"/>. </para> + </listitem> + </itemizedlist> + + <screenshot> + <screeninfo +>Foi criado um ponto</screeninfo> + <mediaobject> + <imageobject> + <imagedata fileref="constructed_a_point.png" + format="PNG"/> + </imageobject> + <textobject> + <phrase +>Foi criado um ponto</phrase> + </textobject> + </mediaobject> + </screenshot> + </section> + + <section id="constructing-other-objects"> + <title +>Construindo Outros Objetos</title> + <para +>Criar outros objetos que não sejam pontos é feito normalmente selecionando o item apropriado do menu <guimenu +>Objetos</guimenu +>, ou clicando num dos botões da barra de ferramentas. </para> + <screenshot> + <screeninfo +>Construindo uma circunferência</screeninfo> + <mediaobject> + <imageobject> + <imagedata fileref="constructing_a_circle.png" + format="PNG"/> + </imageobject> + <textobject> + <phrase +>Construindo uma circunferência</phrase> + </textobject> + </mediaobject> + </screenshot> + <para +>Isto irá iniciar a construção do tipo de objeto escolhido. Todos estes tipos necessitam de argumentos. Por exemplo, se você selecionou uma circunferência através do centro e de um ponto, você terá que indicar dois pontos: um para o centro e outro para um ponto da circunferência. </para> + <para +>Estes argumentos são também objetos e poderão ser selecionados, simplesmente clicando nos mesmos. Quando você mover um objeto que possa ser usado para construir o objeto, será mostrada uma imagem preliminar do que o objeto se parecerá. Para os objetos que necessitem de pontos como argumentos, você poderá criar um novo ponto na posição atual do cursor e selecioná-lo com o &LMB;. </para> + <para +>Você poderá sempre cancelar a criação do novo objeto com a tecla &Esc; ou clicando no botão <guiicon +>Parar</guiicon +> (o octógono vermelho com um <quote +>X</quote +>) na barra de ferramentas. </para> + <screenshot> + <screeninfo +>Construindo uma circunferência.</screeninfo> + <mediaobject> + <imageobject> + <imagedata fileref="constructing_a_circle_2.png" + format="PNG"/> + </imageobject> + <textobject> + <phrase +>Construindo uma circunferência</phrase> + </textobject> + </mediaobject> + </screenshot> + </section> + </section> + + <section id="selecting-objects"> + <title +>Selecionando Objetos</title> + <para +>A seleção dos objetos poderá ser feita de duas formas: </para> + <itemizedlist> + <listitem> + <para +>Clicando simplesmente num objeto, fará com que esse objeto fique selecionado, retirando a seleção de outros objetos que estivessem previamente selecionados. Se você não quiser esse comportamento, mantenha pressionada a tecla &Ctrl; enquanto clica num objeto. </para> + </listitem> + <listitem> + <para +>Ao clicar e arrastar para um local vazio da tela, você poderá selecionar todos os objetos dentro do retângulo que é criado. Esta ação irá limpar a seleção atual. Como no caso anterior, se mantiver pressionada a tecla &Ctrl;, irá evitar esse comportamento. </para> + </listitem> + </itemizedlist> + + <screenshot> + <screeninfo +>Selecionando objetos</screeninfo> + <mediaobject> + <imageobject> + <imagedata fileref="selecting_objects.png" format="PNG"/> + </imageobject> + <textobject> + <phrase +>Selecionando objetos</phrase> + </textobject> + </mediaobject> + </screenshot> + </section> + + <section id="moving-objects"> + <title +>Movendo Objetos</title> + <para +>Para mover os objetos, você precisa primeiro de os <link linkend="selecting-objects" +>selecionar</link +>. </para> + <para +>Quando os objetos que você deseja mover estiverem selecionados, você poderá começar a movê-los clicando no &LMB; e arrastando qualquer um deles. Quando terminar, basta soltar o &LMB;. </para> + <note +><para +>Para alguns tipos de objetos ('locuses' mais complexos), a movimentação dos objetos poderá ser lenta nos sistemas mais antigos). Isto é ruim mas é inevitável, devido os cálculos envolvidos. </para +></note +> <note +><para +>Se você clicar com o &RMB; num dos objetos selecionados e optar por <guimenuitem +>Mover</guimenuitem +>, o movimento do mouse irá mudar a posição do objeto. Quando o objeto estiver na posição desejada, outro clique do &LMB; irá parar o movimento. </para +></note> + </section> + <section id="deleting-objects"> + <title +>Apagando Objetos</title> + <para +>A remoção de objetos é feita, <link linkend="selecting-objects" +>selecionando-os</link +> em primeiro lugar, e depois fazendo uma das seguintes coisas: <itemizedlist> + <listitem> + <para +>Pressionando a tecla <keycap +>Delete</keycap +>. </para> + </listitem> + <listitem> + <para +>Pressionando o botão <guiicon +>remover</guiicon +> da barra de ferramentas. </para> + </listitem> + <listitem> + <para +>Clicando com o &RMB; num dos objetos e selecionando a opção <guimenuitem +>Remover</guimenuitem +> do <link linkend="objects-context-menus" +>menu de contexto</link +> que aparece. </para> + </listitem> + </itemizedlist> + </para> + </section> + <section id="showing-hiding-objects"> + <title +>Mostrando e ocultando objetos</title> + <para +>No &kig;, os objetos podem ser ocultos. Isto é feito selecionando os objetos, clicando com o &RMB; num deles e selecionando a opção <guimenuitem +>Ocultar</guimenuitem +> no <link linkend="objects-context-menus" +>menu de contexto</link +> que aparece. </para> + <para +>Para mostrar novamente os objetos, use a opção <menuchoice +><guimenu +>Editar</guimenu +><guimenuitem +>Mostrar Tudo...</guimenuitem +></menuchoice +>. Isto irá colocar como visíveis todos os objetos atualmente ocultos. </para> + </section> + <section id="undo-redo"> + <title +>Desfazer/Refazer</title> + <para +>No &kig;, você poderá anular praticamente qualquer ação que tenha feito ao documento. Basta usar os botões de <guiicon +>desfazer</guiicon +>/<guiicon +>refazer</guiicon +> da barra de ferramentas ou o atalho apropriado. </para> + </section> + <section id="full-screen-mode"> + <title +>Modo Tela Cheia</title> + <para +>O &kig; também tem um modo Tela Cheia. Para usá-lo, clique no botão apropriado da barra de ferramentas ou selecione <menuchoice +><guimenu +>Configurações</guimenu +><guimenuitem +>Modo Tela Cheia</guimenuitem +></menuchoice +>. </para> + <para +>Para sair do modo Tela Cheia, clique com o &RMB; na tela, num local em que não existam objetos presentes e selecione <guimenuitem +>Sair do Modo Tela Cheia</guimenuitem +> ou clique na tecla &Esc;. </para> + </section> + </chapter> + + <chapter id="kig-object-types"> + <title +>Tipos de Objetos do &kig;</title> + <para +>O &kig; suporta um número relativamente grande de tipos de objetos. Repare que nem todos os tipos disponíveis são mostrados nas barras de ferramentas, mas que existem também alguns objetos que você só poderá construir através do menu <guimenu +>Objetos</guimenu +> da barra de menu. Claro, como acontece com todos os aplicativos do &kde;, o que aparece nas barras de ferramentas é configurável. Experimente a opção <menuchoice +><guimenu +>Configurações</guimenu +> <guimenuitem +>Configurar Barras de Ferramentas...</guimenuitem +></menuchoice +> se quiser fazer isso. </para> + </chapter> + + <chapter id="using-advanced"> + <title +>Uso Avançado</title> + <section id="objects-context-menus"> + <title +>Menus de Contexto</title> + <para +>O &kig; possui menus de contexto para os seus objetos. Experimente clicar com o &RMB; num objeto para que apareça um menu de contexto. Existem várias opções: para construir outros objetos, mudar as cores ou mesmo para ocultar, mover ou remover os objetos. Alguns dos objetos possuem opções próprias (⪚ você poderá redefinir a criação de certos pontos, de modo a estarem restritos a uma determinada linha, se isso não era possível, &etc;). Estas opções deverão ser bastante simples de compreender. </para> + </section> + <section id="document-context-menus"> + <title +>Menus de contexto do documento</title> + <para +>Clicando com o &RMB; no documento (&ie;, sem ser num objeto), irá aparecer um menu que você poderá usar para iniciar a criação de um novo objeto, mudar o sistema de coordenadas usado, mostrar os objetos ocultos ou ainda ampliar ou reduzir o documento. </para> + </section> + <section id="defining-macros"> + <title +>Definindo Macros</title> + <para +>Um dos recursos mais avançados no &kig; é o seu suporte para macros. Isto permite-lhe definir um novo tipo de objeto, combinando outros objetos. </para> + <para +>Por exemplo: suponha que deseje criar uma macro para criar uma circunferência a partir de três pontos dela. Você teria de criar esses três pontos, algumas perpendiculares e pontos médios até que encontrasse o centro, construindo depois a circunferência com o centro determinado e um dos pontos anteriores. A imagem seguinte deverá clarificar isto um pouco: </para> + <screenshot> + <screeninfo +>Testando a execução de macros</screeninfo> + <mediaobject> + <imageobject> + <imagedata fileref="test_run_macro.png" format="PNG"/> + </imageobject> + <textobject> + <phrase +>Testando a execução de macros</phrase> + </textobject> + </mediaobject> + </screenshot> + + <para +>A seguir vem a definição da macro. Selecione a opção <guimenuitem +>Nova macro</guimenuitem +> do menu <guimenu +>Tipo</guimenu +> ou clique no botão da barra de ferramentas. Irá aparecer um assistente que lhe irá pedir para selecionar os objetos indicados. Selecione os três pontos (clique neles para selecioná-los, e clique novamente para os deselecionar), clicando depois no botão <guibutton +>Próximo</guibutton +> para continuar. Finalmente, selecione os últimos objetos (apenas a circunferência, no nosso exemplo). </para> + + <screenshot> + <screeninfo +>O assistente de macros</screeninfo> + <mediaobject> + <imageobject> + <imagedata fileref="macro_wizard.png" format="PNG"/> + </imageobject> + <textobject> + <phrase +>O assistente de macros</phrase> + </textobject> + </mediaobject> + </screenshot> + + <para +>Depois de ter terminado os passos anteriores, clique no botão <guibutton +>Próximo</guibutton +> para continuar. Insira um nome e, opcionalmente, uma descrição do seu novo tipo, clicando depois no botão <guibutton +>Terminar</guibutton +>. O seu tipo de macro está agora terminado. </para> + + <para +>Para usar o tipo da nova macro, clique no seu botão da barra de ferramentas ou use o menu <guimenu +>Objetos</guimenu +>. Criar um objeto de uma macro é então tão simples como criar um outro objeto qualquer. </para> + <screenshot> + <screeninfo +>Usando o seu novo tipo</screeninfo> + <mediaobject> + <imageobject> + <imagedata fileref="macros_at_work.png" format="PNG"/> + </imageobject> + <textobject> + <phrase +>Usando o seu novo tipo</phrase> + </textobject> + </mediaobject> + </screenshot> + </section> + <section id="working-with-types"> + <title +>Trabalhando com tipos</title> + <para +>Como você viu no capítulo anterior, o &kig; permite-lhe criar os seus próprios objetos. O &kig; também se certifica que, logo que tenha criado um objeto, ele é gravado na saída e carregado na inicialização. Você não terá que gravar ou carregar manualmente as definições das macros. Contudo, o &kig; permite-lhe fazer mais com as macros. Se você selecionar a opção <menuchoice +><guimenu +>Tipos</guimenu +><guimenuitem +>Gerenciar os Tipos...</guimenuitem +></menuchoice +>, você verá uma janela onde poderá editar os seus tipos. Isto permite-lhe remover os tipos que não são mais usados, exportá-los para um arquivo ou mesmo carregá-los a partir de outro arquivo. </para> + <screenshot> + <screeninfo +>Janela de Edição de Tipos</screeninfo> + <mediaobject> + <imageobject> + <imagedata fileref="edit_types_dialog.png" format="PNG"/> + </imageobject> + <textobject> + <phrase +>A Janela de Edição de Tipos</phrase> + </textobject> + </mediaobject> + </screenshot> + </section> + <section id="text-labels"> + <title +>Legendas textuais</title> + <para +>O &kig; permite-lhe adicionar legendas de texto a uma construção. Isto é muito útil para mostrar os nomes, explicações ou textos auxiliares na sua construção. O &kig; poderá também mostrar informações variáveis sobre os objetos (também conhecidas como <quote +>propriedades</quote +>). </para> + <para +>Para iniciar a criação de uma legenda de texto, basta escolher o botão da <guibutton +>Legenda Textual</guibutton +> na barra de ferramentas na barra de ferramentas do &kig; ou selecionando <menuchoice +><guimenu +>Objetos</guimenu +><guisubmenu +>Outros</guisubmenu +><guimenuitem +>Legenda textual</guimenuitem +> </menuchoice +> da barra de menu. </para> + <para +>A seguir, você terá que escolher uma localização para a legenda textual. Você poderá então escolher uma localização aleatória na tela ou optar por <quote +>anexar</quote +> a legenda a outro objeto. </para> + <screenshot> + <screeninfo +>Anexando uma legenda a uma circunferência...</screeninfo> + <mediaobject> + <imageobject> + <imagedata fileref="text_label_attaching.png" format="PNG"/> + </imageobject> + <textobject> + <phrase +>Anexando uma legenda a uma circunferência...</phrase> + </textobject> + </mediaobject> + </screenshot> + <para +>Você poderá agora acessar à janela da legenda de texto. Aqui, você poderá escrever o texto que deseja mostrar na nova legenda e clicar em <guibutton +>Terminar</guibutton +>. A legenda deverá agora estar presente no seu documento. </para> + <screenshot> + <screeninfo +>A Janela da Legenda Textual</screeninfo> + <mediaobject> + <imageobject> + <imagedata fileref="text_label_wizard.png" format="PNG"/> + </imageobject> + <textobject> + <phrase +>A Janela da Legenda Textual</phrase> + </textobject> + </mediaobject> + </screenshot> + <para +>O exemplo anterior foi simples e limitava-se apenas a texto. Contudo, existe também o suporte para mostrar informações variáveis sobre os objetos de uma legenda (⪚ você poderá criar uma legenda que mostra o texto <quote +>Este segmento tem %1 unidades de comprimento.</quote +> em que o <token +>%1</token +> seria dinamicamente substituído pelo tamanho de um determinado segmento). </para> + <para +>Para fazer isso, insira um texto com o número de substituições ( <token +>%1</token +>, <token +>%2</token +> &etc;) nele. Quando terminar, clique no botão <guibutton +>Próximo</guibutton +> para continuar. Se você quiser alterar o texto ou as variáveis depois, poderá voltar atrás com a opção <guibutton +>Anterior</guibutton +>. </para> + <para +>O assistente mostra agora o texto que introduziu com todas as substituições alteradas para algo do tipo <guilabel +>argumento 1</guilabel +>. A seleção do que deverá mostrar num determinado argumento é feita quando você, em primeiro lugar, clicar no argumento em questão. Clique então no objeto sobre o qual deseja mostrar informações, selecionando no fim um pedaço de informação no menu de contexto que aparece. No exemplo acima, você iria clicar no <guilabel +>argumento 1</guilabel +>, clicar no segmento correto da janela principal do &kig;, e finalmente selecionar a propriedade <guilabel +>Comprimento</guilabel +>. Depois disso, você poderá preencher as variáveis restantes ou selecionar outra propriedade para uma das variáveis, se desejar alterá-la. Quando terminar, clique no botão <guibutton +>Terminar</guibutton +> para finalizar a criação da legenda de texto. </para> + <screenshot> + <screeninfo +>Selecionando uma propriedade para uma parte variável</screeninfo> + <mediaobject> + <imageobject> + <imagedata + fileref="text_label_wizard__select_property.png" + format="PNG"/> + </imageobject> + <textobject> + <phrase +>Selecionando uma propriedade para uma parte variável</phrase> + </textobject> + </mediaobject> + </screenshot> + </section> + <section id="locuses"> + <title +>'Locuses'</title> + <para +>O &kig; suporta a utilização de 'locuses'. Um 'locus' é definido matematicamente como o conjunto de todos os pontos ou linhas que satisfazem ou são determinados através de condições específicas; um exemplo é <quote +>o 'locus' dos pontos equidistantes de um detreminado ponto é uma circunferência</quote +>. Vamos ver um exemplo de utilização de 'locuses' no &kig;: </para> + <para +>Considere a seguinte construção geométrica: É desenhada uma circunferência e um ponto que se pode mover ao longo da sua superfície (construa este ponto, posicionando o cursor numa circunferência e clicando com o &MMB;. Se você então tentar mover o ponto resultante, verá que não consegue movê-lo para fora da circunferência). Depois, é desenhado um segmento desde esse ponto até ao centro da circunferência e o ponto médio desse segmento. </para> + <screenshot> + <screeninfo +>A criação de um 'locus' simples</screeninfo> + <mediaobject> + <imageobject> + <imagedata + fileref="simple_locus_construction.png" + format="PNG"/> + </imageobject> + <textobject> + <phrase +>A criação de um 'locus' simples</phrase> + </textobject> + </mediaobject> + </screenshot> + <para +>Agora, se mover o ponto que está restringido à circunferência, você poderá ver que o segundo ponto se move com ele. Se você mantivesse uma caneta acima do segundo ponto e movesse o primeiro ponto à volta da circunferência, iria criar uma nova circunferência com metade do tamanho da outra. Veremos abaixo que isto é exatamente o que um 'locus' faz. O caminho que o segundo ponto percorre enquanto o primeiro se move à volta da circunferência é como ficaria o 'locus'. </para> + <para +>De fato, a criação do 'locus' é muito simples. Clique no seu botão na barra de ferramentas ou selecione a opção <menuchoice +><guimenu +>Objetos</guimenu +> <guisubmenu +>Outros</guisubmenu +> <guimenuitem +>'Locus'</guimenuitem +> </menuchoice +> do menu. Selecione então o ponto restrito como o ponto móvel (o texto <guilabel +>Ponto Móvel</guilabel +> irá aparecer à medida que você passa o mouse por cima) e o outro como ponto dependente. Irá então aparecer o 'locus'. </para> + </section> + </chapter> + + <chapter id="scripting"> + <title +>Programação</title> + <para +>O &kig; permite ao usuário criar tipos personalizados na linguagem de programação Python. Este é um recurso muito avançado, e só é conhecido pelo autor um outro programa de Geometria Interativa que faça o mesmo (o programa do GNOME &drgeo;). </para> + <para +>A programação em Python no &kig; basicamente permite-lhe criar a sua própria forma de definir um objeto a partir de certos objetos-pai. Por exemplo, se você for um professor de matemática e se tiver alguma forma bonita de calcular um ponto interessante de uma cônica, então em vez de lidar com construções complexas e macros, você poderá então definir em Python como o ponto será calculado, deixando que o &kig; o mostre para você. </para> + <para +>Suponha que você não conhecia o tipo Ponto Médio do &kig; e quisesse mostrar o ponto médio de dois pontos indicados. Você iria então carregar no botão <guibutton +>'Script' de Python</guibutton +> da barra de ferramentas ou selecionar a opção <menuchoice +> <guimenu +>Objetos</guimenu +> <guisubmenu +>Outros</guisubmenu +> <guimenuitem +>'Script' de Python</guimenuitem +> </menuchoice +> na barra de menu. Aparecerá então um assistente que lhe permitirá prosseguir. </para> + <screenshot> + <screeninfo +>O Assistente de Objetos de 'Scripts'</screeninfo> + <mediaobject> + <imageobject> + <imagedata fileref="script_wizard.png" format="PNG"/> + </imageobject> + <textobject> + <phrase +>O Assistente de Objetos de 'Scripts'</phrase> + </textobject> + </mediaobject> + </screenshot> + <para +>A primeira coisa que terá que fazer é selecionar os argumentos do objeto. No nosso exemplo, isto corresponde aos dois pontos dos quais pretendemos mostrar o ponto médio. Selecione-os na janela principal do &kig; e clique em <guibutton +>Próximo</guibutton +> para prosseguir. </para> + <para +>Agora, será apresentado um campo de texto onde poderá inserir o código do seu objeto. O código de modelo e alguns comentários já estão colocados. É importante certificar-se que o seu código é Python válido. As pessoas familiarizadas com o Python irão reparar que já está definida uma função em Python chamada <function +>calc</function +>. É, por isso, necessário aderir às regras do Python para definir funções. Por exemplo, cada linha da função deverá começar por um <keysym +>Tab</keysym +>. A primeira linha que não comece por uma <keysym +>tabulação</keysym +> termina a definição da função. </para> + <para +>A função de Python que deverá ser definida é chamada de <quote +>calc</quote +> e, no nosso caso, aceita dois argumentos. Estes são os objetos que você selecionou como argumentos na tela anterior. Existirão tantos argumentos quanto os que você tenha selecionado. Eles chamar-se-ão de <parameter +>arg1</parameter +> e <parameter +>arg2</parameter +>, mas você poderá mudar os nomes deles para algo mais compreensível, se desejar. </para> + <para +>Na função, você poderá fazer todos os tipos de cálculos que julgue necessários, usando os dois argumentos, se necessário. Você deverá devolver o objeto que deseja que apareça. No nosso caso, este é um objeto <classname +>Point</classname +>. Os dois argumentos são também objetos <classname +>Point</classname +>, e pode-se usar a função <function +>Point.coordinate()</function +> para registar as coordenadas dos dois pontos indicados. </para> + <para +>Os cálculos necessários no nosso exemplo são muito simples; simplesmente adicionam-se as duas coordenadas e divide-se o resultado por dois. A partir daí, cria-se um novo ponto com essa coordenada. O código de Python necessário é:</para> + +<programlisting +>def calc( a, b ): + m = ( a.coordinate() + b.coordinate() ) / 2; + return Point( m ) +</programlisting> + + <screenshot> + <screeninfo +>Inserindo o código</screeninfo> + <mediaobject> + <imageobject> + <imagedata fileref="script_wizard_entering_code.png" format="PNG"/> + </imageobject> + <textobject> + <phrase +>Inserindo o código para o ponto médio no assistente do Objeto de 'Script'.</phrase> + </textobject> + </mediaobject> + </screenshot> + <para +>Se você clicar agora no botão <guibutton +>Terminar</guibutton +>, então o novo objeto irá aparecer no documento do &kig;. Se você mover um dos pontos, então o novo ponto irá mover-se junto com eles. Objetos bem mais poderosos poderão ser criados desta forma e você é encorajado a fazer isso. </para> + <screenshot> + <screeninfo +>Objeto de 'Script' construído</screeninfo> + <mediaobject> + <imageobject> + <imagedata fileref="constructed_script_object.png" format="PNG"/> + </imageobject> + <textobject> + <phrase +>O objeto de 'script' recém construído. </phrase> + </textobject> + </mediaobject> + </screenshot> + <para +>Todos os objetos do &kig; podem ser usados no código de Python. Como foi indicado acima, os pontos fazem parte da classe <classname +>Point</classname +> e você poderá usar, ⪚, o método <function +>Point.coordinate()</function +>. Você poderá devolver também todos os tipos de objetos e não apenas <classname +>Point</classname +>'s. Estão disponíveis muitos mais métodos e classes na página de código em Python do &kig;, assim como uma referência completa sobre eles <ulink url="http://edu.kde.org/kig/manual/scripting-api/index.html" +>aqui</ulink +>. </para> + </chapter> + + <chapter id="kig-features"> + <title +>Recursos do &kig;</title> + + <itemizedlist> + <listitem> + <para +>O &kig; é um aplicativo de código aberto. Isto significa que você é livre para o usar e modificar da forma que o desejar. A distribuição do &kig; está sujeita a algumas restrições, basicamente na medida em que todos deverão ter os mesmos direitos de usar o &kig;, incluindo as suas modificações, tal como você e eu. </para> + <para +>Os programas de 'software' livre são desenvolvidos com um espírito muito aberto e os seus programadores são normalmente muito cooperativos com a reação dos usuários. Assim, se tiver algumas dúvidas, queixas ou algo do gênero sobre o &kig;, por favor comunique-as ao autor em <email +>devriese@kde.org</email +>. </para> + </listitem> + <listitem> + <para +>O &kig; é um aplicativo KPart, o que significa que você poderá incorporá-lo em qualquer outro programa do &kde;. Se você abrir um arquivo <literal role="extension" +>.kig</literal +> diretamente no &konqueror;, ele poderá ser aberto diretamente na tela do &konqueror; sem a necessidade de iniciar um aplicativo externo. </para> + </listitem> + <listitem> + <para +>O trabalho com o &kig; deverá ser relativamente simples. A criação de objetos é simples e interativa, com a apresentação de alguns resultados preliminares, &etc;. A mudança de posição, seleção e a criação deverão funcionar da forma que todos esperariam. O suporte para a anulação de ações deverá também ser bastante intuitivo. </para> + </listitem> + <listitem> + <para +>O &kig; suporta a definição de macros de uma forma relativamente simples. Estes objetos são apresentados ao usuário como objetos normais. Eles são gravados na saída e carregados na inicialização, por isso não são perdidos ao sair. No <link linkend="working-with-types" +>Gerenciador de Tipos</link +>, você poderá gerenciar estes objetos. Você poderá exportá-los como arquivos, importá-los a partir de arquivos ou removê-los. </para> + </listitem> + <listitem> + <para +>O &kig; grava os seus dados num formato &XML; simples. </para> + </listitem> + <listitem> + <para +>O &kig; suporta a criação de 'locuses'. </para> + </listitem> + <listitem> + <para +>O &kig; permite-lhe exportar um arquivo do &kig; para outros formatos interessantes, como imagens ou arquivos do <application +>XFig</application +>, <application +>LaTeX</application +> e arquivos vetoriais em <acronym +>SVG</acronym +>. Isto é bastante útil, uma vez que nem todos os programas suportam ainda o formato de arquivos do &kig;. </para> + </listitem> + <listitem> + <para +>O &kig; tem um sistema de transformações bastante flexível. </para> + </listitem> + <listitem> + <para +>O &kig; pretende ser compatível com os seus concorrentes. É por isso que suporta o formato de arquivos do &kgeo;, do &kseg; e, parcialmente, do &drgeo; e do &cabri;, assim como está planejado o suporte para outros formatos. </para> + </listitem> + </itemizedlist> + </chapter> + + + <chapter id="faq"> + <title +>Perguntas e Respostas</title> +&reporting.bugs; &updating.documentation; <para +></para> + </chapter> + + <chapter id="credits"> + <title +>Créditos e Licença</title> + + <para +>&kig; </para> + <para +>Direitos autorais do &kig; 2002-2004 Dominique Devriese <email +>devriese@kde.org</email +> </para> + + <para +>Direitos autorais da documentação 2002-2004 Dominique Devriese. <email +>devriese@kde.org</email +> </para> + + <para +>Revisado por &Philip.Rodrigues; &Philip.Rodrigues.mail;.</para> + <para +>Tradução de Marcus Gama<email +>marcus_gama@uol.com.br</email +></para +> &underFDL; &underGPL; </chapter> + + <appendix id="installation"> + <title +>Instalação</title> + + <sect1 id="getting-kig"> + <title +>Como obter o &kig;</title> +&install.intro.documentation; </sect1> + + <sect1 id="compilation"> + <title +>Compilação e Instalação</title> +&install.compile.documentation; </sect1> + + </appendix> + + <appendix id="contributing"> + <title +>Contribuir</title> + <section id="kig-is-free"> + <title +>Software Livre</title> + <para +>O &kig; é <ulink url="http://www.gnu.org/philosophy/philosophy.html#AboutFreeSoftware" +> 'Software' Livre</ulink +>. Isto significa que o seu código-fonte está disponível livremente na Internet e todos podem o usar, ler, modificar ou distribuir. Este trabalho é feito pelo autor como um passatempo e permitiu-lhe aprender bastante sobre programação, C++, &kde;/&Qt;, matemática, colaboração em 'software' e projetos de código-aberto durante esse processo. </para> + </section> + <section id="contribute-to-kig"> + <title +>Contribuir</title> + <para +>O objetivo deste capítulo é explicar-lhe os direitos que a licença do &kig; lhe concede. Como em todo o 'software' livre, você tem a permissão (e é encorajado para tal) para corrigir os problemas que encontrar durante a sua utilização, adicionar recursos que sinta falta ou distribuir o seu programa modificado, e deverá enviar essas modificações para o autor em <email +>devriese@kde.org</email +>, para que ele as possa incluir na próxima versão para que os outros se entretenham. Pessoalmente, por parte do autor, não há interesse financeiro no projeto. </para> + <para +>Se você não tiver certeza dos seus direitos para usar este 'software' ou dos das outras pessoas para usar as modificações que você fizer ao programa, &etc;, por favor leia a licença. Você poderá encontrá-la no arquivo <filename +>COPYING</filename +> do pacote de código do &kig; ou na página da <guilabel +>licença</guilabel +> da janela <guilabel +>Sobre o Kig</guilabel +>. </para> + </section> + <section id="howto-contribute"> + <title +>Como contribuir ?</title> + <para +>Todas as contribuições são bem-vindas. Se você achar que os ícones são feios ou que o manual precisa ser atualizado ou, ainda, se achar que tem uma macro mesmo muito boa para compartilhar com o resto do mundo, não hesite em mandá-la para o autor. Lembre-se por favor que as suas contribuições serão distribuídas segundo os termos da <acronym +>GPL</acronym +> da &GNU;; você poderá encontrar os termos da licença no arquivo <filename +>COPYING</filename +> do pacote de código do &kig; e no capítulo de <link linkend="credits" +>Créditos e Licenças</link +> deste manual. </para> + </section> + </appendix> + + &documentation.index; +</book> +<!-- +Local Variables: +mode: xml +End: +--> diff --git a/tde-i18n-pt_BR/docs/tdeedu/kig/scripting-api/Doxyfile.scripting-api.in b/tde-i18n-pt_BR/docs/tdeedu/kig/scripting-api/Doxyfile.scripting-api.in new file mode 100644 index 00000000000..85d6988d80c --- /dev/null +++ b/tde-i18n-pt_BR/docs/tdeedu/kig/scripting-api/Doxyfile.scripting-api.in @@ -0,0 +1,1155 @@ +# Doxyfile 1.3.7 + +# This file describes the settings to be used by the documentation system +# doxygen (www.doxygen.org) for a project +# +# All text after a hash (#) is considered a comment and will be ignored +# The format is: +# TAG = value [value, ...] +# For lists items can also be appended using: +# TAG += value [value, ...] +# Values that contain spaces should be placed between quotes (" ") + +#--------------------------------------------------------------------------- +# Project related configuration options +#--------------------------------------------------------------------------- + +# The PROJECT_NAME tag is a single word (or a sequence of words surrounded +# by quotes) that should identify the project. + +PROJECT_NAME = "Kig Python Scripting API" + +# The PROJECT_NUMBER tag can be used to enter a project or revision number. +# This could be handy for archiving the generated documentation or +# if some version control system is used. + +PROJECT_NUMBER = @KIGVERSION@ + +# The OUTPUT_DIRECTORY tag is used to specify the (relative or absolute) +# base path where the generated documentation will be put. +# If a relative path is entered, it will be relative to the location +# where doxygen was started. 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By default +# all members of a group must be documented explicitly. + +DISTRIBUTE_GROUP_DOC = NO + +# The TAB_SIZE tag can be used to set the number of spaces in a tab. +# Doxygen uses this value to replace tabs by spaces in code fragments. + +TAB_SIZE = 2 + +# This tag can be used to specify a number of aliases that acts +# as commands in the documentation. An alias has the form "name=value". +# For example adding "sideeffect=\par Side Effects:\n" will allow you to +# put the command \sideeffect (or @sideeffect) in the documentation, which +# will result in a user-defined paragraph with heading "Side Effects:". +# You can put \n's in the value part of an alias to insert newlines. + +ALIASES = + +# Set the OPTIMIZE_OUTPUT_FOR_C tag to YES if your project consists of C sources +# only. Doxygen will then generate output that is more tailored for C. +# For instance, some of the names that are used will be different. The list +# of all members will be omitted, etc. + +OPTIMIZE_OUTPUT_FOR_C = NO + +# Set the OPTIMIZE_OUTPUT_JAVA tag to YES if your project consists of Java sources +# only. Doxygen will then generate output that is more tailored for Java. +# For instance, namespaces will be presented as packages, qualified scopes +# will look different, etc. + +OPTIMIZE_OUTPUT_JAVA = NO + +# Set the SUBGROUPING tag to YES (the default) to allow class member groups of +# the same type (for instance a group of public functions) to be put as a +# subgroup of that type (e.g. under the Public Functions section). Set it to +# NO to prevent subgrouping. Alternatively, this can be done per class using +# the \nosubgrouping command. + +SUBGROUPING = YES + +#--------------------------------------------------------------------------- +# Build related configuration options +#--------------------------------------------------------------------------- + +# If the EXTRACT_ALL tag is set to YES doxygen will assume all entities in +# documentation are documented, even if no documentation was available. +# Private class members and static file members will be hidden unless +# the EXTRACT_PRIVATE and EXTRACT_STATIC tags are set to YES + +EXTRACT_ALL = NO + +# If the EXTRACT_PRIVATE tag is set to YES all private members of a class +# will be included in the documentation. + +EXTRACT_PRIVATE = NO + +# If the EXTRACT_STATIC tag is set to YES all static members of a file +# will be included in the documentation. + +EXTRACT_STATIC = NO + +# If the EXTRACT_LOCAL_CLASSES tag is set to YES classes (and structs) +# defined locally in source files will be included in the documentation. +# If set to NO only classes defined in header files are included. + +EXTRACT_LOCAL_CLASSES = YES + +# This flag is only useful for Objective-C code. When set to YES local +# methods, which are defined in the implementation section but not in +# the interface are included in the documentation. +# If set to NO (the default) only methods in the interface are included. + +EXTRACT_LOCAL_METHODS = NO + +# If the HIDE_UNDOC_MEMBERS tag is set to YES, Doxygen will hide all +# undocumented members of documented classes, files or namespaces. +# If set to NO (the default) these members will be included in the +# various overviews, but no documentation section is generated. +# This option has no effect if EXTRACT_ALL is enabled. + +HIDE_UNDOC_MEMBERS = YES + +# If the HIDE_UNDOC_CLASSES tag is set to YES, Doxygen will hide all +# undocumented classes that are normally visible in the class hierarchy. +# If set to NO (the default) these classes will be included in the various +# overviews. This option has no effect if EXTRACT_ALL is enabled. + +HIDE_UNDOC_CLASSES = YES + +# If the HIDE_FRIEND_COMPOUNDS tag is set to YES, Doxygen will hide all +# friend (class|struct|union) declarations. +# If set to NO (the default) these declarations will be included in the +# documentation. + +HIDE_FRIEND_COMPOUNDS = NO + +# If the HIDE_IN_BODY_DOCS tag is set to YES, Doxygen will hide any +# documentation blocks found inside the body of a function. +# If set to NO (the default) these blocks will be appended to the +# function's detailed documentation block. + +HIDE_IN_BODY_DOCS = NO + +# The INTERNAL_DOCS tag determines if documentation +# that is typed after a \internal command is included. If the tag is set +# to NO (the default) then the documentation will be excluded. +# Set it to YES to include the internal documentation. + +INTERNAL_DOCS = NO + +# If the CASE_SENSE_NAMES tag is set to NO then Doxygen will only generate +# file names in lower-case letters. If set to YES upper-case letters are also +# allowed. This is useful if you have classes or files whose names only differ +# in case and if your file system supports case sensitive file names. Windows +# users are advised to set this option to NO. + +CASE_SENSE_NAMES = YES + +# If the HIDE_SCOPE_NAMES tag is set to NO (the default) then Doxygen +# will show members with their full class and namespace scopes in the +# documentation. If set to YES the scope will be hidden. + +HIDE_SCOPE_NAMES = NO + +# If the SHOW_INCLUDE_FILES tag is set to YES (the default) then Doxygen +# will put a list of the files that are included by a file in the documentation +# of that file. + +SHOW_INCLUDE_FILES = NO + +# If the INLINE_INFO tag is set to YES (the default) then a tag [inline] +# is inserted in the documentation for inline members. + +INLINE_INFO = NO + +# If the SORT_MEMBER_DOCS tag is set to YES (the default) then doxygen +# will sort the (detailed) documentation of file and class members +# alphabetically by member name. If set to NO the members will appear in +# declaration order. + +SORT_MEMBER_DOCS = YES + +# If the SORT_BRIEF_DOCS tag is set to YES then doxygen will sort the +# brief documentation of file, namespace and class members alphabetically +# by member name. If set to NO (the default) the members will appear in +# declaration order. + +SORT_BRIEF_DOCS = NO + +# If the SORT_BY_SCOPE_NAME tag is set to YES, the class list will be +# sorted by fully-qualified names, including namespaces. If set to +# NO (the default), the class list will be sorted only by class name, +# not including the namespace part. +# Note: This option is not very useful if HIDE_SCOPE_NAMES is set to YES. +# Note: This option applies only to the class list, not to the +# alphabetical list. + +SORT_BY_SCOPE_NAME = NO + +# The GENERATE_TODOLIST tag can be used to enable (YES) or +# disable (NO) the todo list. This list is created by putting \todo +# commands in the documentation. + +GENERATE_TODOLIST = YES + +# The GENERATE_TESTLIST tag can be used to enable (YES) or +# disable (NO) the test list. This list is created by putting \test +# commands in the documentation. + +GENERATE_TESTLIST = YES + +# The GENERATE_BUGLIST tag can be used to enable (YES) or +# disable (NO) the bug list. This list is created by putting \bug +# commands in the documentation. + +GENERATE_BUGLIST = YES + +# The GENERATE_DEPRECATEDLIST tag can be used to enable (YES) or +# disable (NO) the deprecated list. This list is created by putting +# \deprecated commands in the documentation. + +GENERATE_DEPRECATEDLIST= YES + +# The ENABLED_SECTIONS tag can be used to enable conditional +# documentation sections, marked by \if sectionname ... \endif. + +ENABLED_SECTIONS = creating-python-scripting-doc + +# The MAX_INITIALIZER_LINES tag determines the maximum number of lines +# the initial value of a variable or define consists of for it to appear in +# the documentation. If the initializer consists of more lines than specified +# here it will be hidden. Use a value of 0 to hide initializers completely. +# The appearance of the initializer of individual variables and defines in the +# documentation can be controlled using \showinitializer or \hideinitializer +# command in the documentation regardless of this setting. + +MAX_INITIALIZER_LINES = 30 + +# Set the SHOW_USED_FILES tag to NO to disable the list of files generated +# at the bottom of the documentation of classes and structs. If set to YES the +# list will mention the files that were used to generate the documentation. + +SHOW_USED_FILES = NO + +#--------------------------------------------------------------------------- +# configuration options related to warning and progress messages +#--------------------------------------------------------------------------- + +# The QUIET tag can be used to turn on/off the messages that are generated +# by doxygen. Possible values are YES and NO. If left blank NO is used. + +QUIET = NO + +# The WARNINGS tag can be used to turn on/off the warning messages that are +# generated by doxygen. Possible values are YES and NO. If left blank +# NO is used. + +WARNINGS = YES + +# If WARN_IF_UNDOCUMENTED is set to YES, then doxygen will generate warnings +# for undocumented members. If EXTRACT_ALL is set to YES then this flag will +# automatically be disabled. + +WARN_IF_UNDOCUMENTED = YES + +# If WARN_IF_DOC_ERROR is set to YES, doxygen will generate warnings for +# potential errors in the documentation, such as not documenting some +# parameters in a documented function, or documenting parameters that +# don't exist or using markup commands wrongly. + +WARN_IF_DOC_ERROR = YES + +# The WARN_FORMAT tag determines the format of the warning messages that +# doxygen can produce. The string should contain the $file, $line, and $text +# tags, which will be replaced by the file and line number from which the +# warning originated and the warning text. + +WARN_FORMAT = "$file:$line: $text" + +# The WARN_LOGFILE tag can be used to specify a file to which warning +# and error messages should be written. If left blank the output is written +# to stderr. + +WARN_LOGFILE = + +#--------------------------------------------------------------------------- +# configuration options related to the input files +#--------------------------------------------------------------------------- + +# The INPUT tag can be used to specify the files and/or directories that contain +# documented source files. You may enter file names like "myfile.cpp" or +# directories like "/usr/src/myproject". Separate the files or directories +# with spaces. + +INPUT = @top_srcdir@/kig/misc/coordinate.h \ + @top_srcdir@/kig/misc/common.h \ + @top_srcdir@/kig/misc/conic-common.h \ + @top_srcdir@/kig/misc/kigtransform.h \ + @top_srcdir@/kig/objects/object_imp.h \ + @top_srcdir@/kig/objects/curve_imp.h \ + @top_srcdir@/kig/objects/point_imp.h \ + @top_srcdir@/kig/objects/line_imp.h \ + @top_srcdir@/kig/objects/conic_imp.h \ + @top_srcdir@/kig/objects/cubic_imp.h \ + @top_srcdir@/kig/objects/bogus_imp.h \ + @top_srcdir@/kig/objects/circle_imp.h \ + @top_srcdir@/kig/objects/other_imp.h \ + @top_srcdir@/kig/scripting/python-scripting-api-dox-mainpage.h + +# If the value of the INPUT tag contains directories, you can use the +# FILE_PATTERNS tag to specify one or more wildcard pattern (like *.cpp +# and *.h) to filter out the source-files in the directories. If left +# blank the following patterns are tested: +# *.c *.cc *.cxx *.cpp *.c++ *.java *.ii *.ixx *.ipp *.i++ *.inl *.h *.hh *.hxx *.hpp +# *.h++ *.idl *.odl *.cs *.php *.php3 *.inc *.m *.mm + +FILE_PATTERNS = + +# The RECURSIVE tag can be used to turn specify whether or not subdirectories +# should be searched for input files as well. Possible values are YES and NO. +# If left blank NO is used. + +RECURSIVE = NO + +# The EXCLUDE tag can be used to specify files and/or directories that should +# excluded from the INPUT source files. This way you can easily exclude a +# subdirectory from a directory tree whose root is specified with the INPUT tag. + +EXCLUDE = + +# The EXCLUDE_SYMLINKS tag can be used select whether or not files or directories +# that are symbolic links (a Unix filesystem feature) are excluded from the input. + +EXCLUDE_SYMLINKS = NO + +# If the value of the INPUT tag contains directories, you can use the +# EXCLUDE_PATTERNS tag to specify one or more wildcard patterns to exclude +# certain files from those directories. + +EXCLUDE_PATTERNS = + +# The EXAMPLE_PATH tag can be used to specify one or more files or +# directories that contain example code fragments that are included (see +# the \include command). + +EXAMPLE_PATH = + +# If the value of the EXAMPLE_PATH tag contains directories, you can use the +# EXAMPLE_PATTERNS tag to specify one or more wildcard pattern (like *.cpp +# and *.h) to filter out the source-files in the directories. If left +# blank all files are included. + +EXAMPLE_PATTERNS = + +# If the EXAMPLE_RECURSIVE tag is set to YES then subdirectories will be +# searched for input files to be used with the \include or \dontinclude +# commands irrespective of the value of the RECURSIVE tag. +# Possible values are YES and NO. If left blank NO is used. + +EXAMPLE_RECURSIVE = NO + +# The IMAGE_PATH tag can be used to specify one or more files or +# directories that contain image that are included in the documentation (see +# the \image command). + +IMAGE_PATH = + +# The INPUT_FILTER tag can be used to specify a program that doxygen should +# invoke to filter for each input file. Doxygen will invoke the filter program +# by executing (via popen()) the command <filter> <input-file>, where <filter> +# is the value of the INPUT_FILTER tag, and <input-file> is the name of an +# input file. Doxygen will then use the output that the filter program writes +# to standard output. + +INPUT_FILTER = "sed -e 's,BogusImp,BogusObject,g' -e 's,StringImp,StringObject,g' -e 's,IntImp,IntObject,g' -e 's,DoubleImp,DoubleObject,g' -e 's,TransformationImp,TransformationObject,g' -e 's,HierarchyImp,HierarchyObject,g' -e 's,InvalidImp,InvalidObject,g' -e 's/\([a-zA-Z]*\)Imp/\1/g'" + +# If the FILTER_SOURCE_FILES tag is set to YES, the input filter (if set using +# INPUT_FILTER) will be used to filter the input files when producing source +# files to browse (i.e. when SOURCE_BROWSER is set to YES). + +FILTER_SOURCE_FILES = NO + +#--------------------------------------------------------------------------- +# configuration options related to source browsing +#--------------------------------------------------------------------------- + +# If the SOURCE_BROWSER tag is set to YES then a list of source files will +# be generated. Documented entities will be cross-referenced with these sources. +# Note: To get rid of all source code in the generated output, make sure also +# VERBATIM_HEADERS is set to NO. + +SOURCE_BROWSER = NO + +# Setting the INLINE_SOURCES tag to YES will include the body +# of functions and classes directly in the documentation. + +INLINE_SOURCES = NO + +# Setting the STRIP_CODE_COMMENTS tag to YES (the default) will instruct +# doxygen to hide any special comment blocks from generated source code +# fragments. Normal C and C++ comments will always remain visible. + +STRIP_CODE_COMMENTS = YES + +# If the REFERENCED_BY_RELATION tag is set to YES (the default) +# then for each documented function all documented +# functions referencing it will be listed. + +REFERENCED_BY_RELATION = YES + +# If the REFERENCES_RELATION tag is set to YES (the default) +# then for each documented function all documented entities +# called/used by that function will be listed. + +REFERENCES_RELATION = YES + +# If the VERBATIM_HEADERS tag is set to YES (the default) then Doxygen +# will generate a verbatim copy of the header file for each class for +# which an include is specified. Set to NO to disable this. + +VERBATIM_HEADERS = YES + +#--------------------------------------------------------------------------- +# configuration options related to the alphabetical class index +#--------------------------------------------------------------------------- + +# If the ALPHABETICAL_INDEX tag is set to YES, an alphabetical index +# of all compounds will be generated. Enable this if the project +# contains a lot of classes, structs, unions or interfaces. + +ALPHABETICAL_INDEX = YES + +# If the alphabetical index is enabled (see ALPHABETICAL_INDEX) then +# the COLS_IN_ALPHA_INDEX tag can be used to specify the number of columns +# in which this list will be split (can be a number in the range [1..20]) + +COLS_IN_ALPHA_INDEX = 5 + +# In case all classes in a project start with a common prefix, all +# classes will be put under the same header in the alphabetical index. +# The IGNORE_PREFIX tag can be used to specify one or more prefixes that +# should be ignored while generating the index headers. + +IGNORE_PREFIX = + +#--------------------------------------------------------------------------- +# configuration options related to the HTML output +#--------------------------------------------------------------------------- + +# If the GENERATE_HTML tag is set to YES (the default) Doxygen will +# generate HTML output. + +GENERATE_HTML = YES + +# The HTML_OUTPUT tag is used to specify where the HTML docs will be put. +# If a relative path is entered the value of OUTPUT_DIRECTORY will be +# put in front of it. If left blank `html' will be used as the default path. + +HTML_OUTPUT = html + +# The HTML_FILE_EXTENSION tag can be used to specify the file extension for +# each generated HTML page (for example: .htm,.php,.asp). If it is left blank +# doxygen will generate files with .html extension. + +HTML_FILE_EXTENSION = .html + +# The HTML_HEADER tag can be used to specify a personal HTML header for +# each generated HTML page. If it is left blank doxygen will generate a +# standard header. + +HTML_HEADER = @srcdir@/header.html + +# The HTML_FOOTER tag can be used to specify a personal HTML footer for +# each generated HTML page. If it is left blank doxygen will generate a +# standard footer. + +HTML_FOOTER = @srcdir@/footer.html + +# The HTML_STYLESHEET tag can be used to specify a user-defined cascading +# style sheet that is used by each HTML page. It can be used to +# fine-tune the look of the HTML output. If the tag is left blank doxygen +# will generate a default style sheet. Note that doxygen will try to copy +# the style sheet file to the HTML output directory, so don't put your own +# stylesheet in the HTML output directory as well, or it will be erased! + +HTML_STYLESHEET = @srcdir@/doxygen.css + +# If the HTML_ALIGN_MEMBERS tag is set to YES, the members of classes, +# files or namespaces will be aligned in HTML using tables. If set to +# NO a bullet list will be used. + +HTML_ALIGN_MEMBERS = YES + +# If the GENERATE_HTMLHELP tag is set to YES, additional index files +# will be generated that can be used as input for tools like the +# Microsoft HTML help workshop to generate a compressed HTML help file (.chm) +# of the generated HTML documentation. + +GENERATE_HTMLHELP = NO + +# If the GENERATE_HTMLHELP tag is set to YES, the CHM_FILE tag can +# be used to specify the file name of the resulting .chm file. You +# can add a path in front of the file if the result should not be +# written to the html output directory. + +CHM_FILE = + +# If the GENERATE_HTMLHELP tag is set to YES, the HHC_LOCATION tag can +# be used to specify the location (absolute path including file name) of +# the HTML help compiler (hhc.exe). If non-empty doxygen will try to run +# the HTML help compiler on the generated index.hhp. + +HHC_LOCATION = + +# If the GENERATE_HTMLHELP tag is set to YES, the GENERATE_CHI flag +# controls if a separate .chi index file is generated (YES) or that +# it should be included in the master .chm file (NO). + +GENERATE_CHI = NO + +# If the GENERATE_HTMLHELP tag is set to YES, the BINARY_TOC flag +# controls whether a binary table of contents is generated (YES) or a +# normal table of contents (NO) in the .chm file. + +BINARY_TOC = NO + +# The TOC_EXPAND flag can be set to YES to add extra items for group members +# to the contents of the HTML help documentation and to the tree view. + +TOC_EXPAND = NO + +# The DISABLE_INDEX tag can be used to turn on/off the condensed index at +# top of each HTML page. The value NO (the default) enables the index and +# the value YES disables it. + +DISABLE_INDEX = YES + +# This tag can be used to set the number of enum values (range [1..20]) +# that doxygen will group on one line in the generated HTML documentation. + +ENUM_VALUES_PER_LINE = 4 + +# If the GENERATE_TREEVIEW tag is set to YES, a side panel will be +# generated containing a tree-like index structure (just like the one that +# is generated for HTML Help). For this to work a browser that supports +# JavaScript, DHTML, CSS and frames is required (for instance Mozilla 1.0+, +# Netscape 6.0+, Internet explorer 5.0+, or Konqueror). Windows users are +# probably better off using the HTML help feature. + +GENERATE_TREEVIEW = NO + +# If the treeview is enabled (see GENERATE_TREEVIEW) then this tag can be +# used to set the initial width (in pixels) of the frame in which the tree +# is shown. + +TREEVIEW_WIDTH = 250 + +#--------------------------------------------------------------------------- +# configuration options related to the LaTeX output +#--------------------------------------------------------------------------- + +# If the GENERATE_LATEX tag is set to YES (the default) Doxygen will +# generate Latex output. + +GENERATE_LATEX = NO + +# The LATEX_OUTPUT tag is used to specify where the LaTeX docs will be put. +# If a relative path is entered the value of OUTPUT_DIRECTORY will be +# put in front of it. If left blank `latex' will be used as the default path. + +LATEX_OUTPUT = latex + +# The LATEX_CMD_NAME tag can be used to specify the LaTeX command name to be +# invoked. If left blank `latex' will be used as the default command name. + +LATEX_CMD_NAME = latex + +# The MAKEINDEX_CMD_NAME tag can be used to specify the command name to +# generate index for LaTeX. If left blank `makeindex' will be used as the +# default command name. + +MAKEINDEX_CMD_NAME = makeindex + +# If the COMPACT_LATEX tag is set to YES Doxygen generates more compact +# LaTeX documents. This may be useful for small projects and may help to +# save some trees in general. + +COMPACT_LATEX = NO + +# The PAPER_TYPE tag can be used to set the paper type that is used +# by the printer. Possible values are: a4, a4wide, letter, legal and +# executive. If left blank a4wide will be used. + +PAPER_TYPE = a4wide + +# The EXTRA_PACKAGES tag can be to specify one or more names of LaTeX +# packages that should be included in the LaTeX output. + +EXTRA_PACKAGES = + +# The LATEX_HEADER tag can be used to specify a personal LaTeX header for +# the generated latex document. The header should contain everything until +# the first chapter. If it is left blank doxygen will generate a +# standard header. Notice: only use this tag if you know what you are doing! + +LATEX_HEADER = + +# If the PDF_HYPERLINKS tag is set to YES, the LaTeX that is generated +# is prepared for conversion to pdf (using ps2pdf). The pdf file will +# contain links (just like the HTML output) instead of page references +# This makes the output suitable for online browsing using a pdf viewer. + +PDF_HYPERLINKS = NO + +# If the USE_PDFLATEX tag is set to YES, pdflatex will be used instead of +# plain latex in the generated Makefile. Set this option to YES to get a +# higher quality PDF documentation. + +USE_PDFLATEX = NO + +# If the LATEX_BATCHMODE tag is set to YES, doxygen will add the \\batchmode. +# command to the generated LaTeX files. This will instruct LaTeX to keep +# running if errors occur, instead of asking the user for help. +# This option is also used when generating formulas in HTML. + +LATEX_BATCHMODE = NO + +# If LATEX_HIDE_INDICES is set to YES then doxygen will not +# include the index chapters (such as File Index, Compound Index, etc.) +# in the output. + +LATEX_HIDE_INDICES = NO + +#--------------------------------------------------------------------------- +# configuration options related to the RTF output +#--------------------------------------------------------------------------- + +# If the GENERATE_RTF tag is set to YES Doxygen will generate RTF output +# The RTF output is optimized for Word 97 and may not look very pretty with +# other RTF readers or editors. + +GENERATE_RTF = NO + +# The RTF_OUTPUT tag is used to specify where the RTF docs will be put. +# If a relative path is entered the value of OUTPUT_DIRECTORY will be +# put in front of it. If left blank `rtf' will be used as the default path. + +RTF_OUTPUT = rtf + +# If the COMPACT_RTF tag is set to YES Doxygen generates more compact +# RTF documents. This may be useful for small projects and may help to +# save some trees in general. + +COMPACT_RTF = NO + +# If the RTF_HYPERLINKS tag is set to YES, the RTF that is generated +# will contain hyperlink fields. The RTF file will +# contain links (just like the HTML output) instead of page references. +# This makes the output suitable for online browsing using WORD or other +# programs which support those fields. +# Note: wordpad (write) and others do not support links. + +RTF_HYPERLINKS = NO + +# Load stylesheet definitions from file. Syntax is similar to doxygen's +# config file, i.e. a series of assignments. You only have to provide +# replacements, missing definitions are set to their default value. + +RTF_STYLESHEET_FILE = + +# Set optional variables used in the generation of an rtf document. +# Syntax is similar to doxygen's config file. + +RTF_EXTENSIONS_FILE = + +#--------------------------------------------------------------------------- +# configuration options related to the man page output +#--------------------------------------------------------------------------- + +# If the GENERATE_MAN tag is set to YES (the default) Doxygen will +# generate man pages + +GENERATE_MAN = NO + +# The MAN_OUTPUT tag is used to specify where the man pages will be put. +# If a relative path is entered the value of OUTPUT_DIRECTORY will be +# put in front of it. If left blank `man' will be used as the default path. + +MAN_OUTPUT = man + +# The MAN_EXTENSION tag determines the extension that is added to +# the generated man pages (default is the subroutine's section .3) + +MAN_EXTENSION = .3 + +# If the MAN_LINKS tag is set to YES and Doxygen generates man output, +# then it will generate one additional man file for each entity +# documented in the real man page(s). These additional files +# only source the real man page, but without them the man command +# would be unable to find the correct page. The default is NO. + +MAN_LINKS = NO + +#--------------------------------------------------------------------------- +# configuration options related to the XML output +#--------------------------------------------------------------------------- + +# If the GENERATE_XML tag is set to YES Doxygen will +# generate an XML file that captures the structure of +# the code including all documentation. + +GENERATE_XML = NO + +# The XML_OUTPUT tag is used to specify where the XML pages will be put. +# If a relative path is entered the value of OUTPUT_DIRECTORY will be +# put in front of it. If left blank `xml' will be used as the default path. + +XML_OUTPUT = xml + +# The XML_SCHEMA tag can be used to specify an XML schema, +# which can be used by a validating XML parser to check the +# syntax of the XML files. + +XML_SCHEMA = + +# The XML_DTD tag can be used to specify an XML DTD, +# which can be used by a validating XML parser to check the +# syntax of the XML files. + +XML_DTD = + +# If the XML_PROGRAMLISTING tag is set to YES Doxygen will +# dump the program listings (including syntax highlighting +# and cross-referencing information) to the XML output. Note that +# enabling this will significantly increase the size of the XML output. + +XML_PROGRAMLISTING = YES + +#--------------------------------------------------------------------------- +# configuration options for the AutoGen Definitions output +#--------------------------------------------------------------------------- + +# If the GENERATE_AUTOGEN_DEF tag is set to YES Doxygen will +# generate an AutoGen Definitions (see autogen.sf.net) file +# that captures the structure of the code including all +# documentation. Note that this feature is still experimental +# and incomplete at the moment. + +GENERATE_AUTOGEN_DEF = NO + +#--------------------------------------------------------------------------- +# configuration options related to the Perl module output +#--------------------------------------------------------------------------- + +# If the GENERATE_PERLMOD tag is set to YES Doxygen will +# generate a Perl module file that captures the structure of +# the code including all documentation. Note that this +# feature is still experimental and incomplete at the +# moment. + +GENERATE_PERLMOD = NO + +# If the PERLMOD_LATEX tag is set to YES Doxygen will generate +# the necessary Makefile rules, Perl scripts and LaTeX code to be able +# to generate PDF and DVI output from the Perl module output. + +PERLMOD_LATEX = NO + +# If the PERLMOD_PRETTY tag is set to YES the Perl module output will be +# nicely formatted so it can be parsed by a human reader. This is useful +# if you want to understand what is going on. On the other hand, if this +# tag is set to NO the size of the Perl module output will be much smaller +# and Perl will parse it just the same. + +PERLMOD_PRETTY = YES + +# The names of the make variables in the generated doxyrules.make file +# are prefixed with the string contained in PERLMOD_MAKEVAR_PREFIX. +# This is useful so different doxyrules.make files included by the same +# Makefile don't overwrite each other's variables. + +PERLMOD_MAKEVAR_PREFIX = + +#--------------------------------------------------------------------------- +# Configuration options related to the preprocessor +#--------------------------------------------------------------------------- + +# If the ENABLE_PREPROCESSING tag is set to YES (the default) Doxygen will +# evaluate all C-preprocessor directives found in the sources and include +# files. + +ENABLE_PREPROCESSING = YES + +# If the MACRO_EXPANSION tag is set to YES Doxygen will expand all macro +# names in the source code. 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