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java文档注释 编写格式
1 注释文档的格式注释文档将用来生成HTML格式的代码报告,所以注释文档必须书写在类、域、构造函数、方法、定义之前。注释文档由两部分组成——描述、块标记。 例如: /** * The doGet method of the servlet. * This method is called when a form has its tag value method equals to get. * * @param request * the request send by the client to the server * @param response * the response send by the server to the client * @throws ServletException * if an error occurred * @throws IOException * if an error occurred */ public void doGet (HttpServletRequest request, HttpServletResponse response) throws ServletException, IOException {
doPost(request, response); } 前两行为描述,描述完毕后,由@符号起头为块标记注视。 2 注释的种类2.1 文件头注释文件头注释以 /*开始,以*/结束,需要注明该文件创建时间,文件名,命名空间信息。 例如: /* * Created on 2005-7-2 * / 2.2 类、接口注释类、接口的注释采用 /** … */,描述部分用来书写该类的作用或者相关信息,块标记部分必须注明作者和版本。 例如: /**Title: XXXX DRIVER 3.0 例如: /** class Window extends BaseWindow { … } 2.3 构造函数注释构造函数注释采用 /** … */,描述部分注明构造函数的作用,不一定有块标记部分。 例如: /** * 默认构造函数 */ 有例如: /** * 带参数构造函数,初始化模式名,名称和数据源类型 * * @param schema * Ref 模式名 * @param name * Ref 名称 * @param type * byVal 数据源类型 */ 2.4 域注释域注释可以出现在注释文档里面,也可以不出现在注释文档里面。用/** … */的域注释将会被认为是注释文档热出现在最终生成的HTML报告里面,而使用/* … */的注释会被忽略。 例如: /* 由于triger和表用一个DMSource,所以要区分和表的迁移成功标记 */ boolean isTrigerSuccess = false; 又例如: /** 由于triger和表用一个DMSource,所以要区分和表的迁移成功标记 */ boolean isTrigerSuccess = false; 再例如: /** * The X-coordinate of the component. * * @see #getLocation() */ int x = 1263732;
2.5 方法注释方法注释采用 /** … */,描述部分注明方法的功能,块标记部分注明方法的参数,返回值,异常等信息。例如: /** * 设置是否有外码约束 * * @param conn * Connection 与数据库的连接 */ 2.6 定义注释规则同域注释。 3 注释块标记3.1 标记的顺序块标记将采用如下顺序: … * * @param (classes, interfaces, methods and constructors only) * @return (methods only) * @exception (@throws is a synonym added in Javadoc 1.2) * @author (classes and interfaces only, required) * @version (classes and interfaces only, required. See footnote 1) * @see * @since * @serial (or @serialField or @serialData) * @deprecated (see How and When To Deprecate APIs) * … 一个块标记可以根据需要重复出现多次,多次出现的标记按照如下顺序: @author 按照时间先后顺序(chronological) @param 按照参数定义顺序(declaration) @throws 按照异常名字的字母顺序(alphabetically) @see 按照如下顺序: @see #field @see #Constructor(Type, Type…) @see #Constructor(Type id, Type id…) @see #method(Type, Type,…) @see #method(Type id, Type, id…) @see Class @see Class#field @see Class#Constructor(Type, Type…) @see Class#Constructor(Type id, Type id) @see Class#method(Type, Type,…) @see Class#method(Type id, Type id,…) @see package.Class @see package.Class#field @see package.Class#Constructor(Type, Type…) @see package.Class#Constructor(Type id, Type id) @see package.Class#method(Type, Type,…) @see package.Class#method(Type id, Type, id) @see package 3.2 标记介绍3.2.1 @param标记@param后面空格后跟着参数的变量名字(不是类型),空格后跟着对该参数的描述。 在描述中第一个名字为该变量的数据类型,表示数据类型的名次前面可以有一个冠词如:a,an,the。如果是int类型的参数则不需要注明数据类型。例如: … * @param ch the char 用用来…… * @param _image the image 用来…… * @param _num 一个数字…… … 对于参数的描述如果只是一短语,最好不要首字母大写,结尾也不要句号。 对于参数的描述是一个句子,最好不要首字母大写,如果出现了句号这说明你的描述不止一句话。如果非要首字母大写的话,必须用句号来结束句子。(英文的句号) 公司内部添加ByRef和ByVal两个标记,例如: * @param _image the image ByRef 用来…… 说明该参数是引用传递(指针),ByVal可以省略,表示是值传递。 3.2.2 @return标记返回为空(void)的构造函数或者函数,@return可以省略。 如果返回值就是输入参数,必须用与输入参数的@param相同的描述信息。 必要的时候注明特殊条件写的返回值。 3.2.3 @throws 标记@throws以前使用的是@exception。 @throws的内容必须在函数的throws部分定义。 3.2.4 @author标记类注释标记。 函数注释里面可以不出现@author。 3.2.5 @version类注释标记。 函数注释里面可以不出现@version 3.2.6 @since类注释标记。 标明该类可以运行的JDK版本 例如: @since JDK1.2 3.2.7 @deprecated由于某种原因而被宣布将要被废弃的方法。 /** * @deprecated As of JDK 1.1, replaced by * setBounds * @see #setBounds(int,int,int,int) */ 3.2.8 @link标记语法:{@link package.class#member label} Label为链接文字。 package.class#member将被自动转换成指向package.class的member文件的URL。 4 HTML代码的使用在注释描述部分可以使用HTML代码。 表示段落
表示自动标号
5 注释示例/** * Graphics is the abstract base class for all graphics contexts * which allow an application to draw onto components realized on * various devices or onto off-screen images. * A Graphics object encapsulates the state information needed * for the various rendering operations that Java supports. This * state information includes: * *
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* (see setXORMode) * * * Coordinates are infinitely thin and lie between the pixels of the * output device. * Operations which draw the outline of a figure operate by traversing * along the infinitely thin path with a pixel-sized pen that hangs * down and to the right of the anchor point on the path. * Operations which fill a figure operate by filling the interior * of the infinitely thin path. * Operations which render horizontal text render the ascending * portion of the characters entirely above the baseline coordinate. * * Some important points to consider are that drawing a figure that * covers a given rectangle will occupy one extra row of pixels on * the right and bottom edges compared to filling a figure that is * bounded by that same rectangle. * Also, drawing a horizontal line along the same y coordinate as * the baseline of a line of text will draw the line entirely below * the text except for any descenders. * Both of these properties are due to the pen hanging down and to * the right from the path that it traverses. * * All coordinates which appear as arguments to the methods of this * Graphics object are considered relative to the translation origin * of this Graphics object prior to the invocation of the method. * All rendering operations modify only pixels which lie within the * area bounded by both the current clip of the graphics context * and the extents of the Component used to create the Graphics object. * * @author Sami Shaio * @author Arthur van Hoff * @version %I%, %G% * @since 1.0 */ public abstract class Graphics {
/** * Draws as much of the specified image as is currently available * with its northwest corner at the specified coordinate (x, y). * This method will return immediately in all cases, even if the * entire image has not yet been scaled, dithered and converted * for the current output device. * * If the current output representation is not yet complete then * the method will return false and the indicated * {@link ImageObserver} object will be notified as the * conversion process progresses. * * @param img the image to be drawn * @param x the x-coordinate of the northwest corner * of the destination rectangle in pixels * @param y the y-coordinate of the northwest corner * of the destination rectangle in pixels * @param observer the image observer to be notified as more * of the image is converted. May be * * @return * loaded and was painted successfully; * * @see Image * @see ImageObserver * @since 1.0 */ public abstract boolean drawImage(Image img, int x, int y, ImageObserver observer);
/** * Dispose of the system resources used by this graphics context. * The Graphics context cannot be used after being disposed of. * While the finalization process of the garbage collector will * also dispose of the same system resources, due to the number * of Graphics objects that can be created in short time frames * it is preferable to manually free the associated resources * using this method rather than to rely on a finalization * process which may not happen for a long period of time. * * Graphics objects which are provided as arguments to the paint * and update methods of Components are automatically disposed * by the system when those methods return. Programmers should, * for efficiency, call the dispose method when finished using * a Graphics object only if it was created directly from a * Component or another Graphics object. * * @see #create(int, int, int, int) * @see #finalize() * @see Component#getGraphics() * @see Component#paint(Graphics) * @see Component#update(Graphics) * @since 1.0 */ public abstract void dispose();
/** * Disposes of this graphics context once it is no longer * referenced. * * @see #dispose() * @since 1.0 */ public void finalize() { dispose(); } } |
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