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javadoc注释规范

发布时间:2016-07-09 18:00:10
javadoc做注释 一. Java 文档 // 注释一行 /* ...... */ 注释若干行 /** ...... */ 注释若干行,并写入 javadoc 文档 通常这种注释的多行写法如下: /** * ......... * ....... ...

javadoc做注释 // 注释一行 通常这种注释的多行写法如下: /** javadoc -d 文档存放目录 -author -version 源文件名.java 二. 文档注释的格式 1. 文档和文档注释的格式化 生成的文档是 HTML 格式,而这些 HTML 格式的标识符并不是 javadoc 加的,而是我们在写注释的时候写上去的。 /** /** 第一部分是简述。文档中,对于属性和方法都是先有一个列表,然后才在后面一个一个的详细的说明 第二部分是详细说明部分。该部分对属性或者方法进行详细的说明,在格式上没有什么特殊的要求,可以包含若干个点号。 简述也在其中。这一点要记住了 第三部分是特殊说明部分。这部分包括版本说明、参数说明、返回值说明等。 三. 使用 javadoc 标记 @author 作者名 使用 @param、@return 和 @exception 说明方法 选项: -public 仅显示 public 类和成员 javadoc 编译文档时可以给定包列表,也可以给出源程序文件列表。例如在 CLASSPATH 下有两个包若干类如下:   fancy.Editor 可以直接编译类: 也可以是给出包名作为编译参数,如:javadoc fancy fancy.editor 到此为止javadoc就简单介绍完了,想要用好她还是要多用,多参考标准java代码 @author LEI @version 1.10 2005-09-01 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。 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 * / 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 { ... } 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 */ 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 */ 规则同域注释。 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 @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。 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。 @throws以前使用的是@exception。 @throws的内容必须在函数的throws部分定义。 类注释标记。 函数注释里面可以不出现@author。 类注释标记。 函数注释里面可以不出现@version 类注释标记。 标明该类可以运行的JDK版本 例如: @since JDK1.2 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) */ 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。 在注释描述部分可以使用HTML代码。 …     * …. 表示自动标号 /** * 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: * # * The Component to draw on # * A translation origin for rendering and clipping coordinates # * The current clip # * The current color # * The current font # * The current logical pixel operation function (XOR or Paint) # * The current XOR alternation color * (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 * null * @return true if the image is completely * loaded and was painted successfully; * false otherwise. * @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(); } }

 

转载自http://kelaocai.iteye.com/blog/227822


原标题:javadoc注释规范

关键词:JAVA

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