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javadoc生成注釋(2)

2022-06-13   來源: Java核心技術 

   注釋塊標記
   標記的順序
  塊標記將采用如下順序
  
  
  *
  
  * @param (classes interfaces methods and constructors only)
  
  * @return (methods only)
  
  * @exception (@throws is a synonym added in Javadoc )
  
  * @author (classes and interfaces only required)
  
  * @version (classes and interfaces only required See footnote )
  
  * @see
  
  * @since
  
  * @serial (or @serialField or @serialData)
  
  * @deprecated (see How and When To Deprecate APIs)
  
  * …
  
  一個塊標記可以根據需要重復出現多次多次出現的標記按照如下順序
  @author 按照時間先後順序(chronological)
  
  @param 按照參數定義順序(declaration)
  
  @throws 按照異常名字的字母順序(alphabetically)
  
  @see 按照如下順序
  
  @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 packageClass
  
  @see packageClass#field
  
  @see packageClass#Constructor(Type Type)
  
  @see packageClass#Constructor(Type id Type id)
  
  @see packageClass#method(Type Type)
  
  @see packageClass#method(Type id Type id)
  
  @see package
  
   標記介紹
   @param標記
  @param後面空格後跟著參數的變量名字(不是類型)空格後跟著對該參數的描述
  在描述中第一個名字為該變量的數據類型表示數據類型的名次前面可以有一個冠詞如aanthe如果是int類型的參數則不需要注明數據類型例如
  
  
  * @param ch the char 用用來……
  
  * @param _image the image 用來……
  
  * @param _num 一個數字……
  
  
  對於參數的描述如果只是一短語最好不要首字母大寫結尾也不要句號
  對於參數的描述是一個句子最好不要首字母大寫如果出現了句號這說明你的描述不止一句話如果非要首字母大寫的話必須用句號來結束句子(英文的句號)
  公司內部添加ByRef和ByVal兩個標記例如
  * @param _image the image ByRef 用來……
  說明該參數是引用傳遞(指針)ByVal可以省略表示是值傳遞
   @return標記
  返回為空(void)的構造函數或者函數@return可以省略
  如果返回值就是輸入參數必須用與輸入參數的@param相同的描述信息
  必要的時候注明特殊條件寫的返回值
   @throws 標記
  @throws以前使用的是@exception
  @throws的內容必須在函數的throws部分定義
   @author標記
  類注釋標記
  函數注釋裡面可以不出現@author
   @version
  類注釋標記
  函數注釋裡面可以不出現@version
   @since
  類注釋標記
  標明該類可以運行的JDK版本
  例如
  @since JDK
   @deprecated
  由於某種原因而被宣布將要被廢棄的方法
  /**
  
  * @deprecated As of JDK replaced by
  
  * setBounds
  
  * @see #setBounds(intintintint)
  
  */
  
   @link標記
  語法{@link <mailto:%B@link> packageclass#member label}
  Label為鏈接文字
  packageclass#member將被自動轉換成指向packageclass的member文件的URL
   HTML代碼的使用
  在注釋描述部分可以使用HTML代碼
  …
  表示段落
  * …
  表示自動標號
   注釋示例
  /**
  
  * Graphics is the abstract base class for all graphics contexts
  
  * which allow an application to draw onto components realized on
  
  * various devices or onto offscreen 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 pixelsized 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
  
  */
  
  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 xcoordinate of the northwest corner
  
  * of the destination rectangle in pixels
  
  * @param y the ycoordinate 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
  
  */
  
  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
  
  */
  
  public abstract void dispose();
  
  /**
  
  * Disposes of this graphics context once it is no longer
  
  * referenced
  
  *
  
  * @see #dispose()
  
  * @since
  
  */
  
  public void finalize() {
  
  dispose();
  
  }
  
  }


From:http://tw.wingwit.com/Article/program/Java/hx/201311/26801.html
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