在软件开发中,文档和代码的管理是很重要的,Java中采用了一个很好JavaDoc机制很好把文档和代码连接了起来。只要你的代码是按照规范写的,那么就可以用Tools来生成如Java API Docs那样的HTML文档,很方便查阅、管理。
以前写代码很注意代码的风格和注释,但是没有按照具体的规范写,只是按照有些参考书上的样子和自己的想法来写,虽然已经感觉很好了,但是当在Sun的主页上看到这个规范后,自己的一些缺点就暴露出来了。下面就把这个规范上的东西做一个总结:
- 注释的第一步写是描述,这个对于类、成员、接口、包都是一样的。
- 注释标记的顺序如下:
* @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. Seefootnote 1) * @see * @since * @serial (or @serialField or @serialData) * @deprecated (seeHow and When To Deprecate APIs) 下面给出一个比较完整的例子: /** * 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: * <ul> * <li>The Component to draw on * <li>A translation origin for rendering and clipping coordinates * <li>The current clip * <li>The current color * <li>The current font * <li>The current logical pixel operation function (XOR or Paint) * <li>The current XOR alternation color * (see <a href="#setXORMode">setXORMode</a>) * </ul> * <p> * 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. * <p> * 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. * <p> * 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. * <p> * 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 * <code>null</code> * @return <code>true</code> if the image is completely * loaded and was painted successfully; * <code>false</code> 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. * <p> * 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(); } }
有了上面的例子就可以对Java中的注释大概掌握了,以后的问题就是你在现实的编程中加以运用就可以了。