Java注释的书写规则

        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:

  1. 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。
  2. 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。

说明:以上资料来自http://java.sun.com/j2se/javadoc/writingdoccomments/index.html

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