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Java代码规范

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ava注释规范

2007年03月27日 星期二 14:01

Java 代码规范

-- 注释

@author LEI

@version 1.10 2005-09-01

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
*
Description: XXXX DRIVER 3.0
*
Copyright: Copyright (c) 2003
*
Company:XXXX有限公司
*
* @author Java Development Group
* @version 3.0
*/

例如:

/**
* A class representing a window on the screen.
* For example:
*
* Window win = new Window(parent);
* win.show();
*
*
* @author Sami Shaio
* @version %I%, %G%
* @see java.awt.BaseWindow
* @see java.awt.Button
*/

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 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 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:

*

*

  • 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();

    }

    }

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