原文:http://lumanman5.blog.163.com/blog/static/1892883232010102402128751/
目錄1 常用Java註釋標籤(Java comment tags)
@author 作者
@param 輸入參數的名稱說明
@return 輸出參數說明
@since JDK版本
@version 版本號
@see 鏈接目標
@throws 異常
@deprecated 解釋
@link 鏈接地址
2 Java註釋的使用順序
3 簡單常見的HTML嵌入
4 HTML嵌入註釋範例
5 參考文檔
1 常用Java註釋標籤(Java comment tags)
@author 作者適用範圍:文件、類、方法
(*多個作者使用多個@author標籤標識,java doc中顯示按輸入時間順序羅列。)
例:* @author Leo. Yao
@param 輸入參數的名稱 說明 適用範圍:方法
例:* @param str the String用來存放輸出信息。
@return 輸出參數說明適用範圍:方法
例: * @return <code>true</code>執行成功;
* <code>false</code>執行失敗.
@since JDK版本用於標識編譯該文件所需要的JDK環境。
適用範圍:文件、類
例: * @since JDK1.6
@version 版本號用於標識註釋對象的版本號
適用範圍:文件、類、方法
例: * @version 1.0
@see 鏈接目標表示參考。會在java 文檔中生成一個超鏈接,鏈接到參考的類容。
用法:
@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
@throws 異常標識出方法可能拋出的異常
適用範圍:方法
例: * @throws IOException If an input or output exception occurred
@deprecated 解釋標識對象過期
適用範圍:文件、類、方法
@link 鏈接地址鏈接到一個目標,用法類似@see。但常放在註釋的解釋中形如{@link …}
例:
/**
* @deprecated As of JDK 1.1, replaced by
* {@link #setBounds(int,int,int,int)}
*/
2 Java註釋的使用順序* @author (classes and interfaces only, required)
* @version (classes and interfaces only, required. See footnote 1)
* @param (methods and constructors only)
* @return (methods only)
* @exception (@throws is a synonym added in Javadoc 1.2)
* @see
* @since
* @serial (or @serialField or @serialData)
* @deprecated (see How and When To Deprecate APIs)
3 簡單常見的HTML嵌入
<P> 用於分段
<code> 標籤用於表示計算機源代碼或者其他機器可以閱讀的文本內容。<code> 標籤就是爲軟件代碼的編寫者設計的。包含在該標籤內的文本將用等寬、類似電傳打字機樣式的字體(Courier)顯示出來只應該在表示計算機程序源代碼或者其他機器可以閱讀的文本內容上使用 <code> 標籤。雖然 <code> 標籤通常只是把文本變成等寬字體,但它暗示着這段文本是源程序代碼。將來的瀏覽器有可能會加入其他顯示效果。例如,程序員的瀏覽器可能會尋找 <code> 片段,並執行某些額外的文本格式化處理,如循環和條件判斷語句的特殊縮進等。
4 HTML嵌入註釋範例/**
* 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:
* <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();
}
}