doc生成器的XML文档膨胀文件

时间:2015-07-19 21:20:48

标签: c# xml doxygen documentation-generation

我使用Doxygen根据源文件上的XML注释生成文档。我遇到的问题是文件中的膨胀量。还有比实际代码行更多的评论。

using System;
using System.Diagnostics;
using System.Threading;
using System.Threading.Tasks;

/// <summary>
/// <para>
/// The Engine Timer allows for starting a timer that will execute a callback at a given interval.
/// </para>
/// <para>
/// The timer may fire:
///  - infinitely at the given interval
///  - fire once
///  - fire _n_ number of times.
/// </para>
/// <para>
/// The Engine Timer will stop its self when it is disposed of.
/// </para>
/// <para>
/// The Timer requires you to provide it an instance that will have an operation performed against it.
/// The callback will be given the generic instance at each interval fired.
/// </para>
/// <para>
/// In the following example, the timer is given an instance of an IPlayer. 
/// It starts the timer off with a 30 second delay before firing the callback for the first time.
/// It tells the timer to fire every 60 seconds with 0 as the number of times to fire. When 0 is provided, it will run infinitely.
/// Lastly, it is given a callback, which will save the player every 60 seconds.
/// @code
/// var timer = new EngineTimer<IPlayer>(new DefaultPlayer());
/// timer.StartAsync(30000, 6000, 0, (player, timer) => player.Save());
/// @endcode
/// </para>
/// </summary>
/// <typeparam name="T">The type that will be provided when the timer callback is invoked.</typeparam>
public sealed class EngineTimer<T> : CancellationTokenSource, IDisposable
{
    /// <summary>
    /// The timer task
    /// </summary>
    private Task timerTask;

    /// <summary>
    /// How many times we have fired the timer thus far.
    /// </summary>
    private long fireCount = 0;

    /// <summary>
    /// Initializes a new instance of the <see cref="EngineTimer{T}"/> class.
    /// </summary>
    /// <param name="callback">The callback.</param>
    /// <param name="state">The state.</param>
    public EngineTimer(T state)
    {
        this.StateData = state;
    }

    /// <summary>
    /// Gets the object that was provided to the timer when it was instanced.
    /// This object will be provided to the callback at each interval when fired.
    /// </summary>
    public T StateData { get; private set; }

    /// <summary>
    /// Gets a value indicating whether the engine timer is currently running.
    /// </summary>
    public bool IsRunning { get; private set; }

    /// <summary>
    /// <para>
    /// Starts the timer, firing a synchronous callback at each interval specified until `numberOfFires` has been reached.
    /// If `numberOfFires` is 0, then the callback will be called indefinitely until the timer is manually stopped.
    /// </para>
    /// <para>
    /// The following example shows how to start a timer, providing it a callback.
    /// </para>
    /// @code
    /// var timer = new EngineTimer<IPlayer>(new DefaultPlayer());
    /// double startDelay = TimeSpan.FromSeconds(30).TotalMilliseconds;
    /// double interval = TimeSpan.FromMinutes(10).TotalMilliseconds;
    /// int numberOfFires = 0;
    /// 
    /// timer.Start(
    ///     startDelay, 
    ///     interval, 
    ///     numberOfFires, 
    ///     (player, timer) => player.Save());
    /// @endcode
    /// </summary>
    /// <param name="startDelay">
    /// <para>
    /// The `startDelay` is used to specify how much time must pass before the timer can invoke the callback for the first time.
    /// If 0 is provided, then the callback will be invoked immediately upon starting the timer.
    /// </para>
    /// <para>
    /// The `startDelay` is measured in milliseconds.
    /// </para>
    /// </param>
    /// <param name="interval">The interval in milliseconds.</param>
    /// <param name="numberOfFires">Specifies the number of times to invoke the timer callback when the interval is reached. Set to 0 for infinite.</param>
    public void Start(double startDelay, double interval, int numberOfFires, Action<T, EngineTimer<T>> callback)
    {
        this.IsRunning = true;

        this.timerTask = Task
            .Delay(TimeSpan.FromMilliseconds(startDelay), this.Token)
            .ContinueWith(
                (task, state) => RunTimer(task, (Tuple<Action<T, EngineTimer<T>>, T>)state, interval, numberOfFires),
                Tuple.Create(callback, this.StateData),
                CancellationToken.None,
                TaskContinuationOptions.ExecuteSynchronously | TaskContinuationOptions.OnlyOnRanToCompletion,
                TaskScheduler.Default);
    }

    /// <summary>
    /// Starts the specified start delay.
    /// </summary>
    /// <param name="startDelay">The start delay in milliseconds.</param>
    /// <param name="interval">The interval in milliseconds.</param>
    /// <param name="numberOfFires">Specifies the number of times to invoke the timer callback when the interval is reached. Set to 0 for infinite.</param>
    public void StartAsync(double startDelay, double interval, int numberOfFires, Func<T, EngineTimer<T>, Task> callback)
    {
        this.IsRunning = true;

        this.timerTask = Task
            .Delay(TimeSpan.FromMilliseconds(startDelay), this.Token)
            .ContinueWith(
                async (task, state) => await RunTimerAsync(task, (Tuple<Func<T, EngineTimer<T>, Task>, T>)state, interval, numberOfFires),
                Tuple.Create(callback, this.StateData),
                CancellationToken.None,
                TaskContinuationOptions.ExecuteSynchronously | TaskContinuationOptions.OnlyOnRanToCompletion,
                TaskScheduler.Default);
    }

    /// <summary>
    /// Stops the timer for this instance.
    /// Stopping the timer will not dispose of the EngineTimer, allowing you to restart the timer if you need to.
    /// </summary>
    public void Stop()
    {
        if (!this.IsCancellationRequested)
        {
            this.Cancel();
        } 
        this.IsRunning = false;
    }

    /// <summary>
    /// Stops the timer and releases the unmanaged resources used by the <see cref="T:System.Threading.CancellationTokenSource" /> class and optionally releases the managed resources.
    /// </summary>
    /// <param name="disposing">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    protected override void Dispose(bool disposing)
    {
        if (disposing)
        {
            this.IsRunning = false;
            this.Cancel();
        }

        base.Dispose(disposing);
    }

    private async Task RunTimer(Task task, Tuple<Action<T, EngineTimer<T>>, T> state, double interval, int numberOfFires)
    {
        while (!this.IsCancellationRequested)
        {
            // Only increment if we are supposed to.
            if (numberOfFires > 0)
            {
                this.fireCount++;
            }

            state.Item1(state.Item2, this);
            await PerformTimerCancellationCheck(interval, numberOfFires);
        }
    }

    private async Task RunTimerAsync(Task task, Tuple<Func<T, EngineTimer<T>, Task>, T> state, double interval, int numberOfFires)
    {
        while (!this.IsCancellationRequested)
        {
            // Only increment if we are supposed to.
            if (numberOfFires > 0)
            {
                this.fireCount++;
            }

            await state.Item1(state.Item2, this);
            await PerformTimerCancellationCheck(interval, numberOfFires);
        }
    }

    private async Task PerformTimerCancellationCheck(double interval, int numberOfFires)
    {
        // If we have reached our fire count, stop. If set to 0 then we fire until manually stopped.
        if (numberOfFires > 0 && this.fireCount >= numberOfFires)
        {
            this.Stop();
        }

        await Task.Delay(TimeSpan.FromMilliseconds(interval), this.Token).ConfigureAwait(false);
    }
}

您是否可以将文档移动到不同的文件中,只在成员上留下API使用XML文档,而在其他地方存在更详尽的文档(包含源示例)。更详尽的文档是在生成的文档中保持与类的关系时生成的内容吗?

0 个答案:

没有答案