Developer-to-developer documentation can be in one of two forms:
Another view proposed by Daniele Procida in this article is as follows:
There is a secret that needs to be understood in order to write good software documentation: there isn’t one thing called documentation, there are four. They are: tutorials, how-to guides, explanation and technical reference. They represent four different purposes or functions, and require four different approaches to their creation. Understanding the implications of this will help improve most software documentation - often immensely. ...
TUTORIALS
A tutorial:
- is learning-oriented
- allows the newcomer to get started
- is a lesson
Analogy: teaching a small child how to cook
HOW-TO GUIDES
A how-to guide:
- is goal-oriented
- shows how to solve a specific problem
- is a series of steps
Analogy: a recipe in a cookery book
EXPLANATION
An explanation:
- is understanding-oriented
- explains
- provides background and context
Analogy: an article on culinary social history
REFERENCE
A reference guide:
- is information-oriented
- describes the machinery
- is accurate and complete
Analogy: a reference encyclopedia article
Software documentation (applies to both user-facing and developer-facing) is best kept in a text format for ease of version tracking. A writer-friendly source format is also desirable as non-programmers (e.g., technical writers) may need to author/edit such documents. As a result, formats such as Markdown, AsciiDoc, and PlantUML are often used for software documentation.
Exercises
The main advantage of the top-down approach is that the document is structured like an upside down tree (root at the top) and the reader can travel down a path she is interested in until she reaches the component she is interested to learn in-depth, without having to read the entire document or understand the whole system.
To explain a system called SystemFoo
with two sub-systems, FrontEnd
and BackEnd
, start by describing the system at the highest level of abstraction, and progressively drill down to lower level details. An outline for such a description is given below.
[First, explain what the system is, in a black-box fashion (no internal details, only the external view).]
SystemFoo
is a ....
[Next, explain the high-level architecture of SystemFoo
, referring to its major components only.]
SystemFoo
consists of two major components:FrontEnd
andBackEnd
.
The job ofFrontEnd
is to ... while the job ofBackEnd
is to ...
And this is howFrontEnd
andBackEnd
work together ...
[Now you can drill down to FrontEnd
's details.]
FrontEnd
consists of three major components:A
,B
,C
A
's job is to ...B
's job is to...C
's job is to...
And this is how the three components work together ...
[At this point, further drill down to the internal workings of each component. A reader who is not interested in knowing the nitty-gritty details can skip ahead to the section on BackEnd
.]
In-depth description of
A
In-depth description ofB
...
[At this point drill down to the details of the BackEnd
.]
...
Here are some tips on writing effective documentation.
Exercises
Aim for 'just enough' developer documentation.
Anything that is already clear in the code need not be described in words. Instead, focus on providing higher level information that is not readily visible in the code or comments.
Refrain from duplicating chunks of text. When describing several similar algorithms/designs/APIs, etc., do not simply duplicate large chunks of text. Instead, describe the similarities in one place and emphasize only the differences in other places. It is very annoying to see pages and pages of similar text without any indication as to how they differ from each other.
JavaDoc is a tool for generating API documentation in HTML format from comments in the source code. In addition, modern IDEs use JavaDoc comments to generate explanatory tooltips.
An example method header comment in JavaDoc format (adapted from Oracle's Java documentation)
/**
* Returns an Image object that can then be painted on the screen.
* The url argument must specify an absolute {@link URL}. The name
* argument is a specifier that is relative to the url argument.
* <p>
* This method always returns immediately, whether or not the
* image exists. When this applet attempts to draw the image on
* the screen, the data will be loaded. The graphics primitives
* that draw the image will incrementally paint on the screen.
*
* @param url an absolute URL giving the base location of the image
* @param name the location of the image, relative to the url argument
* @return the image at the specified URL
* @see Image
*/
public Image getImage(URL url, String name) {
try {
return getImage(new URL(url, name));
} catch (MalformedURLException e) {
return null;
}
}
Generated HTML documentation:
Tooltip generated by Intellij IDE:
In the absence of more extensive guidelines (e.g., given in a coding standard adopted by your project), you can follow the two examples below in your code.
A minimal JavaDoc comment example for methods:
/**
* Returns lateral location of the specified position.
* If the position is unset, NaN is returned.
*
* @param x X coordinate of position.
* @param y Y coordinate of position.
* @param zone Zone of position.
* @return Lateral location.
* @throws IllegalArgumentException If zone is <= 0.
*/
public double computeLocation(double x, double y, int zone)
throws IllegalArgumentException {
// ...
}
A minimal JavaDoc comment example for classes:
package ...
import ...
/**
* Represents a location in a 2D space. A <code>Point</code> object corresponds to
* a coordinate represented by two integers e.g., <code>3,6</code>
*/
public class Point {
// ...
}
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