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 程式師世界 >> 編程語言 >> C語言 >> C++ >> C++入門知識 >> 合並Visual Studio本地C++XML注釋文檔和PDB的符號內容

合並Visual Studio本地C++XML注釋文檔和PDB的符號內容

編輯:C++入門知識

終於到了激動人心的時刻了。今天的博客內容將永遠消除Visual Studio的本地C++XML注釋編譯出來的XML文檔沒有辦法生成可讀文檔的根本原因。

    首先介紹一下C++的XML注釋。在啟用注釋之前,我們必須先去工程屬性裡面,把[C/C++ -> Output Files -> Generate Xml Documentation Files]設置成Yes。這樣我們就可以在C++的類啊函數上面寫XML注釋,然後被編譯成一份帶有符號鏈接的XML注釋集合。這裡先給一個GacUI的XML注釋的例子:             /// <summary>
            /// This is the interface for graphics renderers.
            /// </summary>
            class IGuiGraphicsRenderer : public Interface
            {
            public:
                /// <summary>
                /// Access the graphics <see cref="IGuiGraphicsRendererFactory"></see> that is used to create this graphics renderer.
                /// </summary>
                /// <returns>Returns the related factory.</returns>
                virtual IGuiGraphicsRendererFactory*    GetFactory()=0;

                /// <summary>
                /// Initialize the grpahics renderer by binding a <see cref="IGuiGraphicsElement"></see> to it.
                /// </summary>
                /// <param name="element">The graphics element to bind.</param>
                virtual void                            Initialize(IGuiGraphicsElement* element)=0;
                /// <summary>
                /// Release all resources that used by this renderer.
                /// </summary>
                virtual void                            Finalize()=0;
                /// <summary>
                /// Set a <see cref="IGuiGraphicsRenderTarget"></see> to this element.
                /// </summary>
                /// <param name="renderTarget">The graphics render target. It can be NULL.</param>
                virtual void                            SetRenderTarget(IGuiGraphicsRenderTarget* renderTarget)=0;
                /// <summary>
                /// Render the graphics element using a specified bounds.
                /// </summary>
                /// <param name="bounds">Bounds to decide the size and position of the binded graphics element.</param>
                virtual void                            Render(Rect bounds)=0;
                /// <summary>
                /// Notify that the state in the binded graphics element is changed. This function is usually called by the element itself.
                /// </summary>
                virtual void                            OnElementStateChanged()=0;
                /// <summary>
                /// Calculate the minimum size using the binded graphics element and its state.
                /// </summary>
                /// <returns>The minimum size.</returns>
                virtual Size                            GetMinSize()=0;
            };
    這個XML注釋的格式是Visual Studio的統一格式。無論C++、C#和VB等語言都可以使用。在編譯之後會給出下面的一個XML文件: <?xml version="1.0"?>
<doc>
    <assembly>
        "GacUISrc"
    </assembly>
    <members>
       
        <member name="M:vl.presentation.elements.IGuiGraphicsRenderer.GetMinSize">
            <summary>
Calculate the minimum size using the binded graphics element and its state.
</summary>
            <returns>The minimum size.</returns>
        </member>
        <member name="M:vl.presentation.elements.IGuiGraphicsRenderer.OnElementStateChanged">
            <summary>
Notify that the state in the binded graphics element is changed. This function is usually called by the element itself.
</summary>
        </member>
        <member name="M:vl.presentation.elements.IGuiGraphicsRenderer.Render(vl.presentation.Rect)">
            <summary>
Render the graphics element using a specified bounds.
</summary>
            <param name="bounds">Bounds to decide the size and position of the binded graphics element.</param>
        </member>
        <member name="M:vl.presentation.elements.IGuiGraphicsRenderer.SetRenderTarget(vl.presentation.elements.IGuiGraphicsRenderTarget*)">
            <summary>
Set a <see cref="T:vl.presentation.elements.IGuiGraphicsRenderTarget" /> to this element.
</summary>
            <param name="renderTarget">The graphics render target. It can be NULL.</param>
        </member>
        <member name="M:vl.presentation.elements.IGuiGraphicsRenderer.Finalize">
            <summary>
Release all resources that used by this renderer.
</summary>
        </member>
        <member name="M:vl.presentation.elements.IGuiGraphicsRenderer.Initialize(vl.presentation.elements.IGuiGraphicsElement*)">
            <summary>
Initialize the grpahics renderer by binding a <see cref="T:vl.presentation.elements.IGuiGraphicsElement" /> to it.
</summary>
            <param name="element">The graphics element to bind.</param>
        </member>
        <member name="M:vl.presentation.elements.IGuiGraphicsRenderer.GetFactory">
            <summary>
Access the graphics <see cref="T:vl.presentation.elements.IGuiGraphicsRendererFactory" /> that is used to create this graphics renderer.
</summary>
            <returns>Returns the related factory.</returns>
        </member>
        <member name="T:vl.presentation.elements.IGuiGraphicsRenderer">
            <summary>
This is the interface for graphics renderers.
</summary>
        </member>
       
    </members>
</doc>
    我們可以看出,C++編譯器幫我們把每一個XML注釋都標注了一個符號鏈接的名字,也就是<member name="這裡">。T:開頭的是類型,M:開頭的是函數,還有各種各樣的規則都寫在了MSDN裡面,大家去查一下就知道了。我們首先回憶一下msdn的.net framework的文檔,文檔裡面的每一個類的基類也好,每一個函數的參數類型和返回類型也好,都是超鏈接。為了生成這樣子的文檔,我們首先就要知道一個函數的參數類型和返回類型究竟是什麼。但是在這裡我們發現這份XML並不包含這個內容。這也是為什麼找不到一個生成本地C++XML注釋的可讀文檔工具的原因。而C++/CLI也好,.net的其他語言也好,都有這樣的工具,因為.net的可執行文件可以反射出每一個符號的所有細節內容。

    這也就是為什麼有上一篇博客http://www.BkJia.com/kf/201203/122574.html 的原因。既然可執行文件不包含元數據,那麼pdb總包含的吧。良心的Visual Studio提供了我們msdia100.dll這個COM庫,使得我們可以做到從pdb讀取符號內容的事情。當然上一篇博客是針對VisualStudio本地C++編譯出來的pdb開發的,不能適合所有種類的pdb。

    有了這個pdb之後,我們把pdb用C++調用msdia100.dll先生成一份xml,然後就可以用偉大的.net linq to xml來完成接下來的事情了。現在我們手上有了兩份xml,一份是xml注釋,另一份是pdb符號表。利用Vczh Library++ 3.0的[Tools\Release\SideProjects\GacUISrc\Xml2Doc\Xml2Doc.csproj]項目裡面的代碼,就可以將這兩份xml合並成第三份xml了: <?xml version="1.0" encoding="utf-8"?>
<cppdoc>
  <namespace name="">
    <namespace name="vl">
      <namespace name="presentation">
        <namespace name="elements">
         
          <type name="IGuiGraphicsRenderer" fullName="vl::presentation::elements::IGuiGraphicsRenderer">
            <document>
              <member name="T:vl.presentation.elements.IGuiGraphicsRenderer">
                <summary>
This is the interface for graphics renderers.
</summary>
              </member>
            </document>
            <functionGroup name="GetMinSize">
              <function name="GetMinSize" fullName="GetMinSize" isStatic="true" access="Public" kind="Abstract">
                <returnType>vl::presentation::Size</returnType>
                <document>
                  <member name="M:vl.presentation.elements.IGuiGraphicsRenderer.GetMinSize">
                    <summary>
Calculate the minimum size using the binded graphics element and its state.
</summary>
                    <returns>The minimum size.</returns>
                  </member>
                </document>
              </function>
            </functionGroup>
            <functionGroup name="OnElementStateChanged">
              <function name="OnElementStateChanged" fullName="OnElementStateChanged" isStatic="true" access="Public" kind="Abstract">
                <returnType>void</returnType>
                <document>
                  <member name="M:vl.presentation.elements.IGuiGraphicsRenderer.OnElementStateChanged">
                    <summary>
Notify that the state in the binded graphics element is changed. This function is usually called by the element itself.
</summary>
                  </member>
                </document>
              </function>
            </functionGroup>
            <functionGroup name="Render">
              <function name="Render" fullName="Render" isStatic="true" access="Public" kind="Abstract">
                <returnType>void</returnType>
                <parameterType>vl::presentation::Rect</parameterType>
                <document>
                  <member name="M:vl.presentation.elements.IGuiGraphicsRenderer.Render(vl.presentation.Rect)">
                    <summary>
Render the graphics element using a specified bounds.
</summary>
                    <param name="bounds">Bounds to decide the size and position of the binded graphics element.</param>
                  </member>
                </document>
              </function>
            </functionGroup>
            <functionGroup name="SetRenderTarget">
              <function name="SetRenderTarget" fullName="SetRenderTarget" isStatic="true" access="Public" kind="Abstract">
                <returnType>void</returnType>
                <parameterType>vl::presentation::elements::IGuiGraphicsRenderTarget*</parameterType>
                <document>
                  <member name="M:vl.presentation.elements.IGuiGraphicsRenderer.SetRenderTarget(vl.presentation.elements.IGuiGraphicsRenderTarget*)">
                    <summary>
Set a <see cref="T:vl.presentation.elements.IGuiGraphicsRenderTarget" /> to this element.
</summary>
                    <param name="renderTarget">The graphics render target. It can be NULL.</param>
                  </member>
                </document>
              </function>
            </functionGroup>
            <functionGroup name="Finalize">
              <function name="Finalize" fullName="Finalize" isStatic="true" access="Public" kind="Abstract">
                <returnType>void</returnType>
                <document>
                  <member name="M:vl.presentation.elements.IGuiGraphicsRenderer.Finalize">
                    <summary>
Release all resources that used by this renderer.
</summary>
                  </member>
                </document>
              </function>
            </functionGroup>
            <functionGroup name="Initialize">
              <function name="Initialize" fullName="Initialize" isStatic="true" access="Public" kind="Abstract">
                <returnType>void</returnType>
                <parameterType>vl::presentation::elements::IGuiGraphicsElement*</parameterType>
                <document>
                  <member name="M:vl.presentation.elements.IGuiGraphicsRenderer.Initialize(vl.presentation.elements.IGuiGraphicsElement*)">
                    <summary>
Initialize the grpahics renderer by binding a <see cref="T:vl.presentation.elements.IGuiGraphicsElement" /> to it.
</summary>
                    <param name="element">The graphics element to bind.</param>
                  </member>
                </document>
              </function>
            </functionGroup>
            <functionGroup name="GetFactory">
              <function name="GetFactory" fullName="GetFactory" isStatic="true" access="Public" kind="Abstract">
                <returnType>vl::presentation::elements::IGuiGraphicsRendererFactory*</returnType>
                <document>
                  <member name="M:vl.presentation.elements.IGuiGraphicsRenderer.GetFactory">
                    <summary>
Access the graphics <see cref="T:vl.presentation.elements.IGuiGraphicsRendererFactory" /> that is used to create this graphics renderer.
</summary>
                    <returns>Returns the related factory.</returns>
                  </member>
                </document>
              </function>
            </functionGroup>
          </type>
         
        </namespace>
      </namespace>
    </namespace>
  </namespace>
</cppdoc>
    現在一個類型和函數的xml注釋也好,他的基類啊函數的參數類型返回類型也好,全部都出現了。下面可以做的事情就很多了。譬如說自己寫一個xml到html文檔的轉換程序啦,或者用偉大的.net linq to xml把這個xml一轉成為其他xml格式,然後使用現有的工具生成文檔啦,所有的事情都可以做了。

    我接下來會根據GacUI的情況不斷增加這個小工具的功能,最終讓他可以產生一份好的GacUI的文檔,不僅包含XML注釋的內容,還可以包含外部插入的tutorial啊,帶高亮的code sample等等。  


摘自  λ-calculus(驚愕到手了歐耶)
 

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