Javadoc fixes.

This commit is contained in:
Michael Bayne
2015-03-14 10:01:07 -07:00
parent 94c9852b2a
commit 380e78dd98
4 changed files with 10 additions and 10 deletions
@@ -57,7 +57,7 @@ import static com.threerings.micasa.Log.log;
* <p> Presently, the lobby registry is configured with lobbies via the server configuration. An * <p> Presently, the lobby registry is configured with lobbies via the server configuration. An
* example configuration follows: * example configuration follows:
* *
* <pre> * <pre>{@code
* lobby_ids = foolobby, barlobby, bazlobby * lobby_ids = foolobby, barlobby, bazlobby
* *
* foolobby.mgrclass = com.threerings.micasa.lobby.LobbyManager * foolobby.mgrclass = com.threerings.micasa.lobby.LobbyManager
@@ -70,7 +70,7 @@ import static com.threerings.micasa.Log.log;
* barlobby.ugi = <universal game identifier> * barlobby.ugi = <universal game identifier>
* barlobby.name = <human readable lobby name> * barlobby.name = <human readable lobby name>
* ... * ...
* </pre> * }</pre>
* *
* This information will be loaded from the MiCasa server configuration which means that it should * This information will be loaded from the MiCasa server configuration which means that it should
* live in <code>rsrc/config/micasa/server.properties</code> somwhere in the classpath where it * live in <code>rsrc/config/micasa/server.properties</code> somwhere in the classpath where it
@@ -80,11 +80,11 @@ import static com.threerings.micasa.Log.log;
* identify every type of game and also to classify it according to meaningful keywords. It is best * identify every type of game and also to classify it according to meaningful keywords. It is best
* described with a few examples: * described with a few examples:
* *
* <pre> * <pre>{@code
* backgammon,board,strategy * backgammon,board,strategy
* spades,card,partner * spades,card,partner
* yahtzee,dice * yahtzee,dice
* </pre> * }</pre>
* *
* As you can see, a UGI should start with an identifier uniquely identifying the type of game and * As you can see, a UGI should start with an identifier uniquely identifying the type of game and
* can be followed by a list of keywords that classify it as a member of a particular category of * can be followed by a list of keywords that classify it as a member of a particular category of
@@ -96,7 +96,7 @@ public class Rating
* Computes a ratings adjustment for the given player, using a modified * Computes a ratings adjustment for the given player, using a modified
* version of the FIDE Chess rating system as: * version of the FIDE Chess rating system as:
* *
* <pre> * <pre>{@code
* adjustment = K(W - We) * adjustment = K(W - We)
* *
* where: * where:
@@ -112,7 +112,7 @@ public class Rating
* We = expected score (win expectancy) as determined by: * We = expected score (win expectancy) as determined by:
* *
* We = 1 / (10^(dR/400) + 1) * We = 1 / (10^(dR/400) + 1)
* </pre> * }</pre>
* *
* @param W the win value the game in question (1.0 means the player won, * @param W the win value the game in question (1.0 means the player won,
* 0.5 means they drew, 0 means they lost). * 0.5 means they drew, 0 means they lost).
@@ -144,8 +144,8 @@ public class Rating
} }
/** /**
* Returns true if this rating is provisional (experience < 20). * Returns true if this rating is provisional ({@code experience < 20}).
*/ */
public boolean isProvisional () public boolean isProvisional ()
{ {
return (experience < 20); return (experience < 20);
@@ -76,7 +76,7 @@ public class TestTileLoader implements TileSetIDBroker
* will be used to create tilesets for all the .png files in the same * will be used to create tilesets for all the .png files in the same
* directory. * directory.
* *
* @return a HashIntMap containing a TileSetId -> TileSet mapping for * @return a HashIntMap containing a {@code TileSetId -> TileSet} mapping for
* all the tilesets we create. * all the tilesets we create.
*/ */
public HashIntMap<TileSet> loadTestTiles () public HashIntMap<TileSet> loadTestTiles ()
@@ -46,7 +46,7 @@ public class IntSetStat extends SetStat<Integer>
/** /**
* Constructs a new IntSetStat that will store up to maxSize ints. * Constructs a new IntSetStat that will store up to maxSize ints.
* *
* @param maxSize the maximum number of ints to store in the IntSetStat. Must be <= 255. * @param maxSize the maximum number of ints to store in the IntSetStat. Must be {@code <= 255}.
*/ */
public IntSetStat (int maxSize) public IntSetStat (int maxSize)
{ {