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This sim was initially code reviewed before we had this checklist, so we should go through it is a separate pre-publication step.
Build and Run Checks
Does the sim pass lint?
Does the sim build without errors?
Does the sim start up? (requirejs and built versions)
Does the sim experience any assertion failures? (run with query parameter 'ea')
Does the sim pass a scenery fuzzer test? (run with query parameter 'fuzzMouse')
Are there any strings that are not being internationalized? (run with query parameter 'stringTest=x', you should see nothing but 'x' strings)
Does the sim layout gracefully handle internationalized strings that are twice as long as the English strings? (run with query parameter 'stringTest=double')
Does the sim layout gracefully handle internationalized strings that are exceptionally long? (run with query parameter 'stringTest=long')
Does the sim layout gracefully handle internationalized strings that are shorter than the English strings? (run with query parameter 'stringTest=X')
Repository structure
Are all required files and directories present?
For a sim repository named “my-repo”, the general structure should look like this (where assets/, audio/ or images/ may be omitted if the sim doesn’t have those types of assets).
For a common-code repository, the structure is similar, but some of the files and directories may not be present if the repo doesn’t have audio, images, strings, or a demo application.
Is the js/ directory properly structured?
All JavaScript source should be in the js/ directory. There should be a subdirectory for each screen (this also applies for single-screen sims). For a multi-screen sim, code shared by 2 or more screens should be in a js/common/ subdirectory. Model and view code should be in model/ and view/ subdirectories for each screen and common/. For example, for a sim with screens “Introduction” and “Custom”, the general directory structure should look like this:
Is there a file in assets/ for every file in audio/ and images/?
Are all license.json files populated? audio/license.json and images/license.json should enumerate all files in those directories. For the format of license.json files, go here.
Does the README.md format and content match PhET guidelines? Was it generated by grunt generate-published-README or grunt generate-unpublished-README?
Does Gruntfile.js point to chipper/js/grunt/Gruntfile.js?
Are dependencies in package.json the same as js/*-config.js? Do they match what is actually used by the sim? (ie, no missing dependencies, no unused dependencies)
Is the LICENSE file correct? (Generally GPL v3 for sims, MIT for common code, but there are exceptions to this.)
Does .gitignore match other repositories?
Does *-main.js follow PhET conventions? Does it contain correct credits (options.credits passed to Sim constructor)?
Are there git repository branches that are no longer used and should be pruned?
Is toFixed used where dot.Util.toFixed or dot.Util.toFixedNumber should be used? JavaScript's toFixed is notoriously buggy, behavior differs depending on browser, because the spec doesn't specify whether to round or floor.
Organization, Readability, Maintainability
Does the organization and structure of the code make sense? Do the model and view contain types that you would expect (or guess!) by looking at the sim? Do the names of things correspond to the names that you see in the user interface?
Are appropriate design patterns used?
Is inheritance used where appropriate? Does the type hierarchy make sense?
Is there any unnecessary coupling? (e.g., by passing large objects to constructors, or exposing unnecessary properties/functions)
Are the source files reasonable in size? Scrutinize large files with too many responsibilities - can responsibilities be broken into smaller delegates?
Is there anything that should be generalized and migrated to common code?
Performance, Usability
Does the sim perform as desired across the range of supported platforms? (eg, not too slow on slow platforms, not too fast on fast platforms)
If the sim uses WebGL, does it have a fallback? Does the fallback perform reasonably well? (run with query parameter 'webgl=false')
Are UI components sufficiently responsive? (especially continuous UI components, such as sliders)
Are pointer areas optimized, especially for touch? (run with query parameter 'showPointerAreas')
Do pointer areas overlap? (run with query parameter 'showPointerAreas')
Memory Leaks
Does a heap comparison using Chrome Developer Tools indicate a memory leak? (Describing this process is beyond the scope of this document.) See notes about memory testing in comment(s) below.
Are there any leaks due to registration of AXON observers?
For each call to Property.link or PropertySet.link, is there a corresponding unlink, or documentation about why an unlink is unnecessary?
For each DerivedProperty or Multilink created, is there a corresponding detach, or documentation about why a detach is unnecessary?
For each common-code component (sun, scenery-phet, vegas, …) that opaquely registers an AXON observer, is there a call to that component’s dispose function, or documentation about why dispose is unnecessary?
Are there any leaks due to registration of components with TANDEM? tandem.addInstance should be accompanied by tandem.removeInstance or documented why removeInstance is unnecessary.
The text was updated successfully, but these errors were encountered:
For memory profiling (checking for leaks), I performed the following tests:
Load the sim, take a heap snapshot, let it set for 5 minutes, take another snapshot and compare the two. Result: No additional memory was allocated.
Load the sim, take a heap snapshot, play with the sim for several minutes answering several questions on the first level for Multiply, Factor, and Divide. Memory was allocated, but this is to be expected, since things like the text nodes in the cells of the multiplication table are not allocated until needed. Result: Total allocation appeared to be 2.08 MB based on comparison of retained size for "Document DOM tree".
Load the sim with the autoAnswer query param, finish all levels for all screens. This should be the point at which the max amount of memory is allocated. Take a snapshot, them play with the sim for several more minutes, then take another snapshot and compare. Do this again. Result: In this case, there does appear to be a bit of a leak. It's slow, roughly 1/2 MB each time all boards are filled on all levels.
I will follow up on the potential leak with @jonathanolson, since my initial analysis is that the allocations are mostly scenery items (which doesn't necessarily implicate the scenery library, it may be how the sim is interacting with the library). I don't think that this should block the initial release candidate, since the leak is slow and would require many hours of play on the game before any impacts are likely to be seen.
This sim was initially code reviewed before we had this checklist, so we should go through it is a separate pre-publication step.
Build and Run Checks
Repository structure
Are all required files and directories present?
For a sim repository named “my-repo”, the general structure should look like this (where assets/, audio/ or images/ may be omitted if the sim doesn’t have those types of assets).
For a common-code repository, the structure is similar, but some of the files and directories may not be present if the repo doesn’t have audio, images, strings, or a demo application.
Is the js/ directory properly structured?
All JavaScript source should be in the js/ directory. There should be a subdirectory for each screen (this also applies for single-screen sims). For a multi-screen sim, code shared by 2 or more screens should be in a js/common/ subdirectory. Model and view code should be in model/ and view/ subdirectories for each screen and common/. For example, for a sim with screens “Introduction” and “Custom”, the general directory structure should look like this:
grunt generate-published-README
orgrunt generate-unpublished-README
?chipper/js/grunt/Gruntfile.js
?Coding conventions
Documentation
Common Errors
Math.round
used wheredot.Util.roundSymmetric
should be used? Math.round does not treat positive and negative numbers symmetrically, see fix nearest-neighbor rounding in Util.toFixed dot#35 (comment)toFixed
used wheredot.Util.toFixed
ordot.Util.toFixedNumber
should be used? JavaScript'stoFixed
is notoriously buggy, behavior differs depending on browser, because the spec doesn't specify whether to round or floor.Organization, Readability, Maintainability
Performance, Usability
Memory Leaks
tandem.addInstance
should be accompanied bytandem.removeInstance
or documented why removeInstance is unnecessary.The text was updated successfully, but these errors were encountered: