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Self Code Review #112
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…y. Remove magic number for zoom in chart node cell length. See #112.
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…nstead pass it in to function that uses it. See #112.
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…eView instead of the whole particleViewMap. See #112.
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…to before constructor. Remove type annotations from DerivedProperty's. See #112.
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…bles to before constructor. See #112.
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Everything left will be taken care of in side issues. Closing. |
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PhET Code-Review Checklist (a.k.a "CRC")
GitHub Issues
The following standard GitHub issues should exist. If these issues are missing, or have not been completed, pause code review until the issues have been created and addressed by the responsible dev.
brands=phet
, see Memory test #119Build and Run Checks
If any of these items fail, pause code review.
ea
)fuzz&ea
). See Assertion failed: a particle should be removed in one of the above cases #129ea&listenerOrder=random
andea&listenerOrder=random&fuzz
) See investigate?listenerOrderRandom
#105.?deprecationWarnings
. Do not use deprecated methods in new code. #124Memory Leaks
grunt --minify.mangle=false
. Compare to testing results done by the responsible developer. Results can be found in Memory test #119.there a call to that component’s
dispose
function, or is it obvious why it isn't necessary, or is there documentationabout why
dispose
isn't called? An example of why no call todispose
is needed is if the component is used ina
ScreenView
that would never be removed from the scene graph. Note that it's also acceptable (and encouraged!) to describe what needs to be disposed in implementation-notes.md.Property.link
orlazyLink
is accompanied byunlink
.Multilink.multilink
is accompanied byunmultilink
.Multilink
is accompanied bydispose
.DerivedProperty
is accompanied bydispose
.Emitter.addListener
is accompanied byremoveListener
.ObservableArrayDef.element*Emitter.addListener
is accompanied byObservableArrayDef.element*Emitter.removeListener
Node.addInputListener
is accompanied byremoveInputListener
PhetioObject
is accompanied bydispose
.dispose
function have one? This should expose a publicdispose
function that callsthis.disposeMyType()
, wheredisposeMyType
is a private function declared in the constructor.MyType
should exactly match the filename.Performance
If the sim uses WebGL, does it have a fallback? Does the fallback perform reasonably well? (run with query parameterwebgl=false
)Usability
showPointerAreas
) Review pointer areas #121showPointerAreas
) Overlap may be OK in some cases, depending on the z-ordering (if the front-most object is supposed to occlude pointer areas) and whether objects can be moved.Internationalization
Does the sim behave correctly with dynamic layout, to support dynamic locale? Run with
stringTest=dynamic
and use the left/right arrow keys.Are there any strings that are not internationalized, and does the sim layout gracefully handle internationalized strings that are shorter than the English strings? (run with query parameter
stringTest=X
. You should see nothing but 'X' strings.)Does the sim layout gracefully handle internationalized strings that are longer than the English strings? (run with query parameters
stringTest=double
andstringTest=long
)Does the sim stay on the sim page (doesn't redirect to an external page) when running with the query parameter
stringTest=xss
? This test passes if sim does not redirect, OK if sim crashes or fails to fully start. Only test on onedesktop platform. For PhET-iO sims, additionally test
?stringTest=xss
in Studio to make sure i18n strings didn't leakto phetioDocumentation, see https://github.com/phetsims/phet-io/issues/1377
Avoid using concatenation to create strings that will be visible in the user interface. Use
StringUtils.fillIn
and a string pattern to ensure that strings are properly localized.Use named placeholders (e.g.
"{{value}} {{units}}"
) instead of numbered placeholders (e.g."{0} {1}"
).Make sure the string keys are all perfect. They are difficult to change after 1.0.0 is published. They should be
literal, they should be explicit, and they should be consistent. This will also be the PhET-iO phetioID name in Studio etc. Guidelines for string keys are:
(1) Strings keys should generally match their values. E.g.:
(2) If a string key would be exceptionally long, use a key name that is an abbreviated form of the string value, or that captures the purpose/essence of the value. E.g.:
(3) If string key names would collide, use your judgment to disambiguate. E.g.:
(4) String keys for screen names should have the general form
"screen.{{screenName}}"
. E.g.:(5) String patterns that contain placeholders (e.g.
"My name is {{first}} {{last}}"
) should use keys that are unlikely to conflict with strings that might be needed in the future. For example, for"{{price}}"
consider using key"pricePattern"
instead of"price"
, if you think there might be a future need for a"price"
string.(6) It is acceptable to prefix families of strings with a prefix, like so:
Nested substructure is not yet fully supported.
Repository Structure
The repository name should correspond to the sim title. For example, if the sim title is "Wave Interference", then the repository name should be "wave-interference".
Are all required files and directories present?
For a sim repository named “my-repo”, the general structure should look like this (where assets/, images/, mipmaps/ or sounds/ may be omitted if the sim doesn’t have those types of resource files).
*Any images used in model.md or implementation-notes.md should be added here. Images specific to aiding with documentation do not need their own license.
Verify that the same image file is not present in both images/ and mipmaps/. If you need a mipmap, use it for all occurrences of the image.
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, where the subdirectory matches the repo name). 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 “Lab”, the general directory structure should look like this:
Do filenames use an appropriate prefix? Some filenames may be prefixed with the repository name,
e.g.
MolarityConstants.js
in molarity. If the repository name is long, the developer may choose to abbreviate therepository name, e.g.
EEConstants.js
in expression-exchange. If the abbreviation is already used by anotherrepository, then the full name must be used. For example, if the "EE" abbreviation is already used by
expression-exchange, then it should not be used in equality-explorer. Whichever convention is used, it should be used
consistently within a repository - don't mix abbreviations and full names. The abbreviation should be all uppercase letters; e.g. MOTHAConstants, not MotHAConstants for "Model of the Hydrogen Atom".
Is there a file in assets/ for every resource file in sound/ and images/? Note that there is not necessarily a
1:1 correspondence between asset and resource files; for example, several related images may be in the same .ai file.
Check license.json for possible documentation of why some resources might not have a corresponding asset file. See Missing corresponding asset file for fullNuclideChart image #126.
For simulations, was the README.md generated by
grunt published-README
orgrunt unpublished-README
? Commoncode repos can have custom README files.
Does package.json refer to any dependencies that are not used by the sim?
Is the LICENSE file correct? (Generally GPL v3 for sims and MIT for common code,
see this thread for additional information).
Does .gitignore match the one in simula-rasa?
In GitHub, verify that all non-release branches have an associated issue that describes their purpose.
Are there any GitHub branches that are no longer needed and should be deleted?
Sim-specific query parameters (if any) should be identified and documented in one .js file in js/common/ or js/ (
if there is no common/). The .js file should be named
{{PREFIX}}QueryParameters.js
, for exampleArithmeticQueryParameters.js for the arithmetic repository, or FBQueryParameters.js for Function Builder (where
the
FB
prefix is used).Query parameters that are public-facing should be identified using
public: true
in the schema.All sims should use a color file named
MyRepoColors.js
or, if using abbreviations,MRColors.js
, anduse
ProfileColorProperty
where appropriate, even if they have a single (default) profile (to support color editingand PhET-iO Studio). The
ColorProfile
pattern was converted to*Colors.js
files inPhET-iO instrumentation for ColorProfile scenery-phet#515. Please see
GasPropertiesColors.js
for a good example.
Coding Conventions
deals with PhET coding conventions. You do not need to exhaustively check every item in this section, nor do you
necessarily need to check these items one at a time. The goal is to determine whether the code generally meets PhET standards.
TypeScript Conventions
Math Libraries
DOT/Utils.toFixed
orDOT/Utils.toFixedNumber
should be used instead oftoFixed
. JavaScript'stoFixed
is notoriously buggy. Behavior differs depending on browser, because the spec doesn't specify whether to round or floor.IE11
string.includes
andstring.startsWith
where possible.Organization, Readability, and Maintainability
TODO
orFIXME
orREVIEW
comments in the code? They should be addressed or promoted to GitHub issues.{{REPO}}Constants.js
file?PhetColorScheme
. Identify any colors that might be worth adding toPhetColorScheme
.DerivedProperty
instead ofProperty
?Accessibility
This section may be omitted if the sim has not been instrumented with accessibility features. Accessibility includes
various features, not all are always include. Ignore sections that do not apply.
General
Alternative Input
fuzzBoard&ea
). See Assertion failed: a particle should be removed in one of the above cases #129.Does this sim use specific keyboard shortcuts that overlap with global shortcuts? This includes the use of modifier keys like in Unintended zoom/keyboard behavior ratio-and-proportion#287. NOTE: There is currently no list of global shortcuts, and therefore no way to complete this checklist item. See Create a list of global keyboard shortcuts. phet-info#188.Interactive Description
Node.pdomOrder
used appropriately to maintain visual and PDOM layout balance? Implement Alt-Input #96.~Interactive Description~
``` - [ ] Run the entire built sim HTML file through an [HTML validator](https://validator.w3.org/nu/#textarea), does the HTML pass? - [ ] If applicable, are good design patterns used for interactive description, see [interactive-description-technical-guide.md](https://github.com/phetsims/phet-info/blob/master/doc/interactive-description-technical-guide.md) - [ ] Does resetting the simulation also reset the entire PDOM? - [ ] Is `Node.pdomOrder` used appropriately to maintain visual and PDOM layout balance? - [ ] Make sure accessibility strings aren't being adjusted with ascii specific javascript methods like `toUpperCase()`. Remember that one day these strings will be translatable - [ ] Make sure for accessibility strings that all end of sentence periods do not have a leading space before it. Some screen readers will read these as "dot." This can occur often when a clause is conditionally added. ```~PhET-IO~
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