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Code Review #123
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Code review is complete. I feel the architecture and overall setup is in good shape. I've opened side issues or TODO comments for recommendations for further improvements. One difficulty I have in navigating the code is that it is difficult to map from the screen to the code and back. For instance, here is a panel in one of the buoyancy screens: Since this is an untitled control, it is difficult to know where it lies in the files, and vice versa (looking at the files, difficult to know it is referring to that panel). I'm not sure how to solve that for this case, but it does seem to be less of a problem for the titled panels or titled accordion boxes. Just writing this down as a potential topic to keep in mind for future designs--nothing to do about it at the moment. Of the remaining TODOs listed for this issue, some are relatively minor and can be addressed here. Others will likely want to move into a dedicated side issue. Some are questions, and some we may decide are not worth the effort. For next steps, can @AgustinVallejo and @zepumph please review the TODOs that reference this issue and take next steps? |
Reopening because there is a TODO marked for this issue. |
Ironic. Closing again |
To familiarize myself better with the codebase, and better prepare for code review, I'll take a look around.
UPDATE:
To begin a code review, the responsible developer should:
dev:code-review
.strikethrough) checklist items and sections that are not relevant.@samreid adds: I'll check off an item if the review of that item is complete, even if it has been moved to a side issue. The code review will be complete when all 84 tasks are checked off.
PhET Code-Review Checklist (a.k.a "CRC")
// REVIEW
comments in the codeSpecific Instructions
There are 10 screens across 3 sims. We are publishing with keyboard support but without sonification or interactive description. This simulation uses 2 third party engines. Three.js for 3d rendering and p2 for physics. Review mobius usages as necessary.
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.
describe the model, in terms appropriate for teachers? Has it been reviewed by the sim designer?
implementation-notes.md. Does it provide an overview that will be useful to future maintainers?
brands=phet-io
(if the sim is instrumented for PhET-iO), see {{GITHUB_ISSUE_LINK}}Build and Run Checks
If any of these items fail, pause code review.
ea
)fuzz&ea
)parameters
ea&listenerOrder=random
andea&listenerOrder=random&fuzz
)?deprecationWarnings
. Do not use deprecated methods innew code.
Memory Leaks
See also #168
described here.) Test on a
version built using
grunt --minify.mangle=false
. Compare to testing results done by the responsible developer.Results can be found in Memory testing issue #168.
there a call to that component’s
dispose
function, or is it obvious why it isn't necessary, or is theredocumentation about why
dispose
isn't called? An example of why no call todispose
is needed is if the componentis used in a
ScreenView
that would never be removed from the scene graph. Note that it's also acceptable (andencouraged!) to describe what needs to be disposed in implementation-notes.md.
documentation (in-line or in implementation-notes.md) describes why following them is not necessary.
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 accompaniedby
ObservableArrayDef.element*Emitter.removeListener
Node.addInputListener
is accompanied byremoveInputListener
PhetioObject
is accompanied bydispose
.dispose
function should have one. This should expose a publicdispose
function thatcalls
this.dispose{{CLASS_NAME}}()
, wheredispose{{CLASS_NAME}}
is a private function declared in theconstructor.
{{CLASS_NAME}}
should exactly match the class name.. Will be covered in Change the code review checklist details regarding dispose{{CLASS_NAME}} phet-info#224 and Memory testing issue #168dispose
methodfrom Disposable. Use (b) for classes that inherit a
dispose
method from something other than Disposable. The goalhere is to prevent clients from calling
dispose
for something that does not properly clean itself up, creating amemory leak. This is especially important for common code, but is good defensive programming for sim-specific code.
Performance
objects; animation that pauses or "hitches" during garbage collection.
parameter
webgl=false
)Usability
showPointerAreas
). UPDATE: Will be addressed in review of pointer areas #170showPointerAreas
) Overlap may be OK in some cases, dependingon the z-ordering (if the front-most object is supposed to occlude pointer areas) and whether objects can be moved. UPDATE: Will be addressed in review of pointer areas #170
Internationalization
stringTest=dynamic
anduse the left/right arrow keys.
strings that are shorter than the English strings? (run with query parameter
stringTest=X
. You should see nothingbut 'X' strings.)
with query parameters
stringTest=double
andstringTest=long
)stringTest=xss
? This test passes if sim does not redirect, OK if sim crashes or fails to fully start. Only test onone desktop platform. For PhET-iO sims, additionally test
?stringTest=xss
in Studio to make sure i18n strings didn'tleak to phetioDocumentation, see https://github.com/phetsims/phet-io/issues/1377
StringUtils.fillIn
and a string pattern to ensure that strings are properly localized. This is relevant in cases where order should be
translatable.
"{{value}} {{units}}"
) instead of numbered placeholders (e.g."{0} {1}"
).${REPO}-strings_en.json
and verify that all string keys conform #183to string key conventions. String
keys are difficult to change after a sim has been published, and they appear in the PhET-iO API (and Studio) as the
phetioIDs for StringProperties.
make sure any changes have a good reason and have been discussed with @jbphet (it is likely that an issue
like Translations will lose some strings the next time this is published off of master gravity-force-lab#166 should be created). UPDATE: @zepumph investigated this in missingStringPhetioElements "density.general.model.strings.densityBuoyancyCommon.averageStringProperty" #175 (comment)
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:
UPDATE: We discussed this in #125 and approved a variation
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".
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.
grunt published-README
orgrunt unpublished-README
? Commoncode repos can have custom README files.
see this thread for additional information).
Note that "common" repos that are mostly sim-specific code (like circuit-construction-kit-common and
density-buoyancy-common) should be GPL v3,
see other thread.
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).public: true
in the schema.MyRepoColors.ts
or, if using abbreviations,MRColors.ts
, 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.ts
files inPhET-iO instrumentation for ColorProfile scenery-phet#515. Please see
GasPropertiesColors.ts
for a good example.
Properties in
{{PREFIX}}Preferences.ts
, for example KeplersLawsPreferences.ts. The initial value of each such preferences Propertyshould be set via a query parameter from
{{PREFIX}}QueryParameters.js
.package.json
refer to any dependencies that are not used by the sim?Coding Conventions
PhET's Coding Conventions document
followed and adhered to? This document 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
PhET's TypeScript Conventions
document followed and adhered to?
Math Libraries
DOT/Utils.toFixed
orDOT/Utils.toFixedNumber
should be used instead oftoFixed
. JavaScript'stoFixed
isnotoriously 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
expect (or guess!) by looking at the sim? Do the names of things correspond to the names that you see in the user
interface?
See phet-software-design-patterns.md.
If new or inappropriate patterns are identified, create an issue.
See https://en.wikipedia.org/wiki/Composition_over_inheritance.
properties/functions). If you only need a few fields from a large object, pass them in as separate parameters. The
threshold for the number of parameters is up to you - use your judgement. Alternatively in TypeScript, you can
decouple by narrowing the API using
Pick
, but this is a bit of a hack. Here's an example:instead of passing the object itself)?
responsibilities be broken into smaller delegates? To see file sizes for TypeScript sims, run this shell command:
Code > Analyze Code > Locate Duplicates and https://github.com/danielstjules/jsinspect.
TODO
orFIXME
orREVIEW
comments in the code? They should be addressed or promoted to GitHubissues.
"todo-should-have-repo"
lint rule enabled.out as constants and documented?
a
{{REPO}}Constants.js
file?constants that might be changed in the future. (Use your judgement about which constants are likely candidates.) Does
changing the values of these constants break the sim? For example,
see allow minimum rows to go to "1" and address dependency on current minimum of "5" plinko-probability#84.
appropriate? Verify that the sim is not inventing/creating its own colors for things that have been standardized
in
PhetColorScheme
. Identify any colors that might be worth adding toPhetColorScheme
.DerivedProperty
instead ofProperty
? #288help support Legends of Learning and PhET-iO.
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
requires upfront refactoring. UPDATE: Existing features are in good shape. More will be done in Blocks should use GrabDragInteraction for keyboard input #209
Alternative Input
fuzzBoard&ea
)ScreenView.pdomPlayAreaNode.pdomOrder
andScreenview.pdomControlAreaNode.pdomOrder
to controlthe traversal order and categorize Nodes in the PDOM? See alternative-input-quickstart-guide.md for more information.
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.. UPDATE: The design did not call for any global keystrokes that I am aware of.
Interactive Description
Section deleted because Interactive Description is not supported for this publication.
PhET-iO
This section may be omitted if the sim has not been instrumented for PhET-iO, but is likely good to glance at no matter.
in PhET-iO Instrumentation Guide?
This could be an extensive bullet. At the very least, be sure to know what amount of instrumentation this sim
supports. Describing this further goes beyond the scope of this document.
It needs to be tested separately for memory leaks. To help isolate the nature of the memory leak, this test should be
run separately from the PhET brand memory leak test. Test with a colorized Data Stream, and Studio (easily accessed
from phetmarks). Compare to testing results done by the responsible developer and previous releases.
PhetioObject
instances are disposed, which unregisters their tandems.dt
values are used instead ofDate.now()
or other Date functions. Perhaps tryphet.joist.elapsedTime
. Though this has already been mentioned, it is necessary for reproducible playback via inputevents and deserves a comment in this PhET-iO section.
DOT/dotRandom
as an imported module (not a global), and all doing so after modules aredeclared (non-statically)? For example, the following methods (and perhaps others) should not be
used:
Math.random
,_.shuffle
,_.sample
,_.random
. This also deserves re-iteration due to its effect onrecord/playback for PhET-iO.
undefined
values are omitted when serializing objects across frames. Consider this whendetermining whether
toStateObject
should usenull
orundefined
values.brands, but is more important for the PhET-iO API. See location vs position phet-info#126
enabledProperty
,use
AXON/EnabledProperty
. This should be done in both the model and the view. If you're using a DerivedProperty,skip this item.
phetioDocumentaton
- it changes the PhET-iO API!The text was updated successfully, but these errors were encountered: