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Code review #103

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pixelzoom opened this issue Mar 13, 2024 · 2 comments
Closed
89 tasks done

Code review #103

pixelzoom opened this issue Mar 13, 2024 · 2 comments
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@pixelzoom
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pixelzoom commented Mar 13, 2024


PhET Code-Review Checklist (a.k.a "CRC")

  • The responsible dev is responsible for removing the irrelevant parts.
  • A checked-off item doesn't mean "no problem here", it means "it was reviewed"
  • Problems can be noted in side issues that reference this issue, or through // REVIEW comments in the code

Specific Instructions

  • This is a family of 4 sims. Focus on faradays-electromagnetic-lab. Skim magnet-and-compass, magnets-and-electromagnets, and generator.
  • As usual, start with model.md and implementation-notes.md. Let me know what else (if anything) would have been helpful to have in these documents.
  • Calibration of the pickup coil, light bulb, and voltmeter is still in progress, see Calibration #66. Specifically, you can ignore PickupCoil calibrateMaxEMF. And I'll be working in PickupCoil, LightBulb, and Voltmeter.
  • Ignore FELSonifier and its subclasses (CompassSonier, CompassDragSonifier, FieldMeterDragSonifier). This is experimental sonification code that is not included in the 1.0 release, but may be resumed in a future release. This code and its sound files are not bundled into the .html build artifacts.
  • I've added notes to some of the checklist items, where I thought it would be helpful.
  • Checklist items that are not relevant are indicated by strikethrough text formatting.
  • If you're contemplating any significant code changes, please consult with me first.

Differences from Java version:

  • No collision detection.
  • New "Lock to Axis" feature.
  • New "Add 'Earth' checkbox" feature in Preferences.
  • New "Earth hemisphere" feature in Preferences.

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.

Build and Run Checks

If any of these items fail, pause code review.

  • Does the sim build without warnings or errors? @pixelzoom: "Unused sounds module" warnings are expected.
  • Does the html file size seem reasonable, compared to other similar sims? @pixelzoom: 2.8MB en_phet.html
  • Does the sim start up? (unbuilt and built versions)
  • Does the sim experience any assertion failures? (run with query parameter ea)
  • Does the sim pass a scenery fuzz test? (run with query parameters fuzz&ea)
  • Does the sim behave correctly when listener order is shuffled? (run with query
    parameters ea&listenerOrder=random and ea&listenerOrder=random&fuzz)
  • Does the sim output any deprecation warnings? Run with ?deprecationWarnings. Do not use deprecated methods in new code.

Memory Leaks

  • Does a heap comparison using Chrome Developer Tools indicate a memory leak? (This process is
    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 (phet and phet-io brands) #98.
  • For each common-code component (sun, scenery-phet, vegas, …) that opaquely registers observers or listeners, is there a call to that component’s dispose function, or is it obvious why it isn't necessary, or is there documentation about why dispose isn't called? An example of why no call to dispose is needed is if the component is used in a 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.
  • Are there leaks due to registering observers or listeners? The following guidelines should be followed unless
    documentation (in-line or in implementation-notes.md) describes why following them is not necessary.
    • AXON: Property.link or lazyLink is accompanied by unlink.
    • AXON: Multilink.multilink is accompanied by unmultilink.
    • AXON: Creation of Multilink is accompanied by dispose.
    • AXON: Creation of DerivedProperty is accompanied by dispose.
    • AXON: Emitter.addListener is accompanied by removeListener.
    • AXON: ObservableArrayDef.element*Emitter.addListener is accompanied
      by ObservableArrayDef.element*Emitter.removeListener
    • SCENERY: Node.addInputListener is accompanied by removeInputListener
    • TANDEM: Creation of an instrumented PhetioObject is accompanied by dispose.
  • All classes that require a dispose function should have one. This should expose a public dispose function that
    calls this.dispose{{CLASS_NAME}}(), where dispose{{CLASS_NAME}} is a private function declared in the
    constructor. {{CLASS_NAME}} should exactly match the class name.
  • All classes that do not properly override dispose should either (a) use isDisposable: false, or (b) implement
    a dispose method that calls Disposable.assertNotDisposable. Use (a) for classes that inherit a dispose method
    from Disposable. Use (b) for classes that inherit a dispose method from something other than Disposable. The goal
    here is to prevent clients from calling dispose for something that does not properly clean itself up, creating a
    memory leak. This is especially important for common code, but is good defensive programming for sim-specific code.

Performance

  • Play with sim, identify any obvious performance issues. Examples: animation that slows down with large numbers of
    objects; animation that pauses or "hitches" during garbage collection.
  • If the sim uses WebGL, does it have a fallback? Does the fallback perform reasonably well? (run with query
    parameter webgl=false) @pixelzoom: The sim uses scenery Sprites, which defaults to renderer: 'webgl'.

Usability

  • 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) 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 and stringTest=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
    one desktop platform. For PhET-iO sims, additionally test ?stringTest=xss in Studio to make sure i18n strings didn't
    leak to 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.fillInand a string pattern to ensure that strings are properly localized. This is relevant in cases where order should be translatable.
  • Use named placeholders (e.g. "{{value}} {{units}}") instead of numbered placeholders (e.g. "{0} {1}").
  • Inspect ${REPO}-strings_en.json and verify that all string keys conform to 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.
  • If the sim was already released, make sure none of the original string keys have changed. If they have changed, 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).

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).

    my-repo/
      assets/
      doc/
        images/
          *see annotation
        model.md
        implementation-notes.md
      images/
        license.json
      js/
        (see section below)
      mipmaps/
        license.json
      sound/
        license.json
      dependencies.json
      .gitignore
      my-repo_en.html
      my-repo-strings_en.json
      Gruntfile.js
      LICENSE
      package.json
      README.md
    

    *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.
    @pixelzoom: There are no mipmaps.

  • 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:

    my-repo/
      js/
      common/
        model/
        view/
      introduction/
        model/
        view/
      lab/
        model/
        view/
      my-repo-main.js
      myRepo.js
      myRepoStrings.js
    
  • 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 the repository name, e.g. EEConstants.js in expression-exchange. If the abbreviation is already used by another repository, 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.

  • For simulations, was the README.md generated by grunt published-README or grunt unpublished-README? Common code repos can have custom README files.

  • 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. @pixelzoom: main is the sole branch.

  • Are there any GitHub branches that are no longer needed and should be deleted? @pixelzoom: main is the sole branch.

  • 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 example ArithmeticQueryParameters.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.ts or, if using abbreviations, MRColors.ts, and use ProfileColorProperty where appropriate, even if they have a single (default) profile (to support color editing and PhET-iO Studio). The ColorProfile pattern was converted to *Colors.ts files in PhET-iO instrumentation for ColorProfile scenery-phet#515. Please see GasPropertiesColors.ts for a good example.

  • Sim-specific preferences (which appear in the Simulation tab of the Preferences dialog) should appear as Properties in {{PREFIX}}Preferences.ts, for example KeplersLawsPreferences.ts. The initial value of each such preferences Property should be set via a query parameter from {{PREFIX}}QueryParameters.js.

  • Does package.json refer to any dependencies that are not used by the sim?

  • Does package.json include any config that was only needed for development? For example:

    • Lint rules turned off or made more graceful
    • Certain testing or simFeatures turned off with flags
      @pixelzoom: "@typescript-eslint/ban-ts-comment" is made more strict in package.json.

Coding Conventions

  • Are coding conventions outlined in 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

Math Libraries

  • DOT/Utils.toFixed or DOT/Utils.toFixedNumber should be used instead of toFixed. JavaScript's toFixed is notoriously buggy. Behavior differs depending on browser, because the spec doesn't specify whether to round or floor.

IE11

  • IE is no longer supported. With that in mind remove IE-specific workarounds
  • Use string.includes and string.startsWith where possible.

Organization, Readability, and 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? See phet-software-design-patterns.md. If new or inappropriate patterns are identified, create an issue.
  • Is inheritance used where appropriate? Does the type hierarchy make sense?
  • Is composition favored over inheritance where appropriate? See https://en.wikipedia.org/wiki/Composition_over_inheritance.
  • Is there any unnecessary coupling? (e.g., by passing large objects to constructors, or exposing unnecessary 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:
  public constructor( tickMarksVisibleProperty: Property<boolean>,
                      model: Pick<IntroModel, 'changeWaterLevel'>, // <-- Note the call site can pass the whole model, but we declare we will only use this part of it
                      waterCup: WaterCup, modelViewTransform: ModelViewTransform2,
                      providedOptions?: WaterCup3DNodeOptions ) {
  • Is there too much unnecessary decoupling? (e.g. by passing all of the properties of an object independently instead of passing the object itself)?
  • Are the source files reasonable in size? Scrutinize large files with too many responsibilities - can responsibilities be broken into smaller delegates? To see file sizes for TypeScript sims, run this shell command:
cd {{repo}}/js ; wc -l `find . -name "*.ts" -print` | sort

@pixelzoom here are the files that are >= 200 lines:

     200 ./common/model/FELSonifier.ts
     201 ./common/view/FELDeveloperAccordionBox.ts
     202 ./common/FELConstants.ts
     229 ./common/model/Electron.ts
     274 ./common/view/FieldMeterNode.ts
     285 ./common/FELColors.ts
     286 ./common/view/VoltmeterNode.ts
     364 ./common/model/PickupCoil.ts
     423 ./common/model/Coil.ts
     559 ./common/model/BarMagnetFieldData.ts

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

  • Are accessibility features integrated well into the code? They should be added in a maintainable way, even if that requires upfront refactoring.

Alternative Input

  • Does the sim pass an accessibility fuzz test? (run with query parameters fuzzBoard&ea)
  • Does the sim use ScreenView.pdomPlayAreaNode.pdomOrder and Screenview.pdomControlAreaNode.pdomOrder to control the traversal order and categorize Nodes in the PDOM? See alternative-input-quickstart-guide.md for more information.
  • 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

  • Run the entire built sim HTML file through an HTML validator, does the HTML pass?
  • If applicable, are good design patterns used for interactive description, see interactive-description-technical-guide.md
  • Does resetting the simulation also reset the entire PDOM?
  • 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

This section may be omitted if the sim has not been instrumented for PhET-iO, but is likely good to glance at no matter.

  • Does instrumentation follow the conventions described 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.
  • PhET-iO instantiates different objects and wires up listeners that are not present in the PhET-branded simulation. 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.
  • Make sure unused PhetioObject instances are disposed, which unregisters their tandems.
  • Make sure JOIST dt values are used instead of Date.now() or other Date functions. Perhaps try phet.joist.elapsedTime. Though this has already been mentioned, it is necessary for reproducible playback via input events and deserves a comment in this PhET-iO section.
  • Are random numbers using DOT/dotRandom as an imported module (not a global), and all doing so after modules are declared (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 on record/playback for PhET-iO.
  • Like JSON, keys for undefined values are omitted when serializing objects across frames. Consider this when determining whether toStateObject should use null or undefined values.
  • PhET prefers to use the term "position" to refer to the physical (x,y) position of objects. This applies to both brands, but is more important for the PhET-iO API. See location vs position phet-info#126
  • Are your IOType state methods violating the API of the core type by accessing private fields?
  • When defining a boolean Property to indicate whether something is enabled with a tandem name enabledProperty, use AXON/EnabledProperty. This should be done in both the model and the view. If you're using a DerivedProperty, skip this item.
  • Do not use translated strings in phetioDocumentaton - it changes the PhET-iO API!
@pixelzoom pixelzoom mentioned this issue Mar 14, 2024
samreid added a commit that referenced this issue Mar 27, 2024
samreid added a commit that referenced this issue Mar 27, 2024
samreid added a commit that referenced this issue Mar 27, 2024
samreid added a commit that referenced this issue Mar 27, 2024
@matthew-blackman
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The code review is complete. Great work - the code is in excellent shape. One of the reviewers referred to it as "classical music". All of the issues we raised are small potatoes. The documentation and architecture are maintainable and easy to understand. All remaining work is being tracked in separate issues. Nice job all!

@pixelzoom
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Thanks for the thorough review (and the compliments 😊).

Since all followup work is tracked in other issues, I'll go ahead and close this issue.

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