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code review #43
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@ariel-phet if you'd like to have one of the newer developers do the review, it might be good to have them tag along when I do my "self review", where I go through the checklist. |
@pixelzoom I probably need to bring this up at dev meeting, but there should be an initial dev test before code review (a confusion that seems to have cropped up several times). That way if there are bugs, the reviewer is not reviewing buggy code. I imagine a dev test of your code will not reveal much, but we should still take that step. |
Ah right, dev test before code review. |
Via Slack, @ariel-phet asked me to have @chrisklus participate in my "self code review" (where I go through the checklist myself before passing it on to a reviewer), and "we will count that as the code review of that sim." And ideally we should do dev test before code review. Scheduling for this review is still TBD. |
Code review is pushed to (at the earliest) the first week of November. |
@chrisklus I don't anticipate any big changes to the code base, so you can start looking around whenever you'd like. Start with model.md and implementation-notes.md. We should be able to pair on the checklist sometime next week. |
@pixelzoom sounds great, thanks. |
Please mark failed items with ❌ PhET code-review checklistBuild and Run Checks
Memory Leaks
Performance, Usability
Internationalization
Repository structure
my-repo/
assets/
audio/
license.json
doc/
images/
*see annotation
model.md
implementation-notes.md
images/
license.json
js/
(see section below)
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.
my-repo/
js/
common/
model/
view/
introduction/
model/
view/
lab/
model/
view/
my-repo-config.js
my-repo-main.js
myRepo.js
Coding Conventions
var numPart; // incorrect
var numberOfParticles; // correct
var width; // incorrect
var beakerWidth; // correct
// modules
var inherit = require( 'PHET_CORE/inherit' );
var Line = require( 'SCENERY/nodes/Line' );
var Rectangle = require( 'SCENERY/nodes/Rectangle' );
// strings
var kineticString = require( 'string!ENERGY/energy.kinetic' );
var potentialString = require( 'string!ENERGY/energy.potential' );
var thermalString = require( 'string!ENERGY/energy.thermal' );
// images
var energyImage = require( 'image!ENERGY/energy.png' );
// audio
var kineticAudio = require( 'audio!ENERGY/energy' );
For example, this constructor uses parameters for everything. At the call site, the semantics of the arguments are difficult to determine without consulting the constructor. /**
* @param {Ball} ball - model element
* @param {Property.<boolean>} visibleProperty - is the ball visible?
* @param {Color|string} fill - fill color
* @param {Color|string} stroke - stroke color
* @param {number} lineWidth - width of the stroke
* @constructor
*/
function BallNode( ball, visibleProperty, fill, stroke, lineWidth ){
// ...
}
// Call site
var ballNode = new BallNode( ball, visibleProperty, 'blue', 'black', 2 ); Here’s the same constructor with an appropriate use of options. The call site is easier to read, and the order of options is flexible. /**
* @param {Ball} ball - model element
* @param {Property.<boolean>} visibleProperty - is the ball visible?
* @param {Object} [options]
* @constructor
*/
function BallNode( ball, visibleProperty, options ) {
options = _.extend( {
fill: 'white', // {Color|string} fill color
stroke: 'black', // {Color|string} stroke color
lineWidth: 1 // {number} width of the stroke
}, options );
// ...
}
// Call site
var ballNode = new BallNode( ball, visibleProperty, {
fill: 'blue',
stroke: 'black',
lineWidth: 2
} );
Example: /**
* @param {ParticleBox} particleBox - model element
* @param {Property.<boolean>} visibleProperty - are the box and its contents visible?
* @param {Object} [options]
* @constructor
*/
function ParticleBoxNode( particleBox, visibleProperty, options ) {
options = _.extend( {
fill: 'white', // {Color|string} fill color
stroke: 'black', // {Color|string} stroke color
lineWidth: 1, // {number} width of the stroke
particleNodeOptions: null, // {*} to be filled in with defaults below
}, options );
options.particleNodeOptions = _.extend( {
fill: 'red',
stroke: 'gray',
lineWidth: 0.5
}, options.particleNodeOptions );
// add particle
this.addChild( new ParticleNode( particleBox.particle, options.particleNodeOptions ) );
...
} A possible exception to this guideline is when the constructor API is improved by hiding the implementation details, i.e. not revealing that a sub-component exists. In that case, it may make sense to use new top-level options. This is left to developer and reviewer discretion. For more information on the history and thought process around the "nested options" pattern, please see phetsims/tasks#730.
/**
* The PhetDeveloper is responsible for creating code for simulations
* and documenting their code thoroughly.
*
* @param {string} name - full name
* @param {number} age - age, in years
* @param {boolean} isEmployee - whether this developer is an employee of CU
* @param {function} callback - called immediate after coffee is consumed
* @param {Property.<number>} hoursProperty - cumulative hours worked
* @param {string[]} friendNames - names of friends
* @param {Object} [options] - optional configuration, see constructor
* @constructor
*/
function PhetDeveloper( name, age, isEmployee, callback, hoursProperty, friendNames, options ) {}
var self = this;
someProperty.link( function(){
self.doSomething();
} );
this.doSomethingElse();
return inherit( Object, Line, {
/**
* Gets the slope of the line
* @returns {number}
*/
getSlope: function() {
if ( this.undefinedSlope() ) {
return Number.NaN;
}
else {
return this.rise / this.run;
}
},
/**
* Given x, solve y = m(x - x1) + y1. Returns NaN if the solution is not unique, or there is no solution (x can't
* possibly be on the line.) This occurs when we have a vertical line, with no run.
* @param {number} x - the x coordinate
* @returns {number} the solution
*/
solveY: function( x ) {
if ( this.undefinedSlope() ) {
return Number.NaN;
}
else {
return ( this.getSlope() * ( x - this.x1 ) ) + this.y1;
}
}
} );
// avoid
self[ isFaceSmile ? 'smile' : 'frown' ]();
// OK
isFaceSmile ? self.smile() : self.frown();
// OK
if ( isFaceSmile ) {
self.smile();
}
else {
self.frown();
}
( expression ) && statement;
( expression ) ? statement1 : statement2;
( foo && bar ) ? fooBar() : fooCat();
( foo && bar ) && fooBar();
( foo && !(bar && fooBar)) && nowIAmConfused();
this.fill = ( foo && bar ) ? 'red' : 'blue'; If the expression is only one item, the parentheses can be omitted. This is the most common use case. assert && assert( happy, ‘Why aren\’t you happy?’ );
happy && smile();
var thoughts = happy ? ‘I am happy’ : ‘I am not happy :(’;
// Randomly choose an existing crystal to possibly bond to
var crystal = this.crystals.get( _.random( this.crystals.length - 1 ) );
// Find a good configuration to have the particles move toward
var targetConfiguration = this.getTargetConfiguration( crystal );
Visibility AnnotationsBecause JavaScript lacks visibility modifiers (public, protected, private), PhET uses JSdoc visibility annotations to document the intent of the programmer, and define the public API. Visibility annotations are required for anything that JavaScript makes public. Information about these annotations can be found here. (Note that other documentation systems like the Google Closure Compiler use slightly different syntax in some cases. Where there are differences, JSDoc is authoritative. For example, use
// @public (read-only) {Node}
this.myNode = new VeryComplicatedNodeSubclass()
/**
* Creates the icon for the "Energy" screen, a cartoonish bar graph.
* @returns {Node}
* @public
*/
// @public Adds a {function} listener
addListener: function( listener ) { /*...*/ }
Math Libraries
IE11
Organization, Readability, Maintainability
PhET-iO
|
Signed-off-by: Chris Malley <[email protected]>
Review complete. I've added a handful of review comments, but things are looking really good. Back to @pixelzoom to address review comments. |
Signed-off-by: Chris Malley <[email protected]>
Signed-off-by: Chris Malley <[email protected]>
Signed-off-by: Chris Malley <[email protected]>
Signed-off-by: Chris Malley <[email protected]>
Signed-off-by: Chris Malley <[email protected]>
…hat correspond to equation values Signed-off-by: Chris Malley <[email protected]>
Signed-off-by: Chris Malley <[email protected]>
I've addressed all |
This sim will be ready for code review around the middle of next week (Tuesday/Wednesday). To stay on schedule, code review (including addressing code review issues) needs to be completed before the sim enters dev testing <= October 18.
Assigning to @ariel-phet to identify a reviewer. Please assign this back to me, then I'll let the reviewer know when it's ready to review.
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