You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
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')
Strings
Are there any unused strings? (Strings that appear in the JSON file but are unused in the simulation should be removed).
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 Was it generated by grunt generate-published-README or grunt generate-unpublished-README?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)
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?
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.)
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 documentation about why dispose is unnecessary?
Are there leaks due to registering observers or listeners? These guidelines should be followed, or documentation added about why following them is not necessary:
AXON: Property.link is accompanied by Property.unlink.
AXON: PropertySet.link is accompanied by PropertySet.unlink.
AXON: Creation of DerivedProperty is accompanied by detach.
AXON: Creation of Multilink is accompanied by detach.
AXON: Events.on is accompanied by Events.off.
AXON: Emitter.addListener is accompanied by Emitter.removeListener.
SCENERY: Node.addEventListener is accompanied by Node.removeEventListener
SCENERY: Node.on is accompanied by Node.off
TANDEM: tandem.addInstance is accompanied by tandem.removeInstance.
Do all types that require a dispose function have one?
The text was updated successfully, but these errors were encountered:
I have been in this repo for 9 months, and have been cleaning things up, converting es5 code, and so on. I will do more in the coming quarter as I focus from basics into regular. I'm going to close this issue, and make individual code review issues for cleanup as I go.
PhET code-review checklist
Build and Run Checks
Strings
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
Property.link
is accompanied byProperty.unlink
.PropertySet.link
is accompanied byPropertySet.unlink
.DerivedProperty
is accompanied bydetach
.Multilink
is accompanied bydetach
.Events.on
is accompanied byEvents.off
.Emitter.addListener
is accompanied byEmitter.removeListener
.Node.addEventListener
is accompanied byNode.removeEventListener
Node.on
is accompanied byNode.off
tandem.addInstance
is accompanied bytandem.removeInstance
.dispose
function have one?The text was updated successfully, but these errors were encountered: