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PhET code-review checklist #99

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jonathanolson opened this issue Apr 9, 2018 · 34 comments
Closed
94 tasks done

PhET code-review checklist #99

jonathanolson opened this issue Apr 9, 2018 · 34 comments

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@jonathanolson
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jonathanolson commented Apr 9, 2018

NOTE: Please mark failed items with

Build and Run Checks

  • Does the sim build without warnings or errors?
  • Does the html file size seem reasonable, compared to other similar sims?
  • 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 fuzz test? (run with query parameters fuzzMouse&ea)

Memory Leaks

  • Does a heap comparison using Chrome Developer Tools indicate a memory leak? (Describing this process is beyond the scope of this document.) There should be a GitHub issue showing the results of testing done by the primary developer.
  • 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: Creation of DerivedProperty is accompanied by dispose.
    • AXON: Creation of Multilink is accompanied by dispose.
    • AXON: Events.on is accompanied by Events.off.
    • AXON: Emitter.addListener is accompanied by Emitter.removeListener.
    • SCENERY: Node.on is accompanied by Node.off
    • TANDEM: tandem.addInstance is accompanied by tandem.removeInstance, or use PhetioObject constructor+dispose
  • Do all types that require a dispose function have one? This should expose a public dispose function that calls this.disposeMyType(), where disposeMyType is a private function declared in the constructor. MyType should exactly match the filename.
  • 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 the "console" and "studio" wrappers (easily accessed from phetmarks)

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) Some overlap may be OK depending on the z-ordering (if the frontmost object is supposed to occlude touch/mouse areas)

Internationalization

  • 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)
  • 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.
  • 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. Strings keys should generally match their values, such as "binaryProbability": { "value": "Binary Probability" }.
  • String keys for screen names should have the general form "screen.{{screenName}}", e.g. "screen.lab".
  • 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.

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).
   my-repo/
      assets/
      audio/
         license.json
      doc/
         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

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, 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-config.js
         my-repo-main.js
         myRepo.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 respository, 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.
  • Is there a file in assets/ for every resource file in audio/ 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 reesources might not have a corresponding asset file.
  • Was the README.md generated by grunt published-README or grunt unpublished-README?
  • Does package.json refer to any dependencies that are not used by the sim?
  • Is the sim's -config.js up-to-date (generated by grunt generate-config)
  • 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?
  • Does a GitHub issue exist for tracking credits, to ensure that they are correct before publication?
  • 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?
  • Does model.md adequately describe the model, in terms appropriate for teachers?
  • Does implementation-notes.md adequately describe the implementation, with an overview that will be useful to future maintainers?
  • Are sim-specific query parameters (if any) identified and documented in one .js file in js/common/ or js/ (if there is no common/)? The .js file should be named {{REPO}}QueryParameters.js, for example ArithmeticQueryParameters.js for the aritmetic repository.

Coding Conventions

  • Is the code formatted according to PhET conventions? See phet-idea-code-style.xml for IntelliJ IDEA code style.
  • Are copyright headers present and up to date? Run grunt update-copyright-dates.
  • Names (types, variables, properties, functions,...) should be sufficiently descriptive and specific, and should avoid non-standard abbreviations. For example:
var numPart;            // incorrect
var numberOfParticles;  // correct

var width;              // incorrect
var beakerWidth;        // correct
  • Require statements should be organized into blocks, with the code modules first, followed by strings, images and audio (any order ok for strings/images/audio). For modules, the var name should match the file name. Example below.
// 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' );
  • Do the @author annotations seem correct?

  • Are all constructors marked with @constructor? That will make them easier to search and review.

  • For constructors, use parameters for things that don’t have a default. Use options for things that have a default value. This improves readability at the call site, especially when the number of parameters is large. It also eliminates order dependency that is required by using parameters.

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 
} );
  • When options are passed through one constructor to another, a "nested options" pattern should be used. This helps to avoid duplicating option names and/or accidentally overwriting options for different components that use the same option names.

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.

  • Constructor and function documentation. Parameter types and names should be clearly specified for each function and constructor (if there are any parameters) using @param annotations. The description for each parameter should follow a hyphen. Primitive types should use lower case. Constructors should additionally include the @constructor annotation. For example:
/** 
 * 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 ) {}
  • For most functions, the same form as above should be used, with a @returns annotation which identifies the return type and the meaning of the returned value. Functions should also document any side effects. For extremely simple functions that are just a few lines of simple code, an abbreviated line-comment can be used, for example: // Computes {Number} distance based on {Foo} foo.

  • If references are needed to the enclosing object, such as for a closure, self should be defined, but it should only be used in closures. The self variable should not be defined unless it is needed in a closure. Example:

var self = this;
someProperty.link( function(){
  self.doSomething();
} );
this.doSomethingElse();
  • Generally, lines should not exceed 120 columns. Break up long statements, expressions, or comments into multiple
    lines to optimize readability. It is OK for require statements or other structured patterns to exceed 120 columns.
    Use your judgment!

  • Where inheritance is needed, use PHET_CORE/inherit. Add prototype and static functions via the appropriate arguments to inherit. Spaces should exist between the function names unless the functions are all short and closely related. Example:

  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();
}
  • It is not uncommon to use conditional shorthand and short circuiting for invocation.
( 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 :(;
  • Naming for Property values: All AXON/Property instances should be declared with the suffix Property. For example, if a visible property is added, it should have the name visibleProperty instead of simply visible. This will help to avoid confusion with non-Property definitions.

  • Line comments should generally be preceded by a blank line. For example:

// 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 );
  • Line comments should have whitespace between the // and the first letter of the line comment. See the preceding example.

  • Differentiate between Property and "property" in comments. They are different things. Property is a type in AXON; property is any value associated with a JavaScript object.

  • Files should be named like CapitalizedCamelCasing.js when returning a constructor, or lower-case-style.js when returning a non-constructor function. When returning a constructor, the constructor name should match the filename.

  • Every type, method and property should be documented.

  • The HTML5/CSS3/JavaScript source code must be reasonably well documented. This is difficult to specify precisely, but the idea is that someone who is moderately experienced with HTML5/CSS3/JavaScript can quickly understand the general function of the source code as well as the overall flow of the code by reading through the comments. For an example of the type of documentation that is required, please see the example-sim repository.

Visibility Annotations

Because 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 Array.<Object> or Object[] instead of Array<Object>). PhET guidelines for visibility annotations are as follows:

  • Use @public for anything that is intended to be part of the public API.

  • Use @protected for anything that is intended for use by subtypes.

  • Use @private for anything that is NOT intended to be part of the public or protected API.

  • Put qualifiers in parenthesis after the annotation, for example:

  • To qualify that something is read-only, use @public (read-only). This indicates that the given property (AND its value) should not be changed by outside code (e.g. a Property should not have its value changed)

  • To qualify that something is public to a specific repository, use (for example) @public (scenery-internal)

  • Separate multiple qualifiers with commas. For example: @public (scenery-internal, read-only)

  • For JSDoc-style comments, the annotation should appear in context like this:

/**
 * Creates the icon for the "Energy" screen, a cartoonish bar graph.
 * @returns {Node}
 * @public
 */
  • For Line comments, the annotation can appear like this:
// @public Adds a {function} listener
addListener: function( listener ) { /*...*/ }
  • Verify that every JavaScript property and function has a visibility annotation. Here are some helpful regular expressions to search for these declarations as PhET uses them.
  • Regex for property assignment like x.y = something: [\w]+\.[\w]+\s=
  • Regex for function declarations: [\w]+: function\(

Math Libraries

  • Check that dot.Util.roundSymmetric is used instead of Math.round. Math.round does not treat positive and negative numbers symmetrically, see fix nearest-neighbor rounding in Util.toFixed dot#35 (comment).
  • DOT/Util.toFixed or DOT/Util.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.
  • Check that random numbers are generated using phet.joist.random, and are 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
  • new Random()

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?
  • Are any significant chunks of code duplicated? This will be checked manually as well as with https://github.com/danielstjules/jsinspect or grunt find-duplicates
  • Is there anything that should be generalized and migrated to common code?
  • Are there any TODO or FIXME comments in the code? They should be addressed or promoted to GitHub issues.
  • Does the implementation rely on any specific constant values that are likely to change in the future? Identify 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.
  • Are all dependent properties modeled as DerivedProperty instead of Property?
  • All dynamics should be called from Sim.step(dt), do not use window.setTimeout or window.setInterval. This will help support Legends of Learning and PhET-iO.

PhET-iO

@jonathanolson
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I'm going to run a quick scan through and get a few things finished (top-level docs, etc.), and will assign when ready.

@jonathanolson
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jonathanolson commented Apr 9, 2018

Some additional notes/questions for the code review:

  • Please review DynamicProperty (in axon) as part of this review, see Review of DynamicProperty #75. Since we had to move to a "swappable" view for different models in every screen, this is used much more than was planned (more than 30 usages), and it is used in other sims.
  • Please review SUN/SlidingScreen, which was generalized to handle the sorts of "sliding screen" animations without using TWIXT or anything hacky. > On hold while dissolve effect is added. > Now this has become Transition an TransitionNode.
  • I've been using plurals when using OrientationPair instances (e.g. totalProperties for an OrientationPair.<Property.<Polynomial>>). I couldn't decide whether this naming was better, or if something like totalPair (making the Orientationpair more explicit in the name) would be more helpful. This gets more confusing when naming things with types like {OrientationPair.<Property.<Array.<Partition>>>} (currently... partitionsProperties). I could use a lot of feedback on how names could be improved to better represent their values.
    @samreid: I reviewed variable names during the code review and didn't have any better recommendations for how to name the OrientationPair instances--already seems well-named.
  • Calculation line types (and components) are currently split out 1 per file (js/common/view/calculation/). They could be combined into one file for line types, and one file for component types (if helpful). Is that preferable?
    @samreid: They are better as separate files.
  • Things like Minus/Plus/QuestionMark share some logic (can't factor out the poolable bit easily). Should they have a common subtype trying to handle things? Would it gain us much?
    @samreid: Perhaps one day we will write Pooling Engine 2.0 with an eye to eliminating this kind of boilerplate. For now, this seems OK.
  • The AreaDisplay model/view logic used for proportional/generic screens is still somewhat separate from the game-specific logic (GameAreaDisplay/GameAreaDisplayNode). This is partly vestigial, but partly because they use EditableProperties for many of the values, and need to be handled somewhat differently. Should the view logic be generalized fully so that the generic screens and game screens use basically the same (identical) view-side logic? This may complicate things decently, but also provides some simplifications, so I'm curious about what reviewers think should be done. I opted to not yet FULLY generalize things, since I'm not fully convinced of the gains of doing so.
    @samreid: I do not see an easy/natural way to generalize the view for identical reuse in the game. If you want to try it, go for it, but I don't consider that a significant problem for maintainability. GameAreaDisplay and GameAreaDisplayNode are not too complex.
  • Is PoolableLayerNode something that has come up in other sims? There are some different patterns this sim needs to use because of the "swappable" models.
    @samreid: I'm still trying to understand that pattern better, please see the REVIEW comments at the top of the file.
    @samreid: UPDATE: I don't recall this coming up in other sims but I'll keep my eyes peeled as we move forward.
  • Is this sim a landmine for phet-io instrumentation? Are the swappable models and AreaDisplay going to be exposed to the user? How would the dynamic and derived Properties be instrumented? I don't have the experience instrumenting, so I'd love feedback about this.
    @samreid: There will likely be trouble related to the nesting of DynamicProperty<Property<Property>> and swappable things like that, particularly when it comes to the data stream. However, I cannot recommend rewriting parts of the sim until we have a more significant investment in doing the PhET-iO instrumentation for the simulation. It will likely take longer than normal to instrument due to (a) being a very large simulation, (b) having a game and (c) using swappable models and deeply nested properties.
  • This sim continues my usage of actual game level objects (AreaLevel in this case), a strict separation of level vs challenge, and a status bar that used to be heavily customized. Vegas' use of level numbers and the score was fully inadequate to handle the previous design, but now that things have changed slightly to be more like other sims, is there vegas code that I can be using? Does this inform the current vegas generalization of components? (There used to be two different level 6s in the same screen, for instance).
    @samreid: I am unfamiliar with vegas and would prefer @ariel-phet select another reviewer for this question. @ariel-phet replied: "I believe the vegas stuff has been discussed with CM". @jonathanolson do you need anything else for this checkbox?

@jonathanolson
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jonathanolson commented Apr 9, 2018

Code review ready to go. The majority of code is in this repository, but it is effectively a code for the 4 simulations (area-model-algebra, area-model-decimals, area-model-introduction and area-model-multiplication).

The last I heard, it was going to be reviewed by @Denz1994 with potential assistance by @samreid , but I'm assigning @ariel-phet as I'm not sure what the latest plan is.

I have an added checklist of items below the main checklist that consist of my main "leftover" questions.

@jonathanolson
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Also for reference, I'm fine with any combination of issues, inline //REVIEW comments or whatever else works for the reviewer(s).

@ariel-phet ariel-phet assigned Denz1994 and samreid and unassigned ariel-phet Apr 9, 2018
@jonathanolson
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Also I HIGHLY recommend viewing the implementation notes before reviewing (https://github.com/phetsims/area-model-common/blob/master/doc/implementation-notes.md).

@pixelzoom
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pixelzoom commented Apr 9, 2018

@jonathanolson said:

  • This sim continues my usage of actual game level objects (AreaLevel in this case), a strict separation of level vs challenge, and a status bar that used to be heavily customized. Vegas' use of level numbers and the score was fully inadequate to handle the previous design, but now that things have changed slightly to be more like other sims, is there vegas code that I can be using? Does this inform the current vegas generalization of components? (There used to be two different level 6s in the same screen, for instance).

Perhaps you should get involved in phetsims/vegas#59. And explain what was "fully inadequate". We've just done a load of work on new vegas UI components, and it's going to be a drag if you can't use them.

@jonathanolson
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jonathanolson commented Apr 9, 2018

SlidingScreen should probably move to TWIXT, since it is using Easing.

@samreid
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samreid commented Apr 9, 2018

Consider changing:

  // @public {Array.<PartialProductsChoice>} - All values the enumeration can take.
  PartialProductsChoice.VALUES = [
    PartialProductsChoice.HIDDEN, // e.g. nothing shown
    PartialProductsChoice.PRODUCTS, // e.g. '52'
    PartialProductsChoice.FACTORS // e.g. '26 x 2'
  ];

to

PartialProductsChoice.VALUES = _.values( PartialProductsChoice );

Same for other enums.

samreid added a commit that referenced this issue Apr 9, 2018
@jonathanolson
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That sounds overall beneficial. Presumably that NEEDS to be done before any other helper functions are added to the enum (see Field.toDisplayType), since otherwise that would show up in VALUES? Would this be a mistake in refactoring in the future, so an explicit note about ordering would need to be added?

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samreid commented Apr 9, 2018

I'm seeing formatting changes in 12 files when applying my IDEA formatter. Is that as expected? Should I commit the formatting changes?

@jonathanolson
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I'm seeing formatting changes in 12 files when applying my IDEA formatter. Is that as expected?

Might be something weird on my end, I swear I formatted recently on IDEA with the PhET code style (imported in the last month or two). Perhaps a new version has slightly different rules?

@samreid
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samreid commented Apr 9, 2018

Would this be a mistake in refactoring in the future, so an explicit note about ordering would need to be added?

Yes, add a note about Enums that have values that may be added later. Also, why might enum values be added later? I'm seeing both of the enums in common/enum as frozen.

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jonathanolson commented Apr 9, 2018

Yes, add a note about Enums that have values that may be added later. Also, why might enum values be added later? I'm seeing both of the enums in common/enum as frozen.

The helper function would be in the values array, which would not be good:

var SomeEnum = { A: 'A', B: 'B' };
SomeEnum.isA = function( v ) { return v === SomeEnum.A; };
_.values( SomeEnum ); // Array [ "A", "B", isA() ]

So if you sneak in a helper function between the definition and the _.values, things go bad.

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samreid commented Apr 9, 2018

Should we keep this comment?

// "Spimd tpgg;e" was apparently what I typed.

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samreid commented Apr 9, 2018

So if you sneak in a helper function between the definition and the _.values, things go bad.

Good to know!

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Should we keep this comment?

Up to the reviewers! The full comment at least does include the intended version:

// "Spimd tpgg;e" was apparently what I typed. "Sound toggle" is probably more accurate.

samreid added a commit that referenced this issue Apr 9, 2018
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@jonathanolson FYI, I think as much as possible we are going to want to make game components use the Vegas common code work, we will have a meeting with @amanda-phet and @pixelzoom this Thursday to make sure we are all on the same page.

Note @Denz1994 @samreid maybe don't review the game first

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Note @Denz1994 @samreid maybe don't review the game first

Presumably GameStatusBar / GameAreaScreenView would be most affected by this. I would expect the rest of the game code to still benefit from a review before then.

samreid added a commit that referenced this issue Jun 15, 2018
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samreid added a commit that referenced this issue Jun 15, 2018
samreid added a commit that referenced this issue Jun 15, 2018
samreid added a commit that referenced this issue Jun 15, 2018
samreid added a commit that referenced this issue Jun 15, 2018
samreid added a commit that referenced this issue Jun 15, 2018
samreid added a commit that referenced this issue Jun 15, 2018
samreid added a commit that referenced this issue Jun 15, 2018
samreid added a commit that referenced this issue Jun 15, 2018
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samreid added a commit that referenced this issue Jun 15, 2018
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samreid commented Jun 15, 2018

I created 3 new issues (linked above), and responded to several REVIEW* comments. Generally, if a REVIEW thread in the code has been removed, that means the given explanation is satisfactory and no changes for that part were needed. Currently there are:

  • 5 REVIEW topics in the code
  • 22 TODOs in the code
  • 3 GitHub issues marked for review (other than this one)
  • 18 total open GitHub issues in this repository (including review issues and this issue).

Back to @jonathanolson.

@samreid samreid assigned jonathanolson and unassigned samreid Jun 15, 2018
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I'm still seeing formatting changes, mostly about the indenting of multi-line ternary expressions. Not sure what caused it but the change seems preferable to me (more readable), so I'll commit it.

That.... is really weird. I had formatted ternary expressions like that because past Intellij formatting did it like that. I actually prefer the "updated" version.

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I believe this issue can be closed, since all in-code REVIEWs/TODOs have been handled, issues are opened for anything remaining, and the only other review-tagged issue is the list of a11y issues that need to be handled in common code.

@samreid can this be closed?

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samreid commented Jun 29, 2018

Looks great, nice work!

@samreid samreid closed this as completed Jun 29, 2018
samreid added a commit to phetsims/phet-info that referenced this issue Apr 23, 2022
samreid added a commit to phetsims/phet-info that referenced this issue Apr 23, 2022
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