phetsims / energy-skate-park-basics

"Energy Skate Park: Basics" is an educational simulation in HTML5, by PhET Interactive Simulations.
http://phet.colorado.edu/en/simulation/energy-skate-park-basics
GNU General Public License v3.0
2 stars 9 forks source link

Code Review for this sim #398

Closed jessegreenberg closed 4 years ago

jessegreenberg commented 6 years ago

In preparation of a port of energy-skate-park, I will do do a full code review of this repo. This will bring the code up to latest standards and will also assist in familiarizing myself with this sim.

Once done (or during the process) I might reach out to @samreid for questions and help.

jessegreenberg commented 6 years ago

Pasting checklist for convenience:

NOTE! Prior to doing a code review, copy this checklist to a GitHub issue for the repository being reviewed. Please mark failed items with ❌

PhET code-review checklist

Build and Run Checks

Memory Leaks

Performance, Usability

Internationalization

Repository structure

   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.

   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 
} );
/** 
 * 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;
      }
    }
  } );

// 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. 

```js
( 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 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:

/**
 * Creates the icon for the "Energy" screen, a cartoonish bar graph.
 * @returns {Node}
 * @public
 */
// @public Adds a {function} listener
addListener: function( listener ) { /*...*/ }

Math Libraries

Organization, Readability, Maintainability

PhET-iO

jessegreenberg commented 4 years ago

This helped me understand this sim, but is stale now that energy-skate-park repo is set up. energy-skate-park is nearing publication and a code review of that repo is coming soon. This can be closed.