Closed jessegreenberg closed 4 years ago
The following standard GitHub issues should exist. If any of these issues is missing, or have not been completed, pause code review until the issues have been created and addressed by the responsible dev.
GitHub issues should exist that document:
brands=phet
, see (https://github.com/phetsims/energy-skate-park/issues/200)brands=phet-io
(if the sim is instrumented for PhET-iO) (I don't think this is necessary for this publication)If any of these items fail, pause code review.
ea
)fuzz&ea
)ea&shuffleListeners
and ea&shuffleListeners&fuzz
)Map
? If so, make sure that it still works well in IE11 as not all Map
functions are supported there.grunt --minify.mangle=false
. Compare to testing results done by the responsible developer.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.Property.link
is accompanied by Property.unlink
.DerivedProperty
is accompanied by dispose
.Multilink
is accompanied by dispose
.Events.on
is accompanied by Events.off
.Emitter.addListener
is accompanied by Emitter.removeListener
.Node.on
is accompanied by Node.off
PhetioObject
instances should be disposed.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.webgl=false
)showPointerAreas
)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.stringTest=X
. You should see nothing but 'X' strings.)stringTest=double
)stringTest=long
)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"{{value}} {{units}}"
) instead of numbered placeholders (e.g. "{0} {1}"
).[ ] Make sure the string keys are all perfect, because they are difficult to change after 1.0.0 is published. Guidelines for string keys are:
(1) Strings keys should generally match their values. E.g.:
"helloWorld": {
value: "Hello World!"
},
"quadraticTerms": {
value: "Quadratic Terms"
}
(2) If a string key would be exceptionally long, use a key name that is an abbreviated form of the string value, or that captures the purpose/essence of the value. E.g.:
// key is abbreviated
"iWentToTheStore": {
value: "I went to the store to get milk, eggs, butter, and sugar."
},
// key is based on purpose
"describeTheScreen": {
value: "The Play Area is a small room. The Control Panel has buttons, a checkbox, and radio buttons to change conditions in the room."
}
(3) If string key names would collide, use your judgment to disambiguate. E.g.:
"simplifyTitle": {
value: "Simplify!"
},
"simplifyCheckbox": {
value: "simplify"
}
(4) String keys for screen names should have the general form "screen.{{screenName}}"
. E.g.:
"screen.explore": {
"value": "Explore"
},
(5) 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.
[x] Are all required files and directories present? For a sim repository named “my-repo”, the general structure should look like this (where assets/, sound/ or images/ may be omitted if the sim doesn’t have those types of assets).
my-repo/
assets/
license.json
doc/
images/
*see annotation
model.md
implementation-notes.md
images/
license.json
js/
(see section below)
sound/
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.
[ ] 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
[x] 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 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 reesources might not have a corresponding asset file.
[x] Was the README.md generated by grunt published-README
or grunt unpublished-README
?
[x] Does package.json refer to any dependencies that are not used by the sim?
[x] 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).
[x] Does .gitignore match the one in simula-rasa?
[ ] 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.
This section 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.
[x] Is the code formatted according to PhET conventions? See phet-idea-code-style.xml for IntelliJ IDEA code style.
[x] Names (types, variables, properties, Properties, functions,...) should be sufficiently descriptive and specific, and should avoid non-standard abbreviations. For example:
const numPart = 100; // incorrect
const numberOfParticles = 100; // correct
const width = 150; // incorrect
const beakerWidth = 150; // correct
[ ] Require statements should be organized into blocks, with the code modules first, followed by plugins (strings, images, sound, ifphetio - any order ok for plugins). For modules, the variable name should match the file name. Example below.
// modules
const inherit = require( 'PHET_CORE/inherit' );
const Line = require( 'SCENERY/nodes/Line' );
const Rectangle = require( 'SCENERY/nodes/Rectangle' );
// strings
const kineticString = require( 'string!ENERGY/energy.kinetic' );
const potentialString = require( 'string!ENERGY/energy.potential' );
const thermalString = require( 'string!ENERGY/energy.thermal' );
// images
const energyImage = require( 'image!ENERGY/energy.png' );
// sound
const kineticAudio = require( 'sound!ENERGY/energy' );
[x] 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.
class BallNode extends Node {
/**
* @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( ball, visibleProperty, fill, stroke, lineWidth ){
// ...
}
}
// Call site
const 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.
class BallNode extends Node {
/**
* @param {Ball} ball - model element
* @param {Property.<boolean>} visibleProperty - is the ball visible?
* @param {Object} [options]
*/
constructor( ball, visibleProperty, options ) {
options = merge( {
fill: 'white', // {Color|string} fill color
stroke: 'black', // {Color|string} stroke color
lineWidth: 1 // {number} width of the stroke
}, options );
// ...
}
}
// Call site
const ballNode = new BallNode( ball, visibleProperty, {
fill: 'blue',
stroke: 'black',
lineWidth: 2
} );
[x] 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. Make sure to use PHETCORE/merge instead of `.extendor
_.merge.
mergewill automatically recurse to keys named
*Options` and extend those as well.
Example:
class ParticleBoxNode extends Node {
/**
* @param {ParticleBox} particleBox - model element
* @param {Property.<boolean>} visibleProperty - are the box and its contents visible?
* @param {Object} [options]
*/
constructor( particleBox, visibleProperty, options ) {
options = merge( {
fill: 'white', // {Color|string} fill color
stroke: 'black', // {Color|string} stroke color
lineWidth: 1, // {number} width of the stroke
particleNodeOptions: {
fill: 'red',
stroke: 'gray',
lineWidth: 0.5
},
}, options );
// 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 https://github.com/phetsims/tasks/issues/730.
[ ] 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:
const self = this;
someProperty.link( function(){
self.doSomething();
} );
this.doSomethingElse();
[x] 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!
[x] Use class
and extends
for defining classes and implementing inheritance. PHET_CORE/inherit
was a pre-ES6 implementation of inheritance that is specific to PhET and has been supplanted by class
and extends
. inherit
should
not be used in new code.
[x] Functions should be invoked using the dot operator rather than the bracket operator. For more details, please see https://github.com/phetsims/gravity-and-orbits/issues/9. For example:
// avoid
this[ isFaceSmile ? 'smile' : 'frown' ]();
// OK
isFaceSmile ? this.smile() : this.frown();
// OK
if ( isFaceSmile ) {
this.smile();
}
else {
this.frown();
}
[x] It is not uncommon to use conditional shorthand and short circuiting for invocation. Use parentheses to maximize readability.
( 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();
const thoughts = happy ? 'I am happy' : 'I am not happy :(';
[x] 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.
[x] Properties should use type-specific subclasses where appropriate (.e.g BooleanProperty, NumberProperty, StringProperty) or provide documentation as to why they are not.
[ ] Are Validator
validation options (valueType
, validValues
, etc...) utilized? These are supported in a number of core types like Emitter
and Property
. Is their presence or lack thereof properly documented?
[x] Files should be named like CapitalizedCamelCasing.js
when returning a constructor, or lowerCaseCamelCasing.js
when returning a non-constructor function or singleton. When returning a constructor or singleton, the constructor name should match the filename.
[x] Assertions should be used appropriately and consistently. Type checking should not just be done in code comments. Use Array.isArray
to type check an array.
[x] If you need to namespace an inner class, use {{namespace}}.register
, and include a comment about why the inner class needs to be namespaced. Use the form '{{outerClassname}}.{{innerClassname}}'
for the key. For example:
const myNamespace = require(...);
class SlotMachineNode extends Node {
constructor( ... ) {
this.leverNode = new LeverNode(...);
...
}
...
}
myNamespace.register( 'SlotMachineNode', SlotMachineNode );
class LeverNode extends Node {
...
}
// It was useful to be able to instantiate this in the console for testing, and we may need to do so in the future.
myNamespace.register( 'SlotMachineNode.LeverNode', LeverNode );
return SlotMachineNode;
[x] Putting unused parameters in callbacks is up to developer discretion, as long they are correct wrt to the actual callback signature.
For example, both of these are acceptable:
Property.multilink(
[ styleProperty, activeProperty, colorProperty ],
( style, active, color ) => {
// some algorithm that uses style and active
} );
Property.multilink(
[ styleProperty, activeProperty, colorProperty ],
( style, active ) => {
// some algorithm that uses style and active
} );
This is not acceptable, because the 3rd parameter is incorrect.
Property.multilink(
[ styleProperty, activeProperty, colorProperty ],
( style, active, lineWidth ) => {
// some algorithm that uses style and active
} );
This section deals with PhET documention 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.
[ ] All classes, methods and properties are documented.
[ ] Documentation at the top of .js files should provide an overview of purpose, responsibilies, and (where useful) examples of API use. If the file contains a subclass definition, it should indicate what functionality it adds to the superclass.
[ ] 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.
[x] 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. Often "field" can be used in exchange for "property" which can help with clarity.
[x] Line comments should generally be preceded by a blank line. For example:
// Randomly choose an existing crystal to possibly bond to
const crystal = this.crystals.get( _.random( this.crystals.length - 1 ) );
// Find a good configuration to have the particles move toward
const targetConfiguration = this.getTargetConfiguration( crystal );
[x] When documenting conditionals (if/else statements), follow these guidlines:
if
in a conditional should be about the entire conditional, not just the if block.if
/else if
/else
and the comment), with a space below it as to not be confused with a comment about logic below.
// Comment about the reason to split on peppers were pickled.
if( peterPiperPickedAJarOfPickledPeppers ){
// if we want to explain what this `if` statement is about
peterAlsoHasBrine();
}
else {
// documentation about why we have no peppers. This is about the next line of code, and not the "else as a whole block."
peterHasNoPeppers();
}
[x] Line comments should have whitespace between the //
and the first letter of the line comment. See the preceding example.
[ ] Do the @author
annotations seem correct?
[ ] ES5 (inherit
) constructors should be annotated with @constructor
. ES6 (class
) constructors should not be annotated with @constructor
.
[ ] Constructor and function documentation. Parameter types and names should be clearly specified for each constructor and function using @param
annotations. The description for each parameter should follow a hyphen. Primitive types should use lower case. For example:
/**
* The PhetDeveloper is responsible for creating code for simulations and documenting their code thoroughly.
*/
class PhetDeveloper {
/**
* @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]
*/
constructor( name, age, isEmployee, callback, hoursProperty, friendNames, options ) {
...
}
...
}
[x] 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.
[x] Abstract methods (normally implemented with an error) should be marked with @abstract
jsdoc.
This section deals with PhET conventions for type expressions. 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.
[x] Type expressions should conform approximately to Google Closure Compiler syntax. PhET stretches the syntax in many cases (beyond the scope of this document to describe).
[x] Prefer the most basic/restrictive type expression when defining APIs. For example, if a client only needs to know that a parameter is {Node}
, don’t describe the parameter as {Rectangle}
.
[ ] All method parameters should have type expressions. For example @param {number} width
.
[x] In sim-specific code, options and fields should have type expressions when their type is not obvious from the context. “Obvious” typically means that the value type is clearly shown in the righthand-side of the definition. E.g. const width = 42
clear shows that width
is {number}
. E.g. const checkbox = new Checkbox(…)
clearly shows that checkbox
is {Checkbox}
. If the type is obvious from the context, the developer may still provide a type expression at his/her discretion. Examples:
// @public {GameState} the current state of the game
this.gameState = this.computeGameState();
// @public (read-only) the width of the container
this.containerWidth = 150;
// @private the checkbox used to show particles
this.particlesVisibleCheckbox = new Checkbox(...);
[x] In common code repositories all options and fields should have type expressions, regardless of their visibility, and regardless whether their type is obvious from the context. If the same examples from above appeared in common code:
// @public {GameState} the current state of the game
this.gameState = this.computeGameState();
// @public (read-only) {number} the width of the container
this.containerWidth = 150;
// @private {Checkbox} the checkbox used to show particles
this.particlesVisibleCheckbox = new Checkbox(...);
[x] Type expressions for Enumeration values should be annotated as instances of that Enumeration, see examples in https://github.com/phetsims/phet-core/blob/master/js/Enumeration.js for more.
/**
* @param {LeftOrRight} - whichHand
*/
function getHand( whichHand ){
if( whichHand === LeftOrRight.LEFT ){
return new LeftHand();
}
else if( whichHand === LeftOrRight.RIGHT ){
return new RightHand();
}
}
[ ] Type expressions for functions have a variety of possibilities, increasing in complexity depending on the case. In general note that {function}
is not enough information. Here are some better options:
@param {function()} noParamsAndNoReturnValue
@param {function(number)} giveMeNumberAndReturnNothing
@param {function(number, number):Vector2} getVector2
@param {function(new:Node)} createNode - a function that takes the Node constructor
@param {function(model:MyModel, length:number, name:string): Node} getLengthNode
@param {function(aSelfExplanatoryNameForAString:string): Node} getStringNode
@param {function(model:MyModel, length:number, name:string): Node} getLengthNode - returns the length Node that you have always wanted, name is the name of the source of your aspirations, length is a special number according to the following 24 criteria. . .
/**
* @name mySpecialCallback
* Converts a string to a number
* @param {string}
* @returns {number}
*/
/**
* @param {mySpecialCallback} callback
*/
x = function( callback) { callback( 'still chocolate' ) };
[x] Type expressions for anonymous Objects have a variety of possibilities, increasing in complexity depending on the case.
@param {Object} [options] // this is great because of the extend call 5 lines down
Object
with specific properties, name them and their types like so:
@param {name:string, address:{street:string}, returnNode:function(number):Node, [shoeSize:number]} personalData // note that shoeSize is optional here
@ param {name:string, address:{street:string}, returnNode:function(number):Node, [shoeSize:number]} personalData - use english after to explain pieces of this
(if needed, outline properties on their own lines)
name is something
address is something else
returnNode does this thing
Object
s, where each key is some type, and the value is another type. For key value pairs use this:
{Object.<string, number>}
Where keys are strings, and values are numbers.{Object.<phetioID:string, count:number>}
- naming each of these can help identify them too. Feel free to explain in English after the type expression if needed.*Def.js
file (especially is used in more than one file), or a @typedef
declaration right above the jsdoc that uses the typedef.[x] Look for cases where the use of type expressions involving Property subclasses are incorrect. Because of the structure of the Property
class hierarchy, specifying type-specific Properties ({BooleanProperty}
, {NumberProperty}
,...) may be incorrect, because it precludes values of type {DerivedProperty}
and {DynamicProperty}
. Similarly, use of {DerivedProperty}
and {DynamicProperty}
precludes values of (e.g.) {BooleanProperty}
. Especially in common code, using {Property,<TYPE>}
is typically correct, unless some specific feature of the Property
subclass is required. For example, {Property.<boolean>}
instead of {BooleanProperty}
.
This section deals with PhET conventions for visibility annotations. 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.
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:
@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)@public (scenery-internal)
@public (a11y)
@public (phet-io)
@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 {function(listener:function)} - Adds a 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.
x.y = something
: [\w]+\.[\w]+\s=
[\w]+: function\(
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.Number.parseInt()
Array.prototype.find
String.endsWith()
, please use _.endsWith()
instead.grunt find-duplicates
TODO
or FIXME
or REVIEW
comments in the code? They should be addressed or promoted to GitHub issues.{{REPO}}Constants.js
file?PhetColorScheme
. Identify any colors that might be worth adding to PhetColorScheme
.DerivedProperty
instead of Property
?This section may be omitted if the sim has not been instrumented for a11y.
fuzzBoard&ea
)Node.accessibleOrder
used appropriately to maintain visual and PDOM layout balance?toUpperCase()
. Remember that one day these strings will be translatableThis section may be omitted if the sim has not been instrumented for PhET-iO.
I pushed a reference version before the review: https://phet-dev.colorado.edu/html/energy-skate-park/1.0.0-dev.10/phet/energy-skate-park_en_phet.html
Does the sim use Map?
Yes, but its usages look safe. I'll leave it to QA team to test built version on IE.
Does the sim behave correctly when listener order is shuffled?
Difficult to test due to another assertion failure.
Does a heap comparison using Chrome Developer Tools indicate a memory leak?
I don't see a memory leak, but the footprint is relatively large, see #208
The following guidelines should be followed unless there it is obviously no need to unlink, or documentation (in-line or in the implementation nodes)
There are many Property.link
without unlink
, but I don't think this sim needs the unlinks because most of these cases are static. How should that be documented?
Review complete. Things are generally looking good, nice work! Anything unchecked in the checklist above has one of the following:
In summary, I added 142 // REVIEW comments (note some of these are in the "basics" repo), and opened 28 issues. I also made numerous commits fixing minor problems, typos, formatting, JSDoc, etc. which should be reviewed. Please let me know if you have questions or comments about any parts of the review.
I had forgotten about this issue, but code review is complete. REVIEW comments were removed and we had some back and forth in dedicated issues sourced from this one, all of which have been closed.
@ariel-phet @samreid Energy Skate Park is ready for a code review. To assist in review, I wanted to list out the new features and changes which resulted in the largest changes to code. Other than these, the code remained mostly the same from energy-skate-park-basics.
New Features and Important Changes
gravityProperty
to Skater and various calculationsreferenceHeightProperty
to Skater and various calculationsNew files and changes to model inheritance are also described in implementation-notes.md, so I recommend starting with implementation-notes.md and model.md as well.
Next comment will include checklist and references to pre-review issues. Assigning to @ariel-phet as well to comment on review priority. I appreciate it is an especially busy time with ES6 migration!