phetsims / masses-and-springs-basics

"Masses and Springs: Basics" is an educational simulation in HTML5, by PhET Interactive Simulations.
GNU General Public License v3.0
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Code Review #48

Closed Denz1994 closed 5 years ago

Denz1994 commented 5 years ago

Notes to the Reviewer

This sim inherits heavily from the model and view of Masses-And-Springs. It may be worth reading over the implementation-notes.md and model.md from Masses-And-Springs until the docs are fleshed out for the Masses-And-Springs-Basics repo.

Major differences involve:

Any changes that may leak into the Masses-And-Springs repo should be captured in the next maintenance release of that sim.

Please add // REVIEW comments or issue comments as needed. New issues should be opened for any problem that is non-trivial. If there are questions or concerns, I'll be available during the review via slack or zoom.

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

(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.

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 https://github.com/phetsims/tasks/issues/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;
      }
    }
  } );

// OK isFaceSmile ? self.smile() : self.frown();

// OK if ( isFaceSmile ) { self.smile(); } else { self.frown(); }


- [x] 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

IE11

Organization, Readability, Maintainability

PhET-iO

Denz1994 commented 5 years ago

Assigning to @ariel-phet for prioritization and reviewer.

jonathanolson commented 5 years ago

Went through all the additional check items, performed memory testing, and looked a bit more at code that changed a lot.

Added a few REVIEW items in commits above. Code review is complete.

Denz1994 commented 5 years ago

Remaining review comments have been addressed and reviewed by @jonathanolson. Sim will move into RC testing as discussed in dev meeting on: 01/31/19 (see here).

Closing.