Merge pull request #6182 from Jayman2000/improvements-to-best-practices-for-engine-contributors

English improvements for “Best practices for engine contributors”
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Max Hilbrunner
2022-09-16 13:16:40 +02:00
committed by GitHub

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@@ -6,11 +6,11 @@ Best practices for engine contributors
Introduction
------------
Godot has a large amount of users who have the ability to contribute, given the
project itself is aimed mainly at users with the ability to do programming.
Despite this, not all of them have the same level of experience working in large
projects or in software engineering, which can lead to common misunderstandings
and bad practices during the process of contributing code to the project.
Godot has a large amount of users who have the ability to contribute because the
project itself is aimed mainly at users who can code. That being said, not all
of them have the same level of experience working in large projects or in
software engineering, which can lead to common misunderstandings and bad
practices during the process of contributing code to the project.
Language
--------
@@ -19,9 +19,8 @@ The scope of this document is to be a list of best practices for contributors to
follow, as well as to create a language they can use to refer to common
situations that arise in the process of submitting their contributions.
While some may find it useful to extend this to general software development,
our intention is to just restrict to situations that are most common in our
project.
While a generalized list of software development best practices might be useful,
we'll focus on the situations that are most common in our project.
Contributions are most of the time categorized as bug fixes, enhancements or new
features. To abstract this idea, we will call them *Solutions*, because they
@@ -36,15 +35,14 @@ Best Practices
Many contributors are extremely creative and just enjoy the process of designing
abstract data structures, creating nice user interfaces, or simply love
programming. Whatever the case may be, they come up with cool ideas, which may
or may not be solving any real problems.
or may not solve real problems.
.. image:: img/best_practices1.png
These are usually called *Solutions in search of a problem*. In an ideal world,
they would not be harmful but, in reality, code takes time to write, takes space
as source and binary and requires maintenance once it exists. Avoiding the
addition of anything unnecessary is always considered a good practice in
software development.
These are usually called *solutions in search of a problem*. In an ideal world,
they would not be harmful but, in reality, code takes time to write, takes up
space and requires maintenance once it exists. Avoiding the addition of anything
unnecessary is always considered a good practice in software development.
#2: To solve the problem, it has to exist in the first place
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -57,7 +55,7 @@ a good idea, but what constitutes what is necessary and what isn't?
The answer to this question is that the problem needs to *exist* before it can
be actually solved. It must not be speculation or a belief. The user must be
using the software as intended to create something they *need*. In this process,
the user may stumble into a problem that requires a solution to proceed, or in
the user may stumble upon a problem that requires a solution to proceed, or in
order to achieve greater productivity. In this case, *a solution is needed*.
Believing that problems may arise in the future and that the software needs to
@@ -76,57 +74,54 @@ than it needs to be.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Software is designed to solve problems, but we can't expect it to solve *every
problem that exists under the sun*. As a game engine, Godot will solve problems
for you, so it helps you to make games better and faster, but it won't make the
*entire game* for you. A line must be drawn somewhere.
problem that exists under the sun*. As a game engine, Godot will help you make
games better and faster, but it won't make an *entire game* for you. A line must
be drawn somewhere.
.. image:: img/best_practices3.png
Whether a problem is worth solving is determined by the difficulty the user has
to work around it. This difficulty can be expressed as:
Whether a problem is worth solving is determined by the effort that is required
to work around it. The required effort depends on:
- The complexity of the problem
- The frequency the problem
If the problem is *too complex* for most users to solve, the software must offer
a ready-made solution for it. Likewise, if the problem is easy for the user to
work around, offering such a solution is unnecessary and it's up to the user to
do it.
If the problem is *too complex* for most users to solve, then the software
should offer a ready-made solution for it. Likewise, if the problem is easy for
the user to work around, offering such a solution is unnecessary.
The exception, however, is when the user stumbles into this problem *frequently
The exception, however, is when the user encounters a problem *frequently
enough* that having to do the simple solution every time becomes an annoyance.
In this case, the software must offer a solution to simplify this use case.
In this case, the software should offer a solution to simplify the use case.
In our experience, in most cases it's usually obvious to tell when a problem is
complex or frequent, but cases may arise where drawing this line is difficult.
This is why discussing with other developers (next point) is always advised.
It's usually easy to tell if a problem is complex or frequent, but it can be
difficult. This is why discussing with other developers (next point) is always
advised.
#4: The solution must be discussed with others
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
It is often the case that when users stumble upon problems, they are only
immersed in their project, so they will naturally try to solve the problem
from their perspective, thinking only about their use case.
Because of this, user proposed solutions don't always contemplate other use
cases that developers are often aware of, so they are often biased towards their
own requirements.
Often, users will be immersed in their own projects when they stumble upon
problems. These users will naturally try to solve the problem from their
perspective, thinking only about their own use case. As a result, user proposed
solutions don't always contemplate all use cases and are often biased towards
the user's own requirements.
.. image:: img/best_practices4.png
For developers, the perspective is different. They may find the user's problem
too unique to justify a solution (instead of a user workaround), or maybe they
will suggest a partial (usually simpler or lower level) solution that applies to
a wider range of known problems, and leave the rest of the solution up to the
too unique to justify a solution (instead of a workaround), or they might
suggest a partial (usually simpler or lower level) solution that applies to a
wider range of known problems and leave the rest of the solution up to the
user.
In any case, before attempting a contribution, it is important to discuss the
In any case, before attempting to contribute, it is important to discuss the
actual problems with the other developers or contributors, so a better agreement
on implementation can be reached.
The only exception, in this case, is when an area of code has a clear owner
(agreed by the other contributors), who talks to users directly and has the most
knowledge to implement a solution directly.
The only exception is when an area of code has a clear agreed upon owner, who
talks to users directly and has the most knowledge to implement a solution
directly.
Also, Godot's philosophy is to favor ease of use and maintenance over absolute
performance. Performance optimizations will be considered, but they may not
@@ -137,9 +132,9 @@ complexity to the codebase.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
For programmers, it is always a most enjoyable challenge to find the most
optimal solutions to problems. Things, however, may go overboard sometimes and
programmers will try to come up with solutions that solve as many problems as
possible.
optimal solutions to problems. It is possible to go overboard, though.
Sometimes, contributors will try to come up with solutions that solve as many
problems as possible.
The situation will often take a turn for the worse when, in order to make this
solution appear even more fantastic and flexible, the pure speculation-based
@@ -152,13 +147,14 @@ time, writing an individual solution to each problem results in code that
is simpler and more maintainable.
Additionally, solutions that target individual problems are better for the
users, as they find something that does exactly what they need, without having
to learn and remember a more complex system they will only need for simple
users. Targeted solutions allow users find something that does exactly what they
need, without having to learn a more complex system they will only need for simple
tasks.
Big and flexible solutions also have an additional drawback which is that, over
time, they are rarely flexible enough for all users, who keep requesting more
functions added (and making the API and codebase more and more complex).
time, they are rarely flexible enough for all users. Users end up requesting
more and more functionality which ends up making the API and codebase
more and more complex.
#6: Cater to common use cases, leave the door open for the rare ones
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -171,14 +167,14 @@ who design software) to actually understand all future user needs. Trying to
write very flexible structures that cater to many use cases at once is often a
mistake.
We may come up with something we believe is brilliant, but when it's actually
used, we will find that users will never even use half of it, or that they will
require features that don't quite accommodate our original design, forcing us to
either throw it away or make it even more complex.
We may come up with something we believe is brilliant but later find out that
users will never even use half of it or that they require features that don't
quite fit into our original design, forcing us to either throw it away
or make it even more complex.
The question is then, how to design software that gives users what *we know they
need*, but that is flexible enough to allow them to do *what we don't know they
might need* in the future?
The question is then, how do we design software that both allows users to do
*what we know they need to do* now and allows them to do *what we don't yet know
they'll need to do* in the future?
.. image:: img/best_practices6.png
@@ -211,13 +207,13 @@ contributors as a starting point to learning the codebase.
.. image:: img/best_practices7.png
The common reasoning for wanting to do this is that it's usually less code to
simply add a hack in the core layers.
A common reason for wanting to do this is that it's usually less code to simply
add a hack in the core layers.
Despite this, this practice is not advised. Generally, the code for a solution
should be closer to where the problem originates, even if it involves more code,
duplicated, more complex or is less efficient. More creativity might be needed,
but this path is always the advised one.
Doing so is not advised. Generally, the code for a solution should be closer to
where the problem originates, even if it involves additional, duplicated, more
complex, or less efficient code. More creativity might be needed, but this path
is always the advised one.
#8: Don't use complex canned solutions for simple problems
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~