Difference between revisions of "Mod:Best Practices"
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{{revdate}}{{API dev}}A '''best practice''' is a buzzword referring to a technique that is used as a benchmark when comparing to other techniques with the same language or system. A "best" practice can evolve over time, although changes are usually gradual. | {{revdate}}{{API dev}}A '''best practice''' is a buzzword referring to a technique that is used as a benchmark when comparing to other techniques with the same language or system. A "best" practice can evolve over time, although changes are usually gradual. | ||
− | The Roll20 [[ | + | The Roll20 [[Mod]] system is written using [[JavaScript]], so many of the best practices listed here may be considered best practices for JavaScript in general, or simply best practices for programming in some cases. When creating Mod scripts you are not required to use best practices, but it is absolutely recommended, especially if you want to add your script to the [[Mod:Script Index|Script Index]]. |
The suggestions here might also apply to creating [[sheetworkers]] for [[CS|character sheets]]. | The suggestions here might also apply to creating [[sheetworkers]] for [[CS|character sheets]]. | ||
Line 39: | Line 39: | ||
== Underscore == | == Underscore == | ||
− | Roll20 | + | Roll20 Mod scripts have access to the [http://underscorejs.org/ Underscore.js] library, which contains a large number of utility functions. There is nothing you can do with Underscore that you ''can't'' do without Underscore, but the utility functions can frequently make your code [[#Legibility|more legible]], often while making the code shorter as well. Here's an example of the improvement that Underscore offers: |
<pre style="overflow:auto;white-space:pre-wrap;" data-language="javascript">for (var i = 0; i < jossWhedon.shows.length; i++) { | <pre style="overflow:auto;white-space:pre-wrap;" data-language="javascript">for (var i = 0; i < jossWhedon.shows.length; i++) { | ||
if (jossWhedon.shows[i].title === 'Firefly') { | if (jossWhedon.shows[i].title === 'Firefly') { | ||
Line 213: | Line 213: | ||
== Single Responsibility Principle == | == Single Responsibility Principle == | ||
− | This is the first part of the more general [[wikipedia:SOLID (object-oriented design)|'''SOLID''']] principles of object-oriented design. JavaScript is not object-oriented, but some parts of SOLID can still be applied. For Roll20 | + | This is the first part of the more general [[wikipedia:SOLID (object-oriented design)|'''SOLID''']] principles of object-oriented design. JavaScript is not object-oriented, but some parts of SOLID can still be applied. For Roll20 Mod scripts, the Single Responsibility Principle is most relevant. The Dependency Inversion Principle may be useful for particularly large scripts. The remainder of SOLID ''can'' be implemented with JavaScript, but requires a little bit of jumping through hoops and so will not be covered here. |
The Single Responsibility Principle states that "''a class should have only one reason to change.''" What this means is that an object should have a set of behaviors, together comprising a single responsibility which would require modifying the object if that responsibility is changed. The canonical example of this is a module which compiles and prints a report. Such a module would need to be changed if the contents of the report change ''or'' if the format of the report changes — two responsibilities, breaking the principle. | The Single Responsibility Principle states that "''a class should have only one reason to change.''" What this means is that an object should have a set of behaviors, together comprising a single responsibility which would require modifying the object if that responsibility is changed. The canonical example of this is a module which compiles and prints a report. Such a module would need to be changed if the contents of the report change ''or'' if the format of the report changes — two responsibilities, breaking the principle. | ||
Line 283: | Line 283: | ||
== Strict Mode == | == Strict Mode == | ||
− | Strict mode can be applied to entire scripts or to functions. In this case, "entire scripts" refers to all of the concatenated JavaScript, not a single Roll20 | + | Strict mode can be applied to entire scripts or to functions. In this case, "entire scripts" refers to all of the concatenated JavaScript, not a single Roll20 Mod script. Because of this, it is not recommended that you apply strict mode to scripts, but to functions. |
Strict mode ''changes the semantics of JavaScript.'' While enforcing strict mode can help you write more robust code, it is slightly different from non-strict JavaScript and as such using it is hardly a requirement. | Strict mode ''changes the semantics of JavaScript.'' While enforcing strict mode can help you write more robust code, it is slightly different from non-strict JavaScript and as such using it is hardly a requirement. | ||
Line 394: | Line 394: | ||
==== Securing JavaScript ==== | ==== Securing JavaScript ==== | ||
− | JavaScript's flexibility allows for considerable security holes. Strict mode lets authors create more-secure code. This feature of strict mode JavaScript should not affect | + | JavaScript's flexibility allows for considerable security holes. Strict mode lets authors create more-secure code. This feature of strict mode JavaScript should not affect Mods much, but the restrictions it imposes should be remembered. |
− | First, <code>this</code> within a function has a restricted value. | + | First, <code>this</code> within a function has a restricted value. mods are already prevented from accessing the Document Object Model, but the restriction on <code>this</code> could come up in your own script without that goal. |
<pre data-language="javascript">'use strict'; | <pre data-language="javascript">'use strict'; | ||
function func() { return this; } | function func() { return this; } |
Latest revision as of 09:08, 9 June 2024
Page Updated: 2024-06-09 |
This is related to Mods, which require Pro info to be able to use.Main Page: Mod:Development |
The Roll20 Mod system is written using JavaScript, so many of the best practices listed here may be considered best practices for JavaScript in general, or simply best practices for programming in some cases. When creating Mod scripts you are not required to use best practices, but it is absolutely recommended, especially if you want to add your script to the Script Index.
The suggestions here might also apply to creating sheetworkers for character sheets.
Roll20 Mod
Use Mods
- Use & Install
- Mod:Script Index & Suggestions
- Short Community Scripts
- Meta Scripts
- User Documentation
- Mod Scripts(Forum)
- Mod Update 2024🆕
- Macro Guide
Mod Development
Reference
- Objects
- Events
- Chat Events & Functions
- Utility Functions
- Function
- Roll20 object
- Token Markers
- Sandbox Model
- Debugging
Cookbook
- Cookbook
- Basic Examples
- Advanced Examples
- Best Practices
Contents |
[edit] Namespaces
Any externally-visible functions or variables should be contained within a "namespace" object. This limits the potential for name collisions between multiple scripts, as all API scripts in a campaign are running within the same context. If you choose a single namespace for your script, a collision will only occur if someone chooses the same namespace for their script. On the other hand, if you don't use a namespace and two scripts define a function named handleInput
, there will be problems.
Strictly speaking, JavaScript does not have namespacing like some other languages, but you can simply add your functions and variables to an object which will behave in a similar way. This is what using a namespace will look like:
var myNamespace = myNamespace || {}; myNamesapce.MY_CONSTANT = 5; myNamespace.myFunction = function() { /* ... */ }
The myNamespace || {}
construction ensures that you don't completely overwrite an existing copy of the namespace in memory, for example if your script is spanning multiple script tabs. This statement will create a new empty object if myNamespace
doesn't exist yet, or do nothing if it already exists.
[edit] Function and Variable Names
Use easy, short, readable function and variable names. Ideally, you should be able to glean the purpose of the object represented by the variable just by reading its name. Names like x1
, fe2
, and xbqne
are practically meaningless. Names like incrementorForMainLoopWhichSpansFromTenToTwenty
are overly verbose, and the highly descriptive name may end up wrong as you change your code over time.
On the other hand, a function named splitArgs
is easy to understand if you're familiar with programmer jargon: "args" is a common shorthand for "arguments," and multiple arguments are frequently passed into a program as a single string which needs to be split up into its constituent parts. A variable named element
or item
located within a loop iterating over an array naturally leads one to understand that it should be a reference to one of the objects within the array (in particular, the object corresponding to the current iteration of the loop).
[edit] Legibility
Keep your code legible, especially if you need to ask for help on the forums. Indent code blocks as appropriate, include spaces, etc. Compare the following:
do if(node.name.toLowerCase()==='foo')break;while(parent=node.parent);
do { if (node.name.toLowerCase() === 'foo') { break; } } while (parent = node.parent);
The latter piece of code takes up more space, but it is at least an order of magnitude easier to read. You are not competing in Code Golf. You have no need to minify your script. Obfuscation of your source code does not grant you any sort of advantage.
Also, please write your scripts in English. English is the standard around the world for programming, JavaScript's keywords and library functions are in English, and the majority of the users on the forum who will help you if you have difficulties speak English. Naturally, if you are writing a script which is intended to output text in a non-English language, you'll have strings containing non-English text, but the rest of the code should be English.
[edit] Comments
Commenting can be something of a holy war among programmers. Some say you need more, some say your code should be enough, and so on. However, understand that for a Roll20 API script, the person reading your code may not be a programmer at all, and is completely bewildered by your black magic... but they still need to make modifications in order to suit their game. At the very least, comments describing your configuration variables are helpful to everyone who installs your script, and comments describing generally what's going on in each section of code can help the layperson trying to struggle his or her way through making the tabletop experience better.
A common mantra about commenting code is that your names should describe what the code does, while your comments describe why the code does that.
[edit] Underscore
Roll20 Mod scripts have access to the Underscore.js library, which contains a large number of utility functions. There is nothing you can do with Underscore that you can't do without Underscore, but the utility functions can frequently make your code more legible, often while making the code shorter as well. Here's an example of the improvement that Underscore offers:
for (var i = 0; i < jossWhedon.shows.length; i++) { if (jossWhedon.shows[i].title === 'Firefly') { var show = jossWhedon.shows[i]; } } // show = {title: "Firefly", characters: Array[2]} var characterDistribution = jossWhedon.shows.reduce(function(memo, show) { show.characters.forEach(function(character) { (!memo[character.role]) ? memo[character.role] = 1 : memo[character.role]++; }); return memo; }, {}); // characterDistribution = {doll: 1, mad scientist: 2, love interest: 2, slayer: 1, captain: 1, mechanic: 1}
var show = _.findWhere(jossWhedon.shows, {title: 'Firefly'}); // show = {title: "Firefly", characters: Array[2]} var characterDistribution = _.countBy(_.flatten(_.pluck(jossWhedon.shows, 'characters')), 'role'); // characterDistribution = {doll: 1, mad scientist: 2, love interest: 2, slayer: 1, captain: 1, mechanic: 1}
Underscore examples courtesy of Singlebrook.com
[edit] Equals vs. Strict Equals
JavaScript has two equality operators (four, if you count their inverses): ==
and ===
. The former operator will do what it can to coerce the values you're comparing to the same type before checking their equality, while the latter will leave the values you're comparing as their original type. This means that the Equals operator is able to return true
for operands of different types, while the Strict Equals operator will only return true if the operands are of the same type.
[10] === 10 // false [10] == 10 // true '10' === 10 // false '10' == 10 // true [] === 0 // false [] == 0 // true '' === false // false '' == false // true
In general, it is recommended to use strict equals over equals. See below for the specifications for x == y
and x === y
. Due to the way computers handle fractional numbers, you should also avoid testing for equality with them. Sometimes it may work, but sometimes it might fail, depending on the exact numbers involved. The full subject is rather complicated, but if you must check for equality between two fractional numbers, instead check that the difference between them is within some margin of error:
var epsilon = 0.000001; if (Math.abs(x - y) < epsilon) { // x and y are equal }
[edit] Equals Specification
- If Type(x) is the same as Type(y), then
- If Type(x) is Undefined, return
true
. - If Type(x) is Null, return
true
. - If Type(x) is Number, then
- If x is
NaN
, returnfalse
. - If y is
NaN
, returnfalse
. - If x is the same Number value as y, return
true
. - If x is
+0
and y is−0
, returntrue
. - If x is
−0
and y is+0
, returntrue
. - Return
false
.
- If x is
- If Type(x) is String, then return
true
if x and y are exactly the same sequence of characters (same length and same characters in corresponding positions). Otherwise, returnfalse
. - If Type(x) is Boolean, return
true
if x and y are bothtrue
or bothfalse
. Otherwise, returnfalse
. - Return
true
if x and y refer to the same object. Otherwise, returnfalse
.
- If Type(x) is Undefined, return
- If x is
null
and y isundefined
, returntrue
. - If x is
undefined
and y isnull
, returntrue
. - If Type(x) is Number and Type(y) is String, return the result of the comparison x == ToNumber(y).
- If Type(x) is String and Type(y) is Number, return the result of the comparison ToNumber(x) == y.
- If Type(x) is Boolean, return the result of the comparison ToNumber(x) == y.
- If Type(y) is Boolean, return the result of the comparison x == ToNumber(y).
- If Type(x) is either String or Number and Type(y) is Object, return the result of the comparison x == ToPrimitive(y).
- If Type(x) is Object and Type(y) is either String or Number, return the result of the comparison ToPrimitive(x) == y.
- Return
false
.
Given the above, the equality operator is not always transitive:
new String('a') == 'a' // true 'a' == new String('a') // true new String('a') == new String('a') // false
[edit] Strict Equals Specification
- If Type(x) is different from Type(y), return
false
. - If Type(x) is Undefined, return
true
. - If Type(x) is Null, return
true
. - If Type(x) is Number, then
- If x is
NaN
, returnfalse
. - If y is
NaN
, returnfalse
. - If x is the same Number value as y, return
true
. - If x is
+0
and y is−0
, returntrue
. - If x is
−0
and y is+0
, returntrue
. - Return
false
.
- If x is
- If Type(x) is String, then return
true
if x and y are exactly the same sequence of characters (same length and same characters in corresponding positions); otherwise, returnfalse
. - If Type(x) is Boolean, return
true
if x and y are bothtrue
or bothfalse
; otherwise, returnfalse
. - Return true if x and y refer to the same object. Otherwise, return
false
.
[edit] Random Numbers
JavaScript provides the function Math.random()
which produces a random number in the range [0, 1). Roll20 provides the function randomInteger(max)
which produces a random integer in the range [1, max]. A lot of work has gone into improving the randomInteger
function, and creating an even distribution of numbers from the result of random
is more complicated than it seems.
It is strongly recommended that you prefer randomInteger
as your method of generating random numbers.
[edit] Code Blocks
There are two primary styles for writing code blocks in languages with a C-like syntax. The first is called "Allman style" and puts curly braces on their own lines:
if (myVariable === 'foo') { sendChat('', 'bar'); } else { sendChat('', 'baz'); }
The second style is called "K&R Style" and doesn't give opening braces their own line (nor closing braces, in the case of else
, else if
, or do..while
blocks):
if (myVariable === 'foo') { sendChat('', 'bar'); } else { sendChat('', 'baz'); }
At first blush, this appears to be a stylistic choice, and in many cases that's true. However, JavaScript tries to be "helpful" and adds semicolons to your code wherever it thinks you've missed them. This can cause a problem with Allman style braces:
return { foo: 'bar', fizz: 'buzz' };
JavaScript will "helpfully" add a semicolon after return
here, causing your function to return undefined
instead of your object literal. You can fix this problem with K&R braces:
return { foo: 'bar', fizz: 'buzz' };
[edit] Blocks With One Line
If you have a code block one line long, it is generally legal to omit the curly braces entirely:
if (foo === 'bar') return; var buzz = []; for (var i = 0; i < fizz.length; i++) buzz.push(fizz[foo]);
However, this can sometimes make the code harder to read, especially if you have several nested one-line blocks (if(...)for(...)if(...)expression
for example). Additionally, when you later return to your code to make some changes, the lack of curly braces can lead you to make a mistake. It doesn't matter how good you are at programming, it can happen to you. It happened to Apple, just look:
if ((err = ReadyHash(&SSLHashSHA1, &hashCtx)) != 0) goto fail; if ((err = SSLHashSHA1.update(&hashCtx, &clientRandom)) != 0) goto fail; if ((err = SSLHashSHA1.update(&hashCtx, &serverRandom)) != 0) goto fail; if ((err = SSLHashSHA1.update(&hashCtx, &signedParams)) != 0) goto fail; goto fail; if ((err = SSLHashSHA1.final(&hashCtx, &hashOut)) != 0) goto fail;
This isn't JavaScript code, but it demonstrates what can go wrong when you omit curly braces on your blocks. Because of this bug, a critical portion of Apple's SSL code was never running at all. Most likely, a programmer at Apple hit a keyboard shortcut to duplicate the line the cursor was on, and didn't notice. However, if the blocks had had curly braces instead of relying on the ability to omit them for one-liners, that keystroke mistake would have simply generated a single line of unreachable (redundant) code, rather than effectively cutting out a large portion of the function.
[edit] Hoisting
The JavaScript engine performs a process called "hoisting" which it does to all of your variables and functions. Hoisting moves the variable's declaration or function's definition to the start of the function scope. To see this process in action, the following two examples are equivalent:
function hoistingExample1() { i = 7; console.log(i); console.log(func1()); console.log(func2()); var func1 = function(){ return 'Hi from function #1'; } function func2(){ return 'Hi from function #2'; } var i = 2; }
function hoistingExample2() { var i, func1; function func2(){ return 'Hi from function #2'; } i = 7; console.log(i); console.log(func1()); console.log(func2()); func1 = function(){ return 'Hi from function #1'; } i = 2; }
Both of these examples will log the number 7, a TypeError (func1 is not a function), and then the string "Hi from function #2".
Because of JavaScript's hoisting process, it is recommended that you declare (but not necessarily define) all variables at the top of the function scope, followed by all functions within the scope. This does not change the behavior of your program, but it does help to make the behavior more clear.
[edit] Single Responsibility Principle
This is the first part of the more general SOLID principles of object-oriented design. JavaScript is not object-oriented, but some parts of SOLID can still be applied. For Roll20 Mod scripts, the Single Responsibility Principle is most relevant. The Dependency Inversion Principle may be useful for particularly large scripts. The remainder of SOLID can be implemented with JavaScript, but requires a little bit of jumping through hoops and so will not be covered here.
The Single Responsibility Principle states that "a class should have only one reason to change." What this means is that an object should have a set of behaviors, together comprising a single responsibility which would require modifying the object if that responsibility is changed. The canonical example of this is a module which compiles and prints a report. Such a module would need to be changed if the contents of the report change or if the format of the report changes — two responsibilities, breaking the principle.
[edit] Reserved Words
The following words are reserved. They either currently have special meaning, may have special meaning in the future, or are blocked from having meaning in JavaScript. You may not use these words as identifiers in your code.
- abstract
- await
- boolean
- break
- byte
- case
- char
- class
- catch
- const
- continue
- debugger
- default
- delete
- do
- double
- else
- enum
- export
- extends
- false
- final
- finally
- float
- for
- function
- goto
- if
- implements
- import
- in
- instanceof
- int
- interface
- let
- long
- native
- new
- null
- package
- private
- protected
- public
- return
- short
- static
- super
- switch
- synchronized
- this
- throw
- transient
- try
- true
- typeof
- var
- void
- volatile
- while
- with
- yield
[edit] Strict Mode
Strict mode can be applied to entire scripts or to functions. In this case, "entire scripts" refers to all of the concatenated JavaScript, not a single Roll20 Mod script. Because of this, it is not recommended that you apply strict mode to scripts, but to functions.
Strict mode changes the semantics of JavaScript. While enforcing strict mode can help you write more robust code, it is slightly different from non-strict JavaScript and as such using it is hardly a requirement.
[edit] Invoking Strict Mode
In order to opt-in to strict mode for a function, simply include the statement "use strict";
or 'use strict';
as the first statement in the function.
function strictFunction() { 'use strict'; return 'foo bar'; }
[edit] Changes in Strict Mode
Strict mode changes both the syntax and runtime behavior of JavaScript. The following is an overview of those changes.
[edit] Mistakes Become Errors
Normally, JavaScript allows a certain set of mistakes and tries to compensate for them. Unfortunately, this can lead to worse problems down the line. Strict mode coughs up errors, instead.
The first kind of mistake that strict mode blocks is mistyped variable names. Normally, assignment to a nonexistent variable would create a new variable in the global scope. Strict mode turns that into a ReferenceError.
'use strict'; var myVariable; myVaraible = 12; // ReferenceError
The second kind of mistake is assignments which would normally fail silently. Any assignment to a non-writable property, getter-only property, or creation of a new property on a non-extensible object will throw an exception.
'use strict'; var obj1 = {}, obj2 = { get x() { return 12; } }, obj3 = {}; Object.defineProperty(obj1, 'x', { value: 12, writable: false }); obj1.x = 9; // TypeError obj2.x = 9; // TypeError Object.preventExtensions(obj3); obj3.x = 9; // TypeError
The third kind of mistake is deleting properties which cannot be deleted.
'use strict'; delete Object.prototype; // TypeError
The fourth type of mistake is duplicate property names. Outside strict mode, duplicate properties are handled by using the last duplicate as the definitive value, but this "feature" is only likely to cause bugs, not resolve them.
'use strict'; var obj = { p: 1, p: 2 }; // syntax error
The fifth type of mistake is similar to the previous one, applying to function parameter names rather than object properties.
function foo(a, a, c) { // syntax error 'use strict'; return a + b + c; }
The final type of mistake is octal syntax for number literals. Octal numbers are not part of the ECMAScript standard, but it's supported by nearly all browsers for basic JavaScript anyway. Octal literals are achieved by prefixing the number with a 0, but this is an error in strict mode.
'use strict'; var sum = 015 + // syntax error 197 + 142;
[edit] Simplifying Variable Uses
This feature of strict mode is of primary benefit to the compiler, however it is good to be aware of how strict mode affects your code.
First, the with
keyword is prohibited. This actually helps you avoid certain bugs that can crop up due to with
, which most sources recommend against using, anyway.
'use strict'; var x = 12; with (obj) { // syntax error x; // Outside strict mode, is this var x, or obj.x? }
Second, eval
with strict mode does not introduce new variables into the scope. (The eval
function, when explicitly run within a strict mode scope, will automatically run in strict mode, as well.)
var x = 12; var evalX = eval("'use strict'; var x = 24; x"); assert(x === 12); assert(evalX === 24);
Finally, strict mode prohibits deletion of plain names.
'use strict'; var x; delete x; // syntax error eval('var y; delete y;'); // syntax error
[edit] Simplifying eval
and arguments
eval
and arguments
do a lot of black magic. Strict mode cuts down on the magic so that they are easier to understand.
First, eval
and arguments
cannot be bound or assigned. to attempt to do so is a syntax error.
'use strict'; eval = 12; arguments++; ++eval; var obj = { set p(arguments) { } }; var eval; try { } catch (arguments) { } function x(eval) { } function arguments() { } var y = function eval() { }; var f = new Function('arguments', "'use strict'; return 12;");
Second, strict mode does not create aliases between function parameters and elements of arguments
. If the first parameter to a function is arg
, changing it does not also change arguments[0]
.
function func(arg) { 'use strict'; arg = 24; return [arg, arguments[0]]; } var results = func(12); assert(results[0] === 24); assert(results[1] === 12);
Finally, arguments.callee
is not supported in strict mode. The use-case for arguments.callee
is very weak (it is simply the name of the enclosing function), and it causes difficulties with optimization at runtime.
'use strict' var func = function() { return arguments.callee; }; func(); // TypeError
[edit] Securing JavaScript
JavaScript's flexibility allows for considerable security holes. Strict mode lets authors create more-secure code. This feature of strict mode JavaScript should not affect Mods much, but the restrictions it imposes should be remembered.
First, this
within a function has a restricted value. mods are already prevented from accessing the Document Object Model, but the restriction on this
could come up in your own script without that goal.
'use strict'; function func() { return this; } assert(func() === undefined); assert(func.call(12) === 12); assert(func.apply(null) === null); assert(func.call(undefined) === undefined); assert(func.bind(true)() === true);
Second, it is no longer possible to walk the JavaScript stack in strict mode. Both functionName.caller
and functionName.arguments
are non-deletable properties which throw an error when set or retrieved, preventing this security hole.
function restricted() { 'use strict'; restricted.caller; // TypeError restricted.arguments; // TypeError } function privilegedInvoker() { return restricted(); } privilegedInvoker();
In addition to functionName.caller
throwing an error in strict mode, arguments.caller
also throws an error. This enables function abstraction and additional optimizations.
'use strict'; function func(a, b) { 'use strict'; var v = 12; return arguments.caller; // TypeError } func(1, 2);
[edit] Preparing for Future Versions
Strict code tries to make the transition to future versions of the ECMAScript standard smoother.
The first way in which strict mode helps is to prohibit certain planned keywords. The following keywords in strict mode generate syntax errors:
- implements
- interface
- let
- package
- private
- protected
- public
- static
- yield
Additionally, function statements which are not located at the top level of a script or function are considered syntax errors in strict mode.
'use strict'; if (true) { function func1() { } // syntax error func1(); } for (var i = 0; i < 5; i++) { function func2() { } // syntax error func2(); } function foo() { function bar() { } }