## good practices ### [code](https://code.tutsplus.com/tutorials/top-15-best-practices-for-writing-super-readable-code--net-8118) - Commenting and Documentation - Consistent Indentation - Avoid Obvious Comments - Code Grouping - Consistent Naming Scheme - camelCase - under_scores - [**DRY**](https://thefullstack.xyz/dry-yagni-kiss-tdd-soc-bdfu) (Don't Repeat Yourself) or [**DIE**](https://thefullstack.xyz/dry-yagni-kiss-tdd-soc-bdfu) (Duplication is Evil) principle - [**KISS**](https://thefullstack.xyz/dry-yagni-kiss-tdd-soc-bdfu) (Keep It Simple Stupid) - [**YAGNI**](https://thefullstack.xyz/dry-yagni-kiss-tdd-soc-bdfu) (You Aren’t Gonna Need It) - [**SOC**](https://thefullstack.xyz/dry-yagni-kiss-tdd-soc-bdfu) (Separation of Concerns) - Avoid Deep Nesting - Handling errors - Limit Line Length - File and Folder Organization - Consistent Temporary Names - Separation of Code and Data - Code Refactoring ### Go - [**Go**](https://golang.org/doc/effective_go.html) - [**gofmt**](https://golang.org/cmd/gofmt/) - [**goimports**](https://godoc.org/golang.org/x/tools/cmd/goimports) - [**foimports vs gofmt**](https://goinbigdata.com/goimports-vs-gofmt/) ### CSS - [**CSS**](https://www.tothenew.com/blog/10-best-practices-in-css/) ### Dockerfile - [**Dockerfile**](https://docs.docker.com/develop/develop-images/dockerfile_best-practices/) ### Time Limitation - Every computing programs should execute in a time limit of 5 minutes. ### Game performance Performance is essential, so that's why you have to aim for less than 16.7ms(1000ms/60f), because in 16.7ms the browsers job and your work must be completed in each frame. Use [`requestAnimationFrame`](https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame) to sync your changes - You can try to reuse memory to avoid jank when the garbage collector pass Jank animation can be caused by loading too much information, for instance: - **JavaScript** - **Styles** that considers which style apply to which element - **Layout** that calculates the geometry of the pages (example: recalculating the width and height of a page) - **Painting**, normally when layout is triggered we must repaint. Repainting an element every time it animates - **Compositing** that consists on placing the pages together at the end In order to improve performance we must remove the causes above, that are more costly: layout and painting. The best way to remove layout and painting is to use [`transform`](https://developer.mozilla.org/en-US/docs/Web/CSS/transform) and [`opacity`](https://developer.mozilla.org/en-US/docs/Web/CSS/opacity) Removing layout can be done using transform: ```js // bad // this will trigger the layout to recalculate everything and repaint it again box.style.left = `${x * 100}px` // good // this way its possible to lose the layout box.style.transform = `translateX(${x * 100}px)` ``` It is possible to remove painting by adding a layer: ```css /* this will take care of the painting by creating a layer and transform it*/ #box { width: 100px; height: 100px; .... will-change: transform; } ``` By creating a new layer you can remove painting, but "there is always a tradeoff". If we add to much layers it will increase the **composition** and **update tree**. In conclusion you must promote a new layer only if you know you are going to use it. Performance is the key to a good animation. "Performance is the art of avoiding work". ### UI/UX - [Best Practices](https://www.uxpin.com/studio/blog/guide-design-consistency-best-practices-ui-ux-designers/)