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CONTRIBUTING.md

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Contributing

Here you find some guidelines for your contributions.

Getting Started

Make sure you have a GitHub account

Opening an issue

Before creating a new issue please look for similar issues already exists:

  • in case you found it
    • read it carefully
    • add your comments to the existing issue
    • add comment to an issue only if related to it (otherwise choose a different issue or create a new one).
  • otherwise create a new issue on the GitHub repository
    • Clearly describe the issue
    • do not write long text in issue title, choose a short title for the topic, then add your text to the issue body
    • if it's a bug include also steps to reproduce it
    • Make sure you fill in the earliest version that you know has the issue

If you just want to notify bugs or suggesting improvements you can just open an issue on GitHub, otherwise Fork the repository on GitHub, then make your changes and create a pull request (you can find a brief tutorial for SourceTree users at the end of this document).

Making Changes

Follow these steps, paying attention to adhere to the rules described in the next paragraphs.

  • Fork the project, clone your fork, and configure the remotes.
  • Create a topic branch from where you want to base your work
    • This is usually the master branch
    • Only target release branches if you are certain your fix must be on that branch
    • Name branches with the type of issue you are fixing; fix, feat, chore, docs (e.g. fix/my_bug_fix)
    • Please avoid working directly on the master branch
  • Make commits of logically related units (e.g. do not mix unrelated changes)
  • Make sure your commit messages are in the proper format
  • Push your topic branch up to your fork.
  • Open a Pull Request with a clear title and description.

Coding Conventions

We tried to follow the coding style described hereafter, anyway if you find some not compliant code, you are encouraged to change it (this should be classified as a refactor change).

To ensure all code is consistent and readable, we adhere to the default coding conventions utilized in Visual Studio. The easiest first step is to auto format the code within Visual Studio with the key combination of Ctrl + k then Ctrl + d which will ensure the code is correctly formatted and indented.

Spaces should be used instead of tabs for better readability across a number of devices (e.g. spaces look better on GitHub source view.). Always use a indention size of 4.

In regards to naming conventions we also adhere to the standard .NET Framework naming convention system which can be viewed online here.

Class methods and parameters should always denote their accessibility level (public, protected, private).

  • Incorrect: void MyMethod()
  • Correct: private void MyMethod()

All core classes should be within the EasyCurvedLine namespace. All example classes should be within the EasyCurvedLine.Examples namespace.

Always place curly braces ({ }) on a new line. Always use curly braces in conditional statements, even in case of a single statement.

  • Incorrect:

      if (this == that) DoThat();
      if (this == that) { DoThat(); }
    
  • Correct:

      if (this == that)
      {
        DoThat();
      }
    

Declare each variable independently, not in the same statement.

For each event defined in a class, the method that triggers it must at least be protected virtual to allow any further inherited class to override and extend it.

It is acceptable to have multiple classes defined in the same file as long as the subsequent defined classes are only used by the main class defined in the same file (you should define them as internal).

Use public nested classes as long as they are strictly related to the class to which they belong.

Use the built-in data type aliases (string, int, ...), not the .NET common type system (String, Int32, ...).

Comments

Use // or /// (for documentation), but never /* ... */ in comments. Use comments to explain the implementation or to motivate some choices, do not use comments to explain obvious code. Place a proper tag (TODO:, NOTE:, HACK:, UNDONE:) before the comments inside a method implementation for annotating and documenting tasks. These annotations are collected by Visual Studio to show a task list.

Ordering

The ordering of fields, methods, etc. should follow the StyleCop Rules, see the answer of Jonathan Wright in StackOverflow. Within a class, struct or interface: (SA1201 and SA1203)

  • Constant Fields
  • Fields
  • Constructors
  • Finalizers (Destructors)
  • Delegates
  • Events
  • Enums
  • Interfaces
  • Properties
  • Indexers
  • Methods
  • Structs
  • Classes

Within each of these groups order by access: (SA1202)

  • public
  • internal
  • protected internal
  • protected
  • private

Within each of the access groups, order by static, then non-static: (SA1204)

  • static
  • non-static

Namespaces

Place namespace using statements together at the top of file, in this order:

  1. .NET namespaces
  2. Unity namespaces
  3. other namespaces

Regions

Avoid using regions unless strictly necessary, in any case:

  • do not use regions to group together fields, properties, methods, etc.; use the above mentioned ordering convention so they are already logically grouped;
  • do not use regions inside methods, refactor instead.

See this answer by Arseni Mourzenko on StackExchange.

Documentation

All scripts that require documentation need to contain inline code documentation adhering to the .NET Framework XML documentation comments convention which can be viewed online here

Public classes, methods, delegate events and unity events should be documented using the XML comments and contain a line <summary> with any additional lines included in <remarks>.

Public fields that appear in the inspector require a [Tooltip("")] to get a proper tooltip in Unity Editor.

Commit Messages

The commit message lines should never exceed 72 characters and should be entered in the following format:

type(scope): subject
(blank line)
body
(new line at the end)

See below for details.

Type

The type must be one of the following:

  • feat: A new feature
  • fix: A bug fix
  • docs: Documentation only changes
  • refactor: A code change that neither fixes a bug or adds a feature
  • perf: A code change that improves performance
  • test: Adding missing tests
  • chore: Changes to the build process or auxiliary tools or libraries

Scope

The scope could be anything specifying the place of the commit change, such as, Examples, Rendering, Editor, etc...

Subject

The subject contains succinct description of the change.

Body

The body should include the motivation for the change, compared with the previous behavior. References to previous commit hashes is actively encouraged if they are relevant.

Example (please note that this example is not related to this project):

fix(Loader): 65K mesh fully loaded
  
Split objects with more than 65000 vertices or indices into sub-game objects.
  
After parsing the OBJ file, when building meshes as components of game objects in Unity,
an error occurs if exceeding the maximum vertex number for a mesh.
To avoid this split objects with complex meshes into sub-game objects.

Here the type is fix, the scope is Loader, the subject is 65K mesh fully loaded and the remainder is the body (a brief description followed by motivations, remarks, etc.).

Adding features

If you are going to add new scripts or implement new features please:

  • follow the existing folder structure:
    • always put new assets in a proper sub-folder of Assets/EasyCurvedLine/
    • always put scripts in a Assets/EasyCurvedLine/Scripts folder or in a proper sub-folder
    • put core scripts in Assets/EasyCurvedLine/Scripts and examples scripts in Assets/EasyCurvedLine/Examples/Scripts
    • put materials in Assets/EasyCurvedLine/Materials
    • put textures in Assets/EasyCurvedLine/Textures

Submitting Changes

  • Push your changes to your topic branch in your repository.
  • Submit a pull request to the repository https://github.com/gpvigano/EasyCurvedLine.
  • We will look at the pull request and provide feedback where required.
  • The waiting time for a feedback depends on our availability and the complexity of the issue

Using SourceTree

Here is a sample workflow with SourceTree.

  • Getting started (assuming you already forked the EasyCurvedLine project in GitHub to mygitaccount, your Git account):
  • Update your repository (strongly encouraged before making changes)
    • select master branch
    • Repository|Pull...
      • Pull from remote: change to upstream
      • Remote branch to pull: select master
      • OK
    • Repository|Push...
      • Push to repository: select origin
      • Branches to push: select master
      • Push
      • wait and you'll get your repository updated on GitHub
  • Make changes
  • select master branch
  • Repository|Branch...
    • New name: your_new_branch (e.g. fix/suspended_on_focus_lost)
    • Create Branch
  • Make your changes
  • Select File Status tab
    • Stage files (e.g. Stage All)
    • Enter a message (see Commit Messages, above in this document
      • If you must fix a wrong commit (before pushing to server) choose Amend latest commit in Commit options...
    • Commit
  • Push to remote
    • check everything is OK
    • Repository|Push...
      • Push to repository: select origin
      • Branches to push: select your branch(e.g. fix/suspended_on_focus_lost)
      • if amended latest commit and you already pushed your commit to GitHub (before your branch has been merged) you can check Force Push (to enable it select Tools|Options|Git, check Enable Force Push, leaving the option Use Safe Force Push (--force-with-lease))
      • Push
  • Create a pull request (after pushing your changes)
  • Some other hints:
    • squashing and rebasing is a way of changing your commit history
      • do not push before squashing commits
      • always check remote repository before rebasing to master
      • do not rebase while editing commit messages (do it in 2 steps)
    • to undo last commit select it in Log/History, right click the previous commit and select Reset current branch to this commit
    • be careful... ;-)