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FNSDKEXT-14 - Getting issue details... STATUS

Introduction

This standard uses Unity’s internal coding standard as its foundation and extends Microsoft's Framework Design Guidelines, which defines a number of rules not covered by this document.

Definitions

  • camelCase: *words capitalized, except the first

  • PascalCase: all *words capitalized

  • UPPERCASE: all letters in all *words capitalized

*A “word” may only contain letters and numbers (no underscores or other symbols)

Encoding

  • Text file encoding should use UTF8 with no BOM, using LF (unix) line endings

  • Tabs should use 4-wide tab stops, using spaces only (no tab characters)

  • Lines should not contain any trailing whitespace

  • End of files should always include a single newline

Files

  • The style and standard of any imported libraries or external code should be maintained

  • Use PascalCase for file names, typically matching the name of the dominant type in the file (or if none is dominant, use a reasonable category name).

Naming

  • Use PascalCase for all symbol names, except where noted.

  • No ‘Hungarian notation’ or other prefixes, except where noted.

  • Spell words using correct US-English spelling.

  • Use descriptive and accurate names, even if it makes them longer. Favor readability over brevity.

  • Avoid abbreviations when possible unless the abbreviation is commonly accepted.

  • Acronyms are PascalCase, unless they are exactly two letters, in which case they are UPPERCASE. (ex. GetCpuCycles(), IOStream)

  • Do not capitalize each word in so-called closed-form compound words. (Microsoft’s FDG example)

  • Use semantically interesting names rather than language-specific keywords for type names (i.e. GetLength > GetInt).

  • Use a common name, such as value/item/element, rather than repeating the type name, in the rare cases when an identifier has no semantic meaning and the type is not important (i.e. newElements > newInts)

Type Naming

  • Make type names unambiguous across namespaces and problem domains by avoiding common terms or adding a prefix or a suffix. (ex. use 'PhysicsSolver', not 'Solver')

  • Avoid unnecessary prefixes/suffixes, even when other types in the namespace have a prefix (ex. use 'LightEstimationData', not 'ARLightEstimationData', even though 'ARSession' exists)

  • Avoid naming types after terms that represent different concepts in different domains (ex. use 'AndroidInput', not 'Input')

  • Do not use namespaces to enable reusing an existing type name, as resolving conflicts in user code requires using aliases or fully qualified type names.

Methods and Parameters

  • When a method takes one or more arguments that imply a binary condition, consider the following options:

    • If the method name clearly conveys a binary condition, then use a bool argument (e.g., void SetActive(bool active))

    • If the method name conveys a condition that could conceivably have more than two states:

      • You can create multiple named method variants (e.g., void Repaint() and void RepaintImmediately(), T GetComponent() and T GetComponentReadOnly()).

        • (+) Avoids adding new enumerated type to the API surface.

        • (-) Increases number of named methods (and thus number of search points in API reference).

        • (-) API surface will grow if support for new modes is added later.

      • You can create a single method and add an enum for the condition (e.g., void ApplyChanges(InteractionMode mode = InteractionMode.UserAction)).

        • (+) More robust to future support of additional modes.

        • (+) Single named API point communicates common intent, parameter conveys implementation/execution details.

        • (-) Adds more enumerated types to the API, which may not be widely used.

      • In most cases, prefer overloads rather than additional methods with different names (e.g., void GetItems(List<T> items) and void GetItems(T[] items, int length) instead of void GetItemsDynamic(List<T> items) and void GetItemsPreAllocated(T[] items, int length)).

Readability Examples

  • HorizontalAlignment instead of AlignmentHorizontal (more English-readable)

  • CanScrollHorizontally instead of ScrollableX ('x' is somewhat obscure reference to the x axis)

  • DirectionalVector instead of DirVec (unnecessary and use of nonstandard abbreviation)

Common Abbreviations

  • param (parameter)

  • arg (argument)

  • id (identifier)

  • db (database)

  • ok (okay)

Spacing

  • When dealing with whether to put spaces before open parenthesis:

    • If it looks like a function call, no space (function calls, function definitions, typeof(), sizeof())

    • If it opens a scope, add a space (if, while, catch, switch, for, foreach, using, lock, fixed)

  • No spaces immediately inside any parens or brackets (e.g. no 'if ( foo )' or 'x = ( y * z[ 123 ] )')

  • Comma and semicolon spacing as in English ('int a, float b' and 'for (int i = 0; i < 10; ++i)')

  • Exactly one space is required after the // in a C++ style comment.

  • Do not add a space between a unary operator and its operand (!expr, +30, -1.4, i++, --j, &expr, *expr, (int)obj, etc.).

  • Do not add spaces around member access operators (a.b, a->b, etc.).

  • Spaces are required both before and after all other operators (math, assignment, comparison, lambdas, etc.).

Wrapping

  • Wrap code once it gets to around 120 columns wide to keep side-by-side diffs sane (not a hard limit; use your judgment).

  • When necessary, break lines after boolean operators in conditional expressions, after ';' in for-statements, and after ',' in function calls

Comments

  • Documenting the 'why' is far more important than the 'what' or 'how'.

  • Document anything that would surprise another engineer (or yourself in six months when you've forgotten it).

  • /*C-Style comments*/ are not permitted. They are reserved for commenting out big hunks of code locally (never to be committed).

  • No "divider" comments (i.e. long ----- and ////// comments just to break up code).

  • No "category" comments (i.e. // Functions // Private Data // Globals etc.).

  • Only use /// (triple slash) comments if you are writing xmldoc, and never for ordinary comments that you want to stand out

Usings

  • Located at file scope at the top of the file, never within a namespace.

  • Three groups, which are, top to bottom: System, non-System, aliases. Keep each group sorted.

  • Strip unused 'usings' except the 'minimally-required set', which is marked with *required below.

  • Only use aliases when required by the compiler for disambiguation, and not for hiding rarely-used symbols behind a prefix.

  • Always drop explicit namespace qualifications on types when a 'using' can be added (i.e. almost all of the time).

using System;                                                                                       // | Not required, but strongly encouraged
using System.Collections.Generic;
using System.ComponentModel;
using System.Diagnostics;
using System.IO;
using System.Linq;

using Company.BuildSystem;                                                                          // | Start of non-System group
using Microsoft.Win32;
using UnityEngine;

using Component = UnityEngine.Component;                                                            // | Start of aliases group
using Debug = UnityEngine.Debug;

namespace UnityEditor                                                                               // | Full contents of namespace indented
{

Enums

  • Use a singular type name, and no prefix or suffix (e.g. no E- prefix or -Enum suffix).

  • Constant names should have no prefix or suffix.

  • Do not specify constant values unless absolutely required (e.g. for version-safe protocols - rare).

  enum WindingOrder                                                                               // | Drop redundant access specifiers (leave off 'internal' at file scope)
  {                                                                                               // | Opening brace is always on its own line at the same level of indentation as its parent
      Clockwise,                                                                                  // | Code within the braces always indented one tab stop
      CounterClockwise,
      Charm,
      Singularity,                                                                                // | Trail last element in a list with ','
  }                                                                                               // | Closing brace is on its own line at same level of indentation as parent
                                                                                                        // | Put exactly one blank line between multi-line types

Flags Enums

  • Use a plural type name, and no prefix or suffix (e.g. no E- prefix and no -Flag or -Flags suffix).

  • Constant names should have no prefix or suffix.

  • Use column-aligned bit shift expressions for the constants (instead of 2, 4, 8, etc.

  public enum VertexStreams
  {
      Position    = 1 << 0,
      Normal      = 1 << 1,
      Tangent     = 1 << 2,
      Color       = 1 << 3,
      UV          = 1 << 4,
  }

Interfaces

  • Name interfaces with adjective phrases, or occasionally with nouns or noun phrases.

    • - Nouns and noun phrases should be used rarely and they might indicate that the type should be an abstract class, and not an interface.

  • Use 'I' prefix to indicate an interface.

  • Ensure that the names differ only by the 'I' prefix on the interface name when you are defining a class-interface pair, where the class is a standard implementation of the interface.

  public interface IThingAgent
  {
      string operationDescription { get; }
      float scale { get; }

Methods

  • Give methods names that are verbs or verb phrases.

  • Parameter names are camelCase

      bool DoThing(string propertyDescription, int spinCount);
  }

Classes

  • Name classes and structs with nouns or noun phrases.

  • No prefix on class names (no 'C' or 'S' etc.).

class Example
    {

Fields

  • Use prefix + PascalCase for non-public field naming.

    • Prefixes: m_ = instance field, s_ = static readwrite field, k_ = const

    • Also prefix static/instance readonly with k_ if the intent is to treat the field as deeply const.

  • Drop redundant initializers (i.e. no '= 0' on ints, '= null' on ref types, etc.).

  • Never expose public fields which are not const or static readonly. These fields should be published through a property.

  • Use readonly where const isn't possible.

static readonly Vector3 k_DefaultLength = new Vector3(1, 2, 3);                             // | When it enhances readability, you can try to column-align blocks of variable definitions at symbol name and assignment tab stops. This is not a hard rule.
        const int               k_MaxCount      = DisplayData.MaxItems;
        static int              s_SharedCount;                                                      // | Note no "= 0". All memory is zero'd out by default, so do not redundantly assign.
        int                     m_CurrentCount;

        public const int totalCount = 123;                                                          // | In the UnityEngine and UnityEditor namespaces (old conventions), public fields are camelCase with no prefix  [FDG Exception]
                                                                                                    // | In the Unity namespace, public fields are PascalCase with no prefix

        public string defaultName { get { return Environment.MachineName; } }                       // | In the UnityEngine and UnityEditor namespaces (old conventions), public properties are camelCase with no prefix  [FDG Exception]
                                                                                                    // | In the Unity namespace, public properties are PascalCase with no prefix

        [Example]                                                                                   // | Drop 'Attribute' postfix when applying an attribute
        public int currentCount
        {
            get { return m_CurrentCount; }                                                          // | Getters are always trivial and do not mutate state (this includes first-run cached results); use a full method if you want to do calculations or caching
            set { m_CurrentCount = value; }
        }                                                                                           // | Put exactly one blank line between multi-line methods and properties

        public string description
        {
            get                                                                                     // | For multiline method bodies, the 'get' and 'set' keywords must be on their own line
            {
                return string.Format(
                    "shared: {0}\ncurrent: {1}\n",
                    s_SharedCount, m_CurrentCount);
            }
        }

Events

  • Do not declare new delegate types. Use Action<...> instead.

  • Do not expose public delegate fields. Use events instead.

  • Include one participle-form verb in the event name (generally ending in -ed or -ing, ex. occurred, loading, started, given)

  • *EventArgs struct parameters are not necessary, but they should be used if the data sent to the event has the possibility of needing to be changed. [FDG Exception]

public event Action<ThingHappenedEventArgs> thingHappened;

        [Description("I do things"), DebuggerNonUserCode]                                           // | Attributes always go on a line separate from what they apply to (unless a parameter), and joining them is encouraged if they are short
        public void DoThings(IEnumerable<IThingAgent> thingsToDo, string propertyDescription)       // | For types that are already internal (like class Example), use public instead of internal for members and nested types
        {
            List<IThingAgent> doneThings = new List<IThingAgent>();                                 
            string indent = new string(' ', 4);                                                        
                                                                                                    // | When appropriate, separate code blocks by a single empty line
            IList<string> doneDescriptions = new List<string>();                                    

            foreach (IThingAgent thingToDo in thingsToDo)                                                   
            {
                if (!thingToDo.DoThing(propertyDescription, m_CurrentCount))
                    break;                                                                          // | Braces not required for single statements under if or else, but that single statement must be on its own line

                using (File.CreateText(@"path\to\something.txt"))                                   // | Use @"" style string literal for paths with backslashes and regular expression patterns
                using (new ComputeBuffer(10, 20))                                                   // | Don't use braces for directly nested using's
                {                                                                                   // | Braces required for deepest level of nested using's
                    doneThings.Add(thingToDo);
                }
            }

            foreach (IThingAgent doneThing in doneThings)                                           // | Dirty details about allocs at https://q.unity3d.com/questions/1465/when-does-using-foreach-in-c-cause-an-allocation.html
            {                                                                                       // | Braces are required for loops (foreach, for, while, do) as well as 'fixed' and 'lock'
                doneDescriptions.Add(doneThing.operationDescription);
                Debug.Log(indent + "Doing thing: " + doneThing.operationDescription);               // | Prefer a + b + c over string.Concat(a, b, c)
            }

            Debug.Log("System Object is " + typeof(object));                                        // | Always use lowercase `object` for the System.Object class.
            Debug.Log("Unity Object is " + typeof(UnityEngine.Object));                             // | Always use a fully qualified name for Unity's Object type, and never 'Object'
        }

        public void ControlFlow(string message, object someFoo, WindingOrder windingOrder)          // | Use c# aliases of System types (e.g. object instead of Object, float instead of Single, etc.)
        {
            for (int i = 0; i < k_MaxCount; ++i)                                                    // | Using i and j for trivial local iterators is encouraged
            {
                // all of this is nonsense, and is just meant to demonstrate formatting             // | Place comments about multiple lines of code directly above them, with one empty line above the comment to visually group it with its code
                if ((i % -3) - 1 == 0)                                                              // | Wrap parens around subexpressions is optional but recommended to make operator precedence clear
                {
                    ++m_CurrentCount;
                    s_SharedCount *= (int)k_DefaultLength.x + totalCount;

                    do                                                                              // | 'while', 'do', 'for', 'foreach', 'switch' are always on a separate line from the code block they control
                    {
                        i += s_SharedCount;
                    }
                    while (i < m_CurrentCount);
                }
                else                                                                                // | 'else' always at same indentation level as its 'if'
                {
                    Debug.LogWarning("Skipping over " + i);                                         // | Drop 'ToString()' when not required by compiler
                    goto skip;                                                                      // | Goto's not necessarily considered harmful, not disallowed, but should be scrutinized for utility before usage
                }
            }

        skip:                                                                                       // | Goto label targets un-indented from parent scope one tab stop

            // more nonsense code for demo purposes
            switch (windingOrder)
            {
                case WindingOrder.Clockwise:                                                        // | Case labels indented under switch
                case WindingOrder.CounterClockwise:                                                 // | Braces optional if not needed for scope (but note indentation of braces and contents)
                    if (s_SharedCount == DisplayData.MaxItems)                                      // | Constants go on the right in comparisons (do not follow 'yoda' style)
                    {
                        string warningDetails = someFoo.ToString();                                    
                        for (int i = 0; i < s_SharedCount; ++i)
                        {
                            Debug.LogWarning("Spinning a " + warningDetails);
                        }
                    }
                    break;                                                                          // | 'break' inside case braces, if any

                case WindingOrder.Charm:
                    Debug.LogWarning("Check quark");                                                // | Indentation is the same, with or without scope braces
                    break;

                case WindingOrder.Singularity:
                {
                    string warningDetails = message;                                                // | (this seemingly pointless variable is here solely to require braces on the case statements and show the required formatting)

                    if (message == Registry.ClassesRoot.ToString())
                    {
                        // Already correct so we don't need to do anything here                     // | Empty blocks should (a) only be used when it helps readability, (b) always use empty braces (never a standalone semicolon), and (c) be commented as to why the empty block is there
                    }
                    else if (m_CurrentCount > 3)
                    {
                        if (s_SharedCount < 10)                                                     // | Braces can only be omitted at the deepest level of nested code
                            Debug.LogWarning("Singularity! (" + warningDetails + ")");
                    }
                    else if (s_SharedCount > 5)                                                     // | 'else if' always on same line together
                        throw new IndexOutOfRangeException();
                    else if ((s_SharedCount > 7 && m_CurrentCount != 0) || message == null)         // | Always wrap subexpressions in parens when peer precedence is close enough to be ambiguous (e.g. && and || are commonly confused)
                        throw new NotImplementedException();

                    break;
                }

                default:
                    throw new InvalidOperationException("What's a " + windingOrder + "?");
            }
        }

Parameterized Types

  • When only a single parameterized type is used, naming it 'T' is acceptable.

  • For more than one parameterized type, use descriptive names prefixed with 'T'.

  • Consider indicating constraints placed on a type parameter in the name of the parameter.

      public static TResult Transmogrify<TResult, TComponent>(                                    // | When wrapping params, do not leave any on line with function name
        TComponent component, Func<TComponent, TResult> converter)                              // | When wrapping, only indent one stop (do not line up with paren)
        where TComponent : Component
        {
            return converter(component);
        }
    }
    

Structs

  • Name classes and structs with nouns or noun phrases.

  • No prefix on class names (no 'C' or 'S' etc.).

  • Structs may be mutable, but consider immutability when appropriate. [FDG Exception]

struct MethodQuery
    {
        public string            name { get; set; }
        public IEnumerable<Type> paramTypes { get; set; }
        public Type              returnType { get; set; }

        public override string ToString()                                                           // | Methods generally are not permitted in structs, with exceptions like this noted in the data-oriented programming guidelines.
        {
            var paramTypeNames = paramTypes                                                         // | Prefer fluent function call syntax over LINQ syntax (i.e. y.Select(x => z) instead of 'from x in y select z')
                .Select(p => p.ToString())                                                          // | Prefer breaking long fluent operator chains into one line per operator
                .Where(p => p.Length > 2)
                .OrderBy(p => p[0])
                .ToArray();

            return string.Format(
                "{0} {1}({2})",
                returnType, name, string.Join(", ", paramTypeNames));
        }
    }

EventArgs

  • Always use structs for EventArgs types, and never extend System.EventArgs [FDG Exception]

  • Make EventArgs structs immutable

  • See the event example above for when to define EventArgs structs.

struct ThingHappenedEventArgs
    {
        public string thingThatHappened { get; }

        public ThingHappenedEventArgs(string thingThatHappened)
        {
            this.thingThatHappened = thingThatHappened;
        }
    }

Attributes

  • Mark up all attributes with an AttributeUsage, as narrow as possible.

  • Postfix attribute class names with "Attribute".

[AttributeUsage(AttributeTargets.Property)]
    public class ExampleAttribute : Attribute
    {                                                                                               // | Empty types have braces on their own lines
    }

Exceptions

  • Postfix exception class names with "Exception".

  • Do not inherit from ApplicationException

public class ExampleException : Exception
    {
        public ExampleException() {}
        public ExampleException(string message) : base(message) {}
        public ExampleException(string message, Exception innerException) : base(message, innerException) {}
    }
}
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