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Hacking Ripple

This file describes the directory structure, build process and overall dev workflow for the project.

General Dev Workflow Notes

  • jake is used as the go to mechanism to build, test, run code quality checks, etc (see jake -T).

Folder Structure

  • assets -> any static assets (ex css, html, themes).

  • bin -> traditionally (in node projects), any "executable" files.

  • build -> any JS modules that are used via jake ....

  • lib -> any core library code.

    • lib/cli -> any code that is used by the cli (executed via bin/ripple).

    • lib/client -> the client code. for the most part, this should be any client JS run in the browser.

    • lib/server -> the server portion of the code. for the most part, this is any code that is (mainly) run in node that is part of the back end of Ripple.

  • doc -> any documentation files, which include things like the cli help files.

  • test -> any test spec files and assets.

  • targets -> this is where build specific target files are located (ex: extension specific files for the Chrome extension build are in here).

  • pkg -> directory created during build, where all built targets are placed.

  • thirdparty -> any thirdparty code that is not installed via NPM (defined in package.json).

The configure Script

This script is what you need to run in order to setup a newly cloned repo for development.

./configure

Usually, you will only need to run this once. However, if you get errors about a certain package not existing, it probably means that NPM package dependencies have been updated, and you should run it again.

Core Lib

This (for the most part) includes any JavaScript files used in the code base, which (for the most part) reside in lib.

JavaScript in Ripple is organized into CommonJS (based) modules, and are written in a modular pattern. Prototypal class based patterns are avoided, if possible. Some exceptions occur: one being if an emulated API is more easily implemented as such.

If you are writing modules that explicitly run in a node environment (ex cli and server), the "stock" require is used (with relative pathing):

require('./relative/path/to/foo');

If you are writing modules in lib/client, you will notice the pattern is slightly different.

There is no require method, only a ripple method (that functions the same), as well as a ripple.define method to define modules.

Example:

ripple('db');

..Will require a module relative to lib/client (in this case, lib/client/db).

But, if you are running tests in node (another reason why this was done), a ripple call will translate to something like this:

require('/absolute/path/to/ripple-git-repo/lib/client/' + path);

Mainly, this was implemented to avoid the pitfalls of relative pathing in a large set of JavaScript modules (with a rather deep directory structure), rather than consistently utilizing relative pathing for Browser modules (and making it all work properly with something like browserify).

Client Platforms

Platforms (ex: PhoneGap, a.k.a Cordova) are organized (via directory structure) within the client/platform folder, and look like this:

client/platform_name/version_number/*

Files inside that folder can be organized into whatever structure is desired (not including the spec folder structure detailed below).

Also, while there may be certain platform folders in client/platform, it does not mean that they are necessarily available to switch to. Some platforms are also a collection of core modules that are used in other platforms (ex: client/platform/w3c).

Currently, a platform that you can switch to is available if:

  • It is defined in client/platform/spec.
  • And, it has a corresponding client/platform_name/version_number/spec file (in the least).

As for the spec file, there are various modules that export types of data and/or methods that the top level client/platform module makes use of.

The primary use of a platform spec file is to specify objects that will be injected into the window object (in your application). There are also various (sometimes platform specific) options that can accompany them.

There is also an initialize method that, if available in the spec file, will be invoked during the platform bootstrap process.

You can take look at various platform spec files to see what is available.

TO BE DOCUMENTED: Go into detail about platform spec files, and their sub-modules.

Client Devices

Adding a device is pretty straightforward. Look at another device file (client/devices/device_name.js), and create a new file for it.

Before it will show up, you need to add it to the devices list, which is in client/devices.js.

A device is given a generic UI around the dimensions of it, however, there is also a basic way to be able to "skin" devices. Take a look at any device_name/skin.css file to see how it is currently done.

TO BE DOCUMENTED: Go into detail about how to skin devices.

Client UI

The client UI is organized into a core client/ui file, and then into atomic plugin files (residing in client/ui/plugins).

To create your own plugin file, take a look at any of the plugin files. Each file is just a module, which can export an initialize method that is invoked during the UI bootstrap process.

Before your plugin is loaded, you must add it to a list so the UI module knows to load it. There are two places you can place these:

  • If you want the plugin to be loaded for any platform, add it to the systemPlugins array in client/ui.
  • If you want the plugin to be loaded for a specific platform, add it to the corresponding platform spec/ui file, which should have a plugins array property (or create the file and/or property if it does not exist).

TO BE DOCUMENTED: Go into detail about overlay, dialog, and panel html files, etc.

UI Themes

Themes are currently implemented as jQuery.UI themes. You can create custom themes with the ThemeRoller.

Note: The client/ui/themes file is just a simple file that is used to define the folders a theme is in when copied to a target folder (see assets/client/themes).

Testing

Tests are run atop Jasmine, and are (ideally) organized into a BDD style structure.

There are two ways to run tests.

Within a terminal instance, in node.

This is the primary way of running tests. It uses an emulated DOM to support any browser specific things that tests may need.

Tests are run with Jake:

jake test

The code that runs this (which can be seen through the Jakefile) resides in build/test*.

In the browser.

There is a browser runner that can be booted via jake btest.

Any code that is used to run it resides in build/btest*.

Building

You can build via jake build.

Any files used are located in build/*. To start, check out build/build.js.

For any target specific builds (that have any assets placed in targets/target_name), there are corresponding modules that build said targets, which are located in build/targets/*.

For every target that is built, they should (and will) be placed in the pkg/ folder.

Note: A target can be anything, really. For example, there is an NPM package target, which does not include any of the client (UI), whilst there is a Chrome Extension target that does not include any of the server/cli components (i.e. some can be used in conjunction with each other).

Using Built Targets

There are various ways in which to use aspects of Ripple.

Browser Extension

Currently, there is support for the Chrome extension framework. You can install it as an unpacked extension (either the vanilla or Blackberry version).

TO BE DOCUMENTED: Aspects of the Chrome Extension JS and how it all comes together.

Standalone UI

This was created when there was need to have the ability to run a "standalone" version that did not require an extension framework.

Essentially, it has its own navigation bar, and can be loaded as a static web page (see README and pkg/web).

NPM Package

You can package the cli and server components into an NPM package.

npm install -g pkg/npm to install.

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