This minor detail has been haunting me for years. It’s not extremely significant, but really makes a difference with modern coding tools.
I’m talking about the code hinting that all decent coding tools have. It’s such a priceless feature, but for some reason I often see libs that don’t take advantage of it. Most libs are still coded in “clear English format”.
Let’s pretend for a second that you are coding as3 for the first time. You heard that there are filters, but you don’t know what sort. In this case you need to open your manual and see the filters-section and save the names of all filters into your already overloaded brains. Or at least the first words of them. This leads you to jump back and forward with the manual during your development. For example you would like to add a shadow to image. So you might try to type something like Shad and ask code hint for some guidance. What do you get? Shader this and that… Where’s the shadow filter??? After some clicking you find from your manual that the correct word is DropShadowFilter.
Instead all this could be solved with extremely simple naming solution = FilterShadowDrop. In this case you could just type Filter and the code hint would serve you a list of all filters at the lib and there could even be different sort of Shadows.
So the idea is to name your classes with type first method. Here’s an example of lib that contains Frisbee’s:
This is why I’ve named classes at evoCunningParticleEngine as follows:
And this is exactly why command-type classes are named with C-letter at front:
I don’t see why code should be clear English when instead it could be just clear code with good design patterns and named so that it’s intuitive to use. I can sure you that with this kind of naming the manual paddling will decrease fundamentally.
Or do you disagree? Am I missing something here?