Showing 612 of 1,578 total issues
Function render
has a Cognitive Complexity of 7 (exceeds 5 allowed). Consider refactoring. Open
Open
render() {
const { dispatch, plantsPanelState, plants } = this.props;
const filteredPlants = plants
.filter(p => p.body.name.toLowerCase()
.includes(this.state.searchTerm.toLowerCase()));
- Read upRead up
Cognitive Complexity
Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.
A method's cognitive complexity is based on a few simple rules:
- Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
- Code is considered more complex for each "break in the linear flow of the code"
- Code is considered more complex when "flow breaking structures are nested"
Further reading
Function mapStateToProps
has a Cognitive Complexity of 7 (exceeds 5 allowed). Consider refactoring. Open
Open
export function mapStateToProps(props: Everything): EditPlantInfoProps {
const openedSavedGarden =
props.resources.consumers.farm_designer.openedSavedGarden;
const gardenOpen = !!openedSavedGarden;
const findPlant = (id: string | undefined) => {
- Read upRead up
Cognitive Complexity
Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.
A method's cognitive complexity is based on a few simple rules:
- Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
- Code is considered more complex for each "break in the linear flow of the code"
- Code is considered more complex when "flow breaking structures are nested"
Further reading
Avoid too many return
statements within this method. Open
Open
return
Avoid too many return
statements within this method. Open
Open
return
Avoid too many return
statements within this method. Open
Open
return
Avoid too many return
statements within this method. Open
Open
return
Avoid too many return
statements within this method. Open
Open
return
Avoid too many return
statements within this function. Open
Open
return DDI.STATUS;
Avoid too many return
statements within this function. Open
Open
return getStageLookup(stepResourceType)["" + props.value]
|| { label: "" + props.value, value: "" + props.value };
Avoid too many return
statements within this function. Open
Open
return Mode.createPoint;
Avoid too many return
statements within this function. Open
Open
if (includes(lower, "soil sensor")) { return ToolName.soilSensor; }
Avoid too many return
statements within this function. Open
Open
if (Path.lastChunkIsNum()) { return Mode.editPlant; }
Avoid too many return
statements within this function. Open
Open
if (includes(lower, "seed bin")) { return ToolName.seedBin; }
Avoid too many return
statements within this function. Open
Open
return Mode.points;
Avoid too many return
statements within this function. Open
Open
return ToolName.tool;
Avoid too many return
statements within this function. Open
Open
return Mode.createWeed;
Avoid too many return
statements within this function. Open
Open
return {
x: variable.vector.x + offset.x,
y: variable.vector.y + offset.y,
};
Avoid too many return
statements within this function. Open
Open
if (includes(lower, "seed tray")) { return ToolName.seedTray; }
Avoid too many return
statements within this function. Open
Open
return OverlapColor.NONE;
Avoid too many return
statements within this function. Open
Open
if (!sequenceUuid) { return; }