Method menu_field_changed
has a Cognitive Complexity of 123 (exceeds 5 allowed). Consider refactoring. Open
def menu_field_changed
assert_privileges("miq_report_menu_editor")
return unless load_edit("menu_edit__#{session[:role_choice] ? session[:role_choice] : "new"}", "replace_cell__explorer")
menu_get_form_vars
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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
Method edit_reports
has a Cognitive Complexity of 50 (exceeds 5 allowed). Consider refactoring. Open
def edit_reports
@edit[:selected_reports] = []
current_group_id = current_user.current_group.try(:id).to_i
id = session[:node_selected].split('__')
@selected = id[1].split(':')
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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
File menus.rb
has 574 lines of code (exceeds 400 allowed). Consider refactoring. Open
module ReportController::Menus
extend ActiveSupport::Concern
def get_tree_data
# build tree for selected role in left div of the right cell
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Cyclomatic complexity for menu_field_changed is too high. [42/11] Open
def menu_field_changed
assert_privileges("miq_report_menu_editor")
return unless load_edit("menu_edit__#{session[:role_choice] ? session[:role_choice] : "new"}", "replace_cell__explorer")
menu_get_form_vars
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- Exclude checks
Checks that the cyclomatic complexity of methods is not higher than the configured maximum. The cyclomatic complexity is the number of linearly independent paths through a method. The algorithm counts decision points and adds one.
An if statement (or unless or ?:) increases the complexity by one. An else branch does not, since it doesn't add a decision point. The && operator (or keyword and) can be converted to a nested if statement, and ||/or is shorthand for a sequence of ifs, so they also add one. Loops can be said to have an exit condition, so they add one. Blocks that are calls to builtin iteration methods (e.g. `ary.map{...}) also add one, others are ignored.
def each_child_node(*types) # count begins: 1
unless block_given? # unless: +1
return to_enum(__method__, *types)
children.each do |child| # each{}: +1
next unless child.is_a?(Node) # unless: +1
yield child if types.empty? || # if: +1, ||: +1
types.include?(child.type)
end
self
end # total: 6
Method menu_field_changed
has 103 lines of code (exceeds 25 allowed). Consider refactoring. Open
def menu_field_changed
assert_privileges("miq_report_menu_editor")
return unless load_edit("menu_edit__#{session[:role_choice] ? session[:role_choice] : "new"}", "replace_cell__explorer")
menu_get_form_vars
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Cyclomatic complexity for edit_reports is too high. [29/11] Open
def edit_reports
@edit[:selected_reports] = []
current_group_id = current_user.current_group.try(:id).to_i
id = session[:node_selected].split('__')
@selected = id[1].split(':')
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- Exclude checks
Checks that the cyclomatic complexity of methods is not higher than the configured maximum. The cyclomatic complexity is the number of linearly independent paths through a method. The algorithm counts decision points and adds one.
An if statement (or unless or ?:) increases the complexity by one. An else branch does not, since it doesn't add a decision point. The && operator (or keyword and) can be converted to a nested if statement, and ||/or is shorthand for a sequence of ifs, so they also add one. Loops can be said to have an exit condition, so they add one. Blocks that are calls to builtin iteration methods (e.g. `ary.map{...}) also add one, others are ignored.
def each_child_node(*types) # count begins: 1
unless block_given? # unless: +1
return to_enum(__method__, *types)
children.each do |child| # each{}: +1
next unless child.is_a?(Node) # unless: +1
yield child if types.empty? || # if: +1, ||: +1
types.include?(child.type)
end
self
end # total: 6
Method menu_set_reports_for_group
has a Cognitive Complexity of 25 (exceeds 5 allowed). Consider refactoring. Open
def menu_set_reports_for_group
@edit[:new].each do |r|
r.each_slice(2) do |menu, section|
title = "#{menu}/"
next if section.nil? || section.class == String
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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
Method menu_update
has 62 lines of code (exceeds 25 allowed). Consider refactoring. Open
def menu_update
assert_privileges("miq_report_menu_editor")
menu_get_form_vars
# @changed = (@edit[:new] != @edit[:current])
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Method move_menu_cols_right
has a Cognitive Complexity of 18 (exceeds 5 allowed). Consider refactoring. Open
def move_menu_cols_right
if params[:selected_reports].blank? || params[:selected_reports][0] == ""
add_flash(_("No fields were selected to move right"), :error)
return
end
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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
Method edit_folder
has a Cognitive Complexity of 17 (exceeds 5 allowed). Consider refactoring. Open
def edit_folder
if params[:button] == "reset" || params[:button] == "default" # resetting node in case reset button is pressed
session[:node_selected] = "xx-b__Report Menus for #{session[:role_choice]}"
end
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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
Method menu_folders
has a Cognitive Complexity of 16 (exceeds 5 allowed). Consider refactoring. Open
def menu_folders(view)
view.compact.map do |row|
row_id = nil
if @edit[:user_typ]
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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
Method edit_reports
has 51 lines of code (exceeds 25 allowed). Consider refactoring. Open
def edit_reports
@edit[:selected_reports] = []
current_group_id = current_user.current_group.try(:id).to_i
id = session[:node_selected].split('__')
@selected = id[1].split(':')
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Method menu_update
has a Cognitive Complexity of 15 (exceeds 5 allowed). Consider refactoring. Open
def menu_update
assert_privileges("miq_report_menu_editor")
menu_get_form_vars
# @changed = (@edit[:new] != @edit[:current])
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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
Cyclomatic complexity for menu_set_reports_for_group is too high. [13/11] Open
def menu_set_reports_for_group
@edit[:new].each do |r|
r.each_slice(2) do |menu, section|
title = "#{menu}/"
next if section.nil? || section.class == String
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- Exclude checks
Checks that the cyclomatic complexity of methods is not higher than the configured maximum. The cyclomatic complexity is the number of linearly independent paths through a method. The algorithm counts decision points and adds one.
An if statement (or unless or ?:) increases the complexity by one. An else branch does not, since it doesn't add a decision point. The && operator (or keyword and) can be converted to a nested if statement, and ||/or is shorthand for a sequence of ifs, so they also add one. Loops can be said to have an exit condition, so they add one. Blocks that are calls to builtin iteration methods (e.g. `ary.map{...}) also add one, others are ignored.
def each_child_node(*types) # count begins: 1
unless block_given? # unless: +1
return to_enum(__method__, *types)
children.each do |child| # each{}: +1
next unless child.is_a?(Node) # unless: +1
yield child if types.empty? || # if: +1, ||: +1
types.include?(child.type)
end
self
end # total: 6
Cyclomatic complexity for move_menu_cols_right is too high. [13/11] Open
def move_menu_cols_right
if params[:selected_reports].blank? || params[:selected_reports][0] == ""
add_flash(_("No fields were selected to move right"), :error)
return
end
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- Exclude checks
Checks that the cyclomatic complexity of methods is not higher than the configured maximum. The cyclomatic complexity is the number of linearly independent paths through a method. The algorithm counts decision points and adds one.
An if statement (or unless or ?:) increases the complexity by one. An else branch does not, since it doesn't add a decision point. The && operator (or keyword and) can be converted to a nested if statement, and ||/or is shorthand for a sequence of ifs, so they also add one. Loops can be said to have an exit condition, so they add one. Blocks that are calls to builtin iteration methods (e.g. `ary.map{...}) also add one, others are ignored.
def each_child_node(*types) # count begins: 1
unless block_given? # unless: +1
return to_enum(__method__, *types)
children.each do |child| # each{}: +1
next unless child.is_a?(Node) # unless: +1
yield child if types.empty? || # if: +1, ||: +1
types.include?(child.type)
end
self
end # total: 6
Method menu_editor
has a Cognitive Complexity of 11 (exceeds 5 allowed). Consider refactoring. Open
def menu_editor
assert_privileges("miq_report_menu_editor")
menu_set_form_vars if %w[explorer tree_select x_history].include?(params[:action])
@in_a_form = true
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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
Method menu_folders
has 26 lines of code (exceeds 25 allowed). Consider refactoring. Open
def menu_folders(view)
view.compact.map do |row|
row_id = nil
if @edit[:user_typ]
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Method move_menu_cols_down
has a Cognitive Complexity of 9 (exceeds 5 allowed). Consider refactoring. Open
def move_menu_cols_down
if params[:selected_reports].blank? || params[:selected_reports][0] == ""
add_flash(_("No fields were selected to move down"), :error)
return
end
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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
Method get_tree_data
has a Cognitive Complexity of 8 (exceeds 5 allowed). Consider refactoring. Open
def get_tree_data
# build tree for selected role in left div of the right cell
group_id = x_node(:roles_tree).split('-').last
session[:role_choice] = MiqGroup.find(group_id).description if group_id.present?
session[:node_selected] = "" if params[:action] != "menu_field_changed"
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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 deeply nested control flow statements. Open
temp.push([]) unless temp.include?([])
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Avoid deeply nested control flow statements. Open
temp.push(el) unless temp.include?(el)
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Avoid deeply nested control flow statements. Open
temp.push([]) unless temp.include?([])
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Avoid deeply nested control flow statements. Open
temp.push(el) unless temp.include?(el)
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Method selected_menu_consecutive?
has a Cognitive Complexity of 7 (exceeds 5 allowed). Consider refactoring. Open
def selected_menu_consecutive?
first_idx = last_idx = 0
@edit[:selected_reports].each_with_index do |nf, idx|
first_idx = idx if nf == params[:selected_reports].first
if nf == params[:selected_reports].last
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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
Method move_menu_cols_left
has a Cognitive Complexity of 6 (exceeds 5 allowed). Consider refactoring. Open
def move_menu_cols_left
if params[:available_reports].blank? || params[:available_reports][0] == ""
add_flash(_("No fields were selected to move left"), :error)
else
@edit[:available_reports].each do |af| # Go thru all available columns
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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
Method menu_set_form_vars
has a Cognitive Complexity of 6 (exceeds 5 allowed). Consider refactoring. Open
def menu_set_form_vars
# session[:changed] = @changed = false
@edit = {}
@edit[:new] = []
@edit[:key] = "menu_edit__#{session[:role_choice] ? session[:role_choice] : "new"}"
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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
Method move_menu_cols_bottom
has a Cognitive Complexity of 6 (exceeds 5 allowed). Consider refactoring. Open
def move_menu_cols_bottom
if params[:selected_reports].blank? || params[:selected_reports][0] == ""
add_flash(_("No fields were selected to move down"), :error)
return
end
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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
Method move_menu_cols_top
has a Cognitive Complexity of 6 (exceeds 5 allowed). Consider refactoring. Open
def move_menu_cols_top
if params[:selected_reports].blank? || params[:selected_reports][0] == ""
add_flash(_("No fields were selected to move up") % "", :error)
return
end
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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
Method move_menu_cols_up
has a Cognitive Complexity of 6 (exceeds 5 allowed). Consider refactoring. Open
def move_menu_cols_up
if params[:selected_reports].blank? || params[:selected_reports][0] == ""
add_flash(_("No fields were selected to move up"), :error)
return
end
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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 more than 3 levels of block nesting. Open
@edit[:temp_new][1].push(temp) if !temp.empty? && !@edit[:temp_new][1].include?(temp)
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- Exclude checks
Checks for excessive nesting of conditional and looping constructs.
You can configure if blocks are considered using the CountBlocks
option. When set to false
(the default) blocks are not counted
towards the nesting level. Set to true
to count blocks as well.
The maximum level of nesting allowed is configurable.
Avoid more than 3 levels of block nesting. Open
if a[0] == old_folder
temp.push(el)
temp.push(a[1])
elsif old_folder.nil?
temp.push(el) unless temp.include?(el)
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- Exclude checks
Checks for excessive nesting of conditional and looping constructs.
You can configure if blocks are considered using the CountBlocks
option. When set to false
(the default) blocks are not counted
towards the nesting level. Set to true
to count blocks as well.
The maximum level of nesting allowed is configurable.
Avoid more than 3 levels of block nesting. Open
@edit[:temp_new][1] = [] if @edit[:temp_new][1].nil?
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- Exclude checks
Checks for excessive nesting of conditional and looping constructs.
You can configure if blocks are considered using the CountBlocks
option. When set to false
(the default) blocks are not counted
towards the nesting level. Set to true
to count blocks as well.
The maximum level of nesting allowed is configurable.
Avoid more than 3 levels of block nesting. Open
@edit[:temp_new].push(temp) if !temp.empty? && !@edit[:temp_new].include?(temp)
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- Exclude checks
Checks for excessive nesting of conditional and looping constructs.
You can configure if blocks are considered using the CountBlocks
option. When set to false
(the default) blocks are not counted
towards the nesting level. Set to true
to count blocks as well.
The maximum level of nesting allowed is configurable.
Avoid more than 3 levels of block nesting. Open
if arr[0] == old_folder
temp.push(el)
temp.push(arr[1])
elsif old_folder.nil?
temp.push(el) unless temp.include?(el)
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- Exclude checks
Checks for excessive nesting of conditional and looping constructs.
You can configure if blocks are considered using the CountBlocks
option. When set to false
(the default) blocks are not counted
towards the nesting level. Set to true
to count blocks as well.
The maximum level of nesting allowed is configurable.
Similar blocks of code found in 2 locations. Consider refactoring. Open
if arr[0] == old_folder
temp.push(el)
temp.push(arr[1])
elsif old_folder.nil?
temp.push(el) unless temp.include?(el)
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Duplicated Code
Duplicated code can lead to software that is hard to understand and difficult to change. The Don't Repeat Yourself (DRY) principle states:
Every piece of knowledge must have a single, unambiguous, authoritative representation within a system.
When you violate DRY, bugs and maintenance problems are sure to follow. Duplicated code has a tendency to both continue to replicate and also to diverge (leaving bugs as two similar implementations differ in subtle ways).
Tuning
This issue has a mass of 33.
We set useful threshold defaults for the languages we support but you may want to adjust these settings based on your project guidelines.
The threshold configuration represents the minimum mass a code block must have to be analyzed for duplication. The lower the threshold, the more fine-grained the comparison.
If the engine is too easily reporting duplication, try raising the threshold. If you suspect that the engine isn't catching enough duplication, try lowering the threshold. The best setting tends to differ from language to language.
See codeclimate-duplication
's documentation for more information about tuning the mass threshold in your .codeclimate.yml
.
Refactorings
- Extract Method
- Extract Class
- Form Template Method
- Introduce Null Object
- Pull Up Method
- Pull Up Field
- Substitute Algorithm
Further Reading
- Don't Repeat Yourself on the C2 Wiki
- Duplicated Code on SourceMaking
- Refactoring: Improving the Design of Existing Code by Martin Fowler. Duplicated Code, p76
Similar blocks of code found in 2 locations. Consider refactoring. Open
if a[0] == old_folder
temp.push(el)
temp.push(a[1])
elsif old_folder.nil?
temp.push(el) unless temp.include?(el)
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Duplicated Code
Duplicated code can lead to software that is hard to understand and difficult to change. The Don't Repeat Yourself (DRY) principle states:
Every piece of knowledge must have a single, unambiguous, authoritative representation within a system.
When you violate DRY, bugs and maintenance problems are sure to follow. Duplicated code has a tendency to both continue to replicate and also to diverge (leaving bugs as two similar implementations differ in subtle ways).
Tuning
This issue has a mass of 33.
We set useful threshold defaults for the languages we support but you may want to adjust these settings based on your project guidelines.
The threshold configuration represents the minimum mass a code block must have to be analyzed for duplication. The lower the threshold, the more fine-grained the comparison.
If the engine is too easily reporting duplication, try raising the threshold. If you suspect that the engine isn't catching enough duplication, try lowering the threshold. The best setting tends to differ from language to language.
See codeclimate-duplication
's documentation for more information about tuning the mass threshold in your .codeclimate.yml
.
Refactorings
- Extract Method
- Extract Class
- Form Template Method
- Introduce Null Object
- Pull Up Method
- Pull Up Field
- Substitute Algorithm
Further Reading
- Don't Repeat Yourself on the C2 Wiki
- Duplicated Code on SourceMaking
- Refactoring: Improving the Design of Existing Code by Martin Fowler. Duplicated Code, p76
Avoid elsif
branches without a body. Open
elsif @menu_lastaction == "default"
else
populate_reports_menu(true)
tree = build_menu_roles_tree
@rpt_menu = tree.rpt_menu
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- Exclude checks
Checks for the presence of if
, elsif
and unless
branches without a body.
NOTE: empty else
branches are handled by Style/EmptyElse
.
Safety:
Autocorrection for this cop is not safe. The conditions for empty branches that the autocorrection removes may have side effects, or the logic in subsequent branches may change due to the removal of a previous condition.
Example:
# bad
if condition
end
# bad
unless condition
end
# bad
if condition
do_something
elsif other_condition
end
# good
if condition
do_something
end
# good
unless condition
do_something
end
# good
if condition
do_something
elsif other_condition
do_something_else
end
Example: AllowComments: true (default)
# good
if condition
do_something
elsif other_condition
# noop
end
Example: AllowComments: false
# bad
if condition
do_something
elsif other_condition
# noop
end