Method item_active?
has a Cognitive Complexity of 17 (exceeds 5 allowed). Consider refactoring. Open
def item_active?(item)
if item.leaf?
# FIXME: remove @layout condition when every controller sets menu_section properly
active = controller.menu_section_id(controller.params) || @layout.to_sym
item.id.to_sym == active || item.id.to_sym == @layout.to_sym
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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 item_active? is too high. [13/11] Open
def item_active?(item)
if item.leaf?
# FIXME: remove @layout condition when every controller sets menu_section properly
active = controller.menu_section_id(controller.params) || @layout.to_sym
item.id.to_sym == active || item.id.to_sym == @layout.to_sym
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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
Consider simplifying this complex logical expression. Open
if item.leaf?
# FIXME: remove @layout condition when every controller sets menu_section properly
active = controller.menu_section_id(controller.params) || @layout.to_sym
item.id.to_sym == active || item.id.to_sym == @layout.to_sym
else
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Use block explicitly instead of block-passing a method object. Open
:items => item.items.to_a.select(&:visible?).map(&method(:item_to_hash))
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- Exclude checks
Use filter_map
instead. Open
Menu::Manager.menu(placement).map do |menu_section|
item_to_hash(menu_section) if menu_section.visible?
end.compact
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- Exclude checks