cloudfoundry/cloud_controller_ng

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docs/v3/source/javascripts/lib/_jquery_ui.js

Summary

Maintainability
D
2 days
Test Coverage

File _jquery_ui.js has 427 lines of code (exceeds 250 allowed). Consider refactoring.
Open

/*! jQuery UI - v1.11.3 - 2015-02-12
 * http://jqueryui.com
 * Includes: widget.js
 * Copyright 2015 jQuery Foundation and other contributors; Licensed MIT */

Severity: Minor
Found in docs/v3/source/javascripts/lib/_jquery_ui.js - About 6 hrs to fix

    Function widget has 73 lines of code (exceeds 25 allowed). Consider refactoring.
    Open

      $.widget = function( name, base, prototype ) {
        var fullName, existingConstructor, constructor, basePrototype,
        // proxiedPrototype allows the provided prototype to remain unmodified
        // so that it can be used as a mixin for multiple widgets (#8876)
            proxiedPrototype = {},
    Severity: Major
    Found in docs/v3/source/javascripts/lib/_jquery_ui.js - About 2 hrs to fix

      Function has a complexity of 11.
      Open

          $.Widget.prototype[ "_" + method ] = function( element, options, callback ) {

      Limit Cyclomatic Complexity (complexity)

      Cyclomatic complexity measures the number of linearly independent paths through a program's source code. This rule allows setting a cyclomatic complexity threshold.

      function a(x) {
          if (true) {
              return x; // 1st path
          } else if (false) {
              return x+1; // 2nd path
          } else {
              return 4; // 3rd path
          }
      }

      Rule Details

      This rule is aimed at reducing code complexity by capping the amount of cyclomatic complexity allowed in a program. As such, it will warn when the cyclomatic complexity crosses the configured threshold (default is 20).

      Examples of incorrect code for a maximum of 2:

      /*eslint complexity: ["error", 2]*/
      
      function a(x) {
          if (true) {
              return x;
          } else if (false) {
              return x+1;
          } else {
              return 4; // 3rd path
          }
      }

      Examples of correct code for a maximum of 2:

      /*eslint complexity: ["error", 2]*/
      
      function a(x) {
          if (true) {
              return x;
          } else {
              return 4;
          }
      }

      Options

      Optionally, you may specify a max object property:

      "complexity": ["error", 2]

      is equivalent to

      "complexity": ["error", { "max": 2 }]

      Deprecated: the object property maximum is deprecated. Please use the property max instead.

      When Not To Use It

      If you can't determine an appropriate complexity limit for your code, then it's best to disable this rule.

      Further Reading

      Related Rules

      • [max-depth](max-depth.md)
      • [max-len](max-len.md)
      • [max-nested-callbacks](max-nested-callbacks.md)
      • [max-params](max-params.md)
      • [max-statements](max-statements.md) Source: http://eslint.org/docs/rules/

      Method 'option' has a complexity of 10.
      Open

          option: function( key, value ) {

      Limit Cyclomatic Complexity (complexity)

      Cyclomatic complexity measures the number of linearly independent paths through a program's source code. This rule allows setting a cyclomatic complexity threshold.

      function a(x) {
          if (true) {
              return x; // 1st path
          } else if (false) {
              return x+1; // 2nd path
          } else {
              return 4; // 3rd path
          }
      }

      Rule Details

      This rule is aimed at reducing code complexity by capping the amount of cyclomatic complexity allowed in a program. As such, it will warn when the cyclomatic complexity crosses the configured threshold (default is 20).

      Examples of incorrect code for a maximum of 2:

      /*eslint complexity: ["error", 2]*/
      
      function a(x) {
          if (true) {
              return x;
          } else if (false) {
              return x+1;
          } else {
              return 4; // 3rd path
          }
      }

      Examples of correct code for a maximum of 2:

      /*eslint complexity: ["error", 2]*/
      
      function a(x) {
          if (true) {
              return x;
          } else {
              return 4;
          }
      }

      Options

      Optionally, you may specify a max object property:

      "complexity": ["error", 2]

      is equivalent to

      "complexity": ["error", { "max": 2 }]

      Deprecated: the object property maximum is deprecated. Please use the property max instead.

      When Not To Use It

      If you can't determine an appropriate complexity limit for your code, then it's best to disable this rule.

      Further Reading

      Related Rules

      • [max-depth](max-depth.md)
      • [max-len](max-len.md)
      • [max-nested-callbacks](max-nested-callbacks.md)
      • [max-params](max-params.md)
      • [max-statements](max-statements.md) Source: http://eslint.org/docs/rules/

      Function bridge has 46 lines of code (exceeds 25 allowed). Consider refactoring.
      Open

        $.widget.bridge = function( name, object ) {
          var fullName = object.prototype.widgetFullName || name;
          $.fn[ name ] = function( options ) {
            var isMethodCall = typeof options === "string",
                args = widget_slice.call( arguments, 1 ),
      Severity: Minor
      Found in docs/v3/source/javascripts/lib/_jquery_ui.js - About 1 hr to fix

        Method '_createWidget' has a complexity of 7.
        Open

            _createWidget: function( options, element ) {

        Limit Cyclomatic Complexity (complexity)

        Cyclomatic complexity measures the number of linearly independent paths through a program's source code. This rule allows setting a cyclomatic complexity threshold.

        function a(x) {
            if (true) {
                return x; // 1st path
            } else if (false) {
                return x+1; // 2nd path
            } else {
                return 4; // 3rd path
            }
        }

        Rule Details

        This rule is aimed at reducing code complexity by capping the amount of cyclomatic complexity allowed in a program. As such, it will warn when the cyclomatic complexity crosses the configured threshold (default is 20).

        Examples of incorrect code for a maximum of 2:

        /*eslint complexity: ["error", 2]*/
        
        function a(x) {
            if (true) {
                return x;
            } else if (false) {
                return x+1;
            } else {
                return 4; // 3rd path
            }
        }

        Examples of correct code for a maximum of 2:

        /*eslint complexity: ["error", 2]*/
        
        function a(x) {
            if (true) {
                return x;
            } else {
                return 4;
            }
        }

        Options

        Optionally, you may specify a max object property:

        "complexity": ["error", 2]

        is equivalent to

        "complexity": ["error", { "max": 2 }]

        Deprecated: the object property maximum is deprecated. Please use the property max instead.

        When Not To Use It

        If you can't determine an appropriate complexity limit for your code, then it's best to disable this rule.

        Further Reading

        Related Rules

        • [max-depth](max-depth.md)
        • [max-len](max-len.md)
        • [max-nested-callbacks](max-nested-callbacks.md)
        • [max-params](max-params.md)
        • [max-statements](max-statements.md) Source: http://eslint.org/docs/rules/

        Function has a complexity of 7.
        Open

                this.each(function() {

        Limit Cyclomatic Complexity (complexity)

        Cyclomatic complexity measures the number of linearly independent paths through a program's source code. This rule allows setting a cyclomatic complexity threshold.

        function a(x) {
            if (true) {
                return x; // 1st path
            } else if (false) {
                return x+1; // 2nd path
            } else {
                return 4; // 3rd path
            }
        }

        Rule Details

        This rule is aimed at reducing code complexity by capping the amount of cyclomatic complexity allowed in a program. As such, it will warn when the cyclomatic complexity crosses the configured threshold (default is 20).

        Examples of incorrect code for a maximum of 2:

        /*eslint complexity: ["error", 2]*/
        
        function a(x) {
            if (true) {
                return x;
            } else if (false) {
                return x+1;
            } else {
                return 4; // 3rd path
            }
        }

        Examples of correct code for a maximum of 2:

        /*eslint complexity: ["error", 2]*/
        
        function a(x) {
            if (true) {
                return x;
            } else {
                return 4;
            }
        }

        Options

        Optionally, you may specify a max object property:

        "complexity": ["error", 2]

        is equivalent to

        "complexity": ["error", { "max": 2 }]

        Deprecated: the object property maximum is deprecated. Please use the property max instead.

        When Not To Use It

        If you can't determine an appropriate complexity limit for your code, then it's best to disable this rule.

        Further Reading

        Related Rules

        • [max-depth](max-depth.md)
        • [max-len](max-len.md)
        • [max-nested-callbacks](max-nested-callbacks.md)
        • [max-params](max-params.md)
        • [max-statements](max-statements.md) Source: http://eslint.org/docs/rules/

        Method '_trigger' has a complexity of 7.
        Open

            _trigger: function( type, event, data ) {

        Limit Cyclomatic Complexity (complexity)

        Cyclomatic complexity measures the number of linearly independent paths through a program's source code. This rule allows setting a cyclomatic complexity threshold.

        function a(x) {
            if (true) {
                return x; // 1st path
            } else if (false) {
                return x+1; // 2nd path
            } else {
                return 4; // 3rd path
            }
        }

        Rule Details

        This rule is aimed at reducing code complexity by capping the amount of cyclomatic complexity allowed in a program. As such, it will warn when the cyclomatic complexity crosses the configured threshold (default is 20).

        Examples of incorrect code for a maximum of 2:

        /*eslint complexity: ["error", 2]*/
        
        function a(x) {
            if (true) {
                return x;
            } else if (false) {
                return x+1;
            } else {
                return 4; // 3rd path
            }
        }

        Examples of correct code for a maximum of 2:

        /*eslint complexity: ["error", 2]*/
        
        function a(x) {
            if (true) {
                return x;
            } else {
                return 4;
            }
        }

        Options

        Optionally, you may specify a max object property:

        "complexity": ["error", 2]

        is equivalent to

        "complexity": ["error", { "max": 2 }]

        Deprecated: the object property maximum is deprecated. Please use the property max instead.

        When Not To Use It

        If you can't determine an appropriate complexity limit for your code, then it's best to disable this rule.

        Further Reading

        Related Rules

        • [max-depth](max-depth.md)
        • [max-len](max-len.md)
        • [max-nested-callbacks](max-nested-callbacks.md)
        • [max-params](max-params.md)
        • [max-statements](max-statements.md) Source: http://eslint.org/docs/rules/

        Function name has 43 lines of code (exceeds 25 allowed). Consider refactoring.
        Open

            $.fn[ name ] = function( options ) {
              var isMethodCall = typeof options === "string",
                  args = widget_slice.call( arguments, 1 ),
                  returnValue = this;
        
        
        Severity: Minor
        Found in docs/v3/source/javascripts/lib/_jquery_ui.js - About 1 hr to fix

          Function _on has 38 lines of code (exceeds 25 allowed). Consider refactoring.
          Open

              _on: function( suppressDisabledCheck, element, handlers ) {
                var delegateElement,
                    instance = this;
          
                // no suppressDisabledCheck flag, shuffle arguments
          Severity: Minor
          Found in docs/v3/source/javascripts/lib/_jquery_ui.js - About 1 hr to fix

            Function option has 31 lines of code (exceeds 25 allowed). Consider refactoring.
            Open

                option: function( key, value ) {
                  var options = key,
                      parts,
                      curOption,
                      i;
            Severity: Minor
            Found in docs/v3/source/javascripts/lib/_jquery_ui.js - About 1 hr to fix

              Function _createWidget has 28 lines of code (exceeds 25 allowed). Consider refactoring.
              Open

                  _createWidget: function( options, element ) {
                    element = $( element || this.defaultElement || this )[ 0 ];
                    this.element = $( element );
                    this.uuid = widget_uuid++;
                    this.eventNamespace = "." + this.widgetName + this.uuid;
              Severity: Minor
              Found in docs/v3/source/javascripts/lib/_jquery_ui.js - About 1 hr to fix

                Empty block statement.
                Open

                        } catch ( e ) {}

                disallow empty block statements (no-empty)

                Empty block statements, while not technically errors, usually occur due to refactoring that wasn't completed. They can cause confusion when reading code.

                Rule Details

                This rule disallows empty block statements. This rule ignores block statements which contain a comment (for example, in an empty catch or finally block of a try statement to indicate that execution should continue regardless of errors).

                Examples of incorrect code for this rule:

                /*eslint no-empty: "error"*/
                
                if (foo) {
                }
                
                while (foo) {
                }
                
                switch(foo) {
                }
                
                try {
                    doSomething();
                } catch(ex) {
                
                } finally {
                
                }

                Examples of correct code for this rule:

                /*eslint no-empty: "error"*/
                
                if (foo) {
                    // empty
                }
                
                while (foo) {
                    /* empty */
                }
                
                try {
                    doSomething();
                } catch (ex) {
                    // continue regardless of error
                }
                
                try {
                    doSomething();
                } finally {
                    /* continue regardless of error */
                }

                Options

                This rule has an object option for exceptions:

                • "allowEmptyCatch": true allows empty catch clauses (that is, which do not contain a comment)

                allowEmptyCatch

                Examples of additional correct code for this rule with the { "allowEmptyCatch": true } option:

                /* eslint no-empty: ["error", { "allowEmptyCatch": true }] */
                try {
                    doSomething();
                } catch (ex) {}
                
                try {
                    doSomething();
                }
                catch (ex) {}
                finally {
                    /* continue regardless of error */
                }

                When Not To Use It

                If you intentionally use empty block statements then you can disable this rule.

                Related Rules

                The body of a for-in should be wrapped in an if statement to filter unwanted properties from the prototype.
                Open

                      for ( key in input[ inputIndex ] ) {

                Require Guarding for-in (guard-for-in)

                Looping over objects with a for in loop will include properties that are inherited through the prototype chain. This behavior can lead to unexpected items in your for loop.

                for (key in foo) {
                    doSomething(key);
                }

                Note that simply checking foo.hasOwnProperty(key) is likely to cause an error in some cases; see [no-prototype-builtins](no-prototype-builtins.md).

                Rule Details

                This rule is aimed at preventing unexpected behavior that could arise from using a for in loop without filtering the results in the loop. As such, it will warn when for in loops do not filter their results with an if statement.

                Examples of incorrect code for this rule:

                /*eslint guard-for-in: "error"*/
                
                for (key in foo) {
                    doSomething(key);
                }

                Examples of correct code for this rule:

                /*eslint guard-for-in: "error"*/
                
                for (key in foo) {
                    if (Object.prototype.hasOwnProperty.call(foo, key)) {
                        doSomething(key);
                    }
                    if ({}.hasOwnProperty.call(foo, key)) {
                        doSomething(key);
                    }
                }

                Related Rules

                • [no-prototype-builtins](no-prototype-builtins.md)

                Further Reading

                The body of a for-in should be wrapped in an if statement to filter unwanted properties from the prototype.
                Open

                      for ( key in options ) {

                Require Guarding for-in (guard-for-in)

                Looping over objects with a for in loop will include properties that are inherited through the prototype chain. This behavior can lead to unexpected items in your for loop.

                for (key in foo) {
                    doSomething(key);
                }

                Note that simply checking foo.hasOwnProperty(key) is likely to cause an error in some cases; see [no-prototype-builtins](no-prototype-builtins.md).

                Rule Details

                This rule is aimed at preventing unexpected behavior that could arise from using a for in loop without filtering the results in the loop. As such, it will warn when for in loops do not filter their results with an if statement.

                Examples of incorrect code for this rule:

                /*eslint guard-for-in: "error"*/
                
                for (key in foo) {
                    doSomething(key);
                }

                Examples of correct code for this rule:

                /*eslint guard-for-in: "error"*/
                
                for (key in foo) {
                    if (Object.prototype.hasOwnProperty.call(foo, key)) {
                        doSomething(key);
                    }
                    if ({}.hasOwnProperty.call(foo, key)) {
                        doSomething(key);
                    }
                }

                Related Rules

                • [no-prototype-builtins](no-prototype-builtins.md)

                Further Reading

                Expected '!==' and instead saw '!='.
                Open

                      for ( i = 0; (elem = elems[i]) != null; i++ ) {

                Require === and !== (eqeqeq)

                It is considered good practice to use the type-safe equality operators === and !== instead of their regular counterparts == and !=.

                The reason for this is that == and != do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm. For instance, the following statements are all considered true:

                • [] == false
                • [] == ![]
                • 3 == "03"

                If one of those occurs in an innocent-looking statement such as a == b the actual problem is very difficult to spot.

                Rule Details

                This rule is aimed at eliminating the type-unsafe equality operators.

                Examples of incorrect code for this rule:

                /*eslint eqeqeq: "error"*/
                
                if (x == 42) { }
                
                if ("" == text) { }
                
                if (obj.getStuff() != undefined) { }

                The --fix option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof expression, or if both operands are literals with the same type.

                Options

                always

                The "always" option (default) enforces the use of === and !== in every situation (except when you opt-in to more specific handling of null [see below]).

                Examples of incorrect code for the "always" option:

                /*eslint eqeqeq: ["error", "always"]*/
                
                a == b
                foo == true
                bananas != 1
                value == undefined
                typeof foo == 'undefined'
                'hello' != 'world'
                0 == 0
                true == true
                foo == null

                Examples of correct code for the "always" option:

                /*eslint eqeqeq: ["error", "always"]*/
                
                a === b
                foo === true
                bananas !== 1
                value === undefined
                typeof foo === 'undefined'
                'hello' !== 'world'
                0 === 0
                true === true
                foo === null

                This rule optionally takes a second argument, which should be an object with the following supported properties:

                • "null": Customize how this rule treats null literals. Possible values:
                  • always (default) - Always use === or !==.
                  • never - Never use === or !== with null.
                  • ignore - Do not apply this rule to null.

                smart

                The "smart" option enforces the use of === and !== except for these cases:

                • Comparing two literal values
                • Evaluating the value of typeof
                • Comparing against null

                Examples of incorrect code for the "smart" option:

                /*eslint eqeqeq: ["error", "smart"]*/
                
                // comparing two variables requires ===
                a == b
                
                // only one side is a literal
                foo == true
                bananas != 1
                
                // comparing to undefined requires ===
                value == undefined

                Examples of correct code for the "smart" option:

                /*eslint eqeqeq: ["error", "smart"]*/
                
                typeof foo == 'undefined'
                'hello' != 'world'
                0 == 0
                true == true
                foo == null

                allow-null

                Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null literal.

                ["error", "always", {"null": "ignore"}]

                When Not To Use It

                If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/

                Use ‘===’ to compare with ‘null’.
                Open

                      for ( i = 0; (elem = elems[i]) != null; i++ ) {

                Disallow Null Comparisons (no-eq-null)

                Comparing to null without a type-checking operator (== or !=), can have unintended results as the comparison will evaluate to true when comparing to not just a null, but also an undefined value.

                if (foo == null) {
                  bar();
                }

                Rule Details

                The no-eq-null rule aims reduce potential bug and unwanted behavior by ensuring that comparisons to null only match null, and not also undefined. As such it will flag comparisons to null when using == and !=.

                Examples of incorrect code for this rule:

                /*eslint no-eq-null: "error"*/
                
                if (foo == null) {
                  bar();
                }
                
                while (qux != null) {
                  baz();
                }

                Examples of correct code for this rule:

                /*eslint no-eq-null: "error"*/
                
                if (foo === null) {
                  bar();
                }
                
                while (qux !== null) {
                  baz();
                }

                Source: http://eslint.org/docs/rules/

                TODO found
                Open

                      // TODO: remove support for widgetEventPrefix

                Move the invocation into the parens that contain the function.
                Open

                  $.cleanData = (function( orig ) {

                Require IIFEs to be Wrapped (wrap-iife)

                You can immediately invoke function expressions, but not function declarations. A common technique to create an immediately-invoked function expression (IIFE) is to wrap a function declaration in parentheses. The opening parentheses causes the contained function to be parsed as an expression, rather than a declaration.

                // function expression could be unwrapped
                var x = function () { return { y: 1 };}();
                
                // function declaration must be wrapped
                function () { /* side effects */ }(); // SyntaxError

                Rule Details

                This rule requires all immediately-invoked function expressions to be wrapped in parentheses.

                Options

                This rule has two options, a string option and an object option.

                String option:

                • "outside" enforces always wrapping the call expression. The default is "outside".
                • "inside" enforces always wrapping the function expression.
                • "any" enforces always wrapping, but allows either style.

                Object option:

                • "functionPrototypeMethods": true additionally enforces wrapping function expressions invoked using .call and .apply. The default is false.

                outside

                Examples of incorrect code for the default "outside" option:

                /*eslint wrap-iife: ["error", "outside"]*/
                
                var x = function () { return { y: 1 };}(); // unwrapped
                var x = (function () { return { y: 1 };})(); // wrapped function expression

                Examples of correct code for the default "outside" option:

                /*eslint wrap-iife: ["error", "outside"]*/
                
                var x = (function () { return { y: 1 };}()); // wrapped call expression

                inside

                Examples of incorrect code for the "inside" option:

                /*eslint wrap-iife: ["error", "inside"]*/
                
                var x = function () { return { y: 1 };}(); // unwrapped
                var x = (function () { return { y: 1 };}()); // wrapped call expression

                Examples of correct code for the "inside" option:

                /*eslint wrap-iife: ["error", "inside"]*/
                
                var x = (function () { return { y: 1 };})(); // wrapped function expression

                any

                Examples of incorrect code for the "any" option:

                /*eslint wrap-iife: ["error", "any"]*/
                
                var x = function () { return { y: 1 };}(); // unwrapped

                Examples of correct code for the "any" option:

                /*eslint wrap-iife: ["error", "any"]*/
                
                var x = (function () { return { y: 1 };}()); // wrapped call expression
                var x = (function () { return { y: 1 };})(); // wrapped function expression

                functionPrototypeMethods

                Examples of incorrect code for this rule with the "inside", { "functionPrototypeMethods": true } options:

                /* eslint wrap-iife: [2, "inside", { functionPrototypeMethods: true }] */
                
                var x = function(){ foo(); }()
                var x = (function(){ foo(); }())
                var x = function(){ foo(); }.call(bar)
                var x = (function(){ foo(); }.call(bar))

                Examples of correct code for this rule with the "inside", { "functionPrototypeMethods": true } options:

                /* eslint wrap-iife: [2, "inside", { functionPrototypeMethods: true }] */
                
                var x = (function(){ foo(); })()
                var x = (function(){ foo(); }).call(bar)

                Source: http://eslint.org/docs/rules/

                Move the invocation into the parens that contain the function.
                Open

                      proxiedPrototype[ prop ] = (function() {

                Require IIFEs to be Wrapped (wrap-iife)

                You can immediately invoke function expressions, but not function declarations. A common technique to create an immediately-invoked function expression (IIFE) is to wrap a function declaration in parentheses. The opening parentheses causes the contained function to be parsed as an expression, rather than a declaration.

                // function expression could be unwrapped
                var x = function () { return { y: 1 };}();
                
                // function declaration must be wrapped
                function () { /* side effects */ }(); // SyntaxError

                Rule Details

                This rule requires all immediately-invoked function expressions to be wrapped in parentheses.

                Options

                This rule has two options, a string option and an object option.

                String option:

                • "outside" enforces always wrapping the call expression. The default is "outside".
                • "inside" enforces always wrapping the function expression.
                • "any" enforces always wrapping, but allows either style.

                Object option:

                • "functionPrototypeMethods": true additionally enforces wrapping function expressions invoked using .call and .apply. The default is false.

                outside

                Examples of incorrect code for the default "outside" option:

                /*eslint wrap-iife: ["error", "outside"]*/
                
                var x = function () { return { y: 1 };}(); // unwrapped
                var x = (function () { return { y: 1 };})(); // wrapped function expression

                Examples of correct code for the default "outside" option:

                /*eslint wrap-iife: ["error", "outside"]*/
                
                var x = (function () { return { y: 1 };}()); // wrapped call expression

                inside

                Examples of incorrect code for the "inside" option:

                /*eslint wrap-iife: ["error", "inside"]*/
                
                var x = function () { return { y: 1 };}(); // unwrapped
                var x = (function () { return { y: 1 };}()); // wrapped call expression

                Examples of correct code for the "inside" option:

                /*eslint wrap-iife: ["error", "inside"]*/
                
                var x = (function () { return { y: 1 };})(); // wrapped function expression

                any

                Examples of incorrect code for the "any" option:

                /*eslint wrap-iife: ["error", "any"]*/
                
                var x = function () { return { y: 1 };}(); // unwrapped

                Examples of correct code for the "any" option:

                /*eslint wrap-iife: ["error", "any"]*/
                
                var x = (function () { return { y: 1 };}()); // wrapped call expression
                var x = (function () { return { y: 1 };})(); // wrapped function expression

                functionPrototypeMethods

                Examples of incorrect code for this rule with the "inside", { "functionPrototypeMethods": true } options:

                /* eslint wrap-iife: [2, "inside", { functionPrototypeMethods: true }] */
                
                var x = function(){ foo(); }()
                var x = (function(){ foo(); }())
                var x = function(){ foo(); }.call(bar)
                var x = (function(){ foo(); }.call(bar))

                Examples of correct code for this rule with the "inside", { "functionPrototypeMethods": true } options:

                /* eslint wrap-iife: [2, "inside", { functionPrototypeMethods: true }] */
                
                var x = (function(){ foo(); })()
                var x = (function(){ foo(); }).call(bar)

                Source: http://eslint.org/docs/rules/

                Similar blocks of code found in 2 locations. Consider refactoring.
                Open

                    _hoverable: function( element ) {
                      this.hoverable = this.hoverable.add( element );
                      this._on( element, {
                        mouseenter: function( event ) {
                          $( event.currentTarget ).addClass( "ui-state-hover" );
                Severity: Major
                Found in docs/v3/source/javascripts/lib/_jquery_ui.js and 1 other location - About 3 hrs to fix
                docs/v3/source/javascripts/lib/_jquery_ui.js on lines 484..494

                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 107.

                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

                Further Reading

                Similar blocks of code found in 2 locations. Consider refactoring.
                Open

                    _focusable: function( element ) {
                      this.focusable = this.focusable.add( element );
                      this._on( element, {
                        focusin: function( event ) {
                          $( event.currentTarget ).addClass( "ui-state-focus" );
                Severity: Major
                Found in docs/v3/source/javascripts/lib/_jquery_ui.js and 1 other location - About 3 hrs to fix
                docs/v3/source/javascripts/lib/_jquery_ui.js on lines 472..482

                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 107.

                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

                Further Reading

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