cs-util-com/cscore

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Method CalcEntryChangesToOldState has 28 lines of code (exceeds 25 allowed). Consider refactoring.
Open

        public static void CalcEntryChangesToOldState<E, K, V>(this E newState, ref E oldState, Func<V, K> getKey, Action<V> onEntryAdded, Action<V, V> onEntryUpdated, Action<K> onEntryRemoved) where E : IEnumerable<V> {
            // TODO does not include order changes

            var oldStateCopy = oldState;
            oldState = newState;

    Similar blocks of code found in 4 locations. Consider refactoring.
    Open

                    AddRoundedRectVerticesRing(
                        ref vh,
                        center,
                        width,
                        height,
    CsCore/CsCoreUnity/Plugins/CsCoreUnity/com/csutil/ui/Components/UiShapes/RoundedRects.cs on lines 295..314
    CsCore/CsCoreUnity/Plugins/CsCoreUnity/com/csutil/ui/Components/UiShapes/RoundedRects.cs on lines 421..440
    CsCore/CsCoreUnity/Plugins/CsCoreUnity/com/csutil/ui/Components/UiShapes/RoundedRects.cs on lines 451..470

    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 97.

    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 4 locations. Consider refactoring.
    Open

                    AddRoundedRectVerticesRing(
                        ref vh,
                        center,
                        width,
                        height,
    CsCore/CsCoreUnity/Plugins/CsCoreUnity/com/csutil/ui/Components/UiShapes/RoundedRects.cs on lines 295..314
    CsCore/CsCoreUnity/Plugins/CsCoreUnity/com/csutil/ui/Components/UiShapes/RoundedRects.cs on lines 366..385
    CsCore/CsCoreUnity/Plugins/CsCoreUnity/com/csutil/ui/Components/UiShapes/RoundedRects.cs on lines 421..440

    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 97.

    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 4 locations. Consider refactoring.
    Open

                    AddRoundedRectVerticesRing(
                        ref vh,
                        center,
                        width,
                        height,
    CsCore/CsCoreUnity/Plugins/CsCoreUnity/com/csutil/ui/Components/UiShapes/RoundedRects.cs on lines 366..385
    CsCore/CsCoreUnity/Plugins/CsCoreUnity/com/csutil/ui/Components/UiShapes/RoundedRects.cs on lines 421..440
    CsCore/CsCoreUnity/Plugins/CsCoreUnity/com/csutil/ui/Components/UiShapes/RoundedRects.cs on lines 451..470

    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 97.

    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 4 locations. Consider refactoring.
    Open

                AddRoundedRectVerticesRing(
                    ref vh,
                    center,
                    width,
                    height,
    CsCore/CsCoreUnity/Plugins/CsCoreUnity/com/csutil/ui/Components/UiShapes/RoundedRects.cs on lines 295..314
    CsCore/CsCoreUnity/Plugins/CsCoreUnity/com/csutil/ui/Components/UiShapes/RoundedRects.cs on lines 366..385
    CsCore/CsCoreUnity/Plugins/CsCoreUnity/com/csutil/ui/Components/UiShapes/RoundedRects.cs on lines 451..470

    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 97.

    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

    Method OnSceneViewGUI has a Cognitive Complexity of 25 (exceeds 20 allowed). Consider refactoring.
    Open

            [InitializeOnLoadMethod]
            private static void OnSceneViewGUI() {
    #if UNITY_2019_1_OR_NEWER
                SceneView.duringSceneGui += (SceneView sceneView) =>
    #else

    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 Find has a Cognitive Complexity of 25 (exceeds 20 allowed). Consider refactoring.
    Open

            public IndexNode Find(CollectionIndex index, BsonValue value, bool sibling, int order)
            {
                var cur = this.GetNode(order == Query.Ascending ? index.HeadNode : index.TailNode);
    
                for (var i = index.MaxLevel - 1; i >= 0; i--)

    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 ReadNext has a Cognitive Complexity of 25 (exceeds 20 allowed). Consider refactoring.
    Open

            private Token ReadNext(bool eatWhitespace)
            {
                // remove whitespace before get next token
                if (eatWhitespace) this.EatWhitespace();
    
    

    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 Erosion1D has a Cognitive Complexity of 25 (exceeds 20 allowed). Consider refactoring.
    Open

            private static byte[] Erosion1D(byte[] imageData, int width, int height, int bytePerPixel, int kernelSize, bool horizontal) {
                var erodedImage = imageData.DeepCopy();
                for (int y = 0; y < height; y++) {
                    for (int x = 0; x < width; x++) {
                        var erodePixel = false;

    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 RunRansac has a Cognitive Complexity of 25 (exceeds 20 allowed). Consider refactoring.
    Open

            public static M RunRansac<E, M>(this Random rnd, IEnumerable<E> e, int d, int minSampleSize, int iterations, Func<IEnumerable<E>, M> createModel, Func<M, E, bool> isInlier) where M : IModel<E> {
                var elems = e.Cached();
                if (minSampleSize > elems.Count()) {
                    throw new ArgumentOutOfRangeException($"minSampleSize must be smaller then nr of elements, otherwise ransac would not make sense: minSampleSize={minSampleSize} and elems.Count()={elems.Count()}");
                }

    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 AddViewForJsonSchemaField has a Cognitive Complexity of 25 (exceeds 20 allowed). Consider refactoring.
    Open

            public async Task<V> AddViewForJsonSchemaField(V parentView, JsonSchema field, string fieldName) {
                JTokenType type = field.GetJTokenType();
                if (type == JTokenType.Boolean) {
                    return await AddAndInit(parentView, field, fieldName, await NewBoolFieldView(field));
                }

    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 OnEnable has 27 lines of code (exceeds 25 allowed). Consider refactoring.
    Open

            protected override void OnEnable() {
                base.OnEnable();
                InitMap();
                map.Get<Button>("BtnClear").SetOnClickAction(delegate { ClearConsole(); });
                map.Get<Button>("BtnHideLog").SetOnClickAction(delegate { ToggleConsoleVisibility(); });

      Method OnGUI has 27 lines of code (exceeds 25 allowed). Consider refactoring.
      Open

              protected void OnGUI() {
                  Event ev = Event.current;
      
                  float rowWidth = position.width - Padding * 2f, rowHeight = RowHeight;
                  GUIStyle rowGUIStyle = RowGUIStyle;

        Method OnDrag has 27 lines of code (exceeds 25 allowed). Consider refactoring.
        Open

                public void OnDrag(PointerEventData e) {
                    _latestPointerEventData = e;
                    if (keepDistanceToCam) {
                        if (e.pointerCurrentRaycast.worldPosition == Vector3.zero) { return; }
                        var direction2d = e.pointerCurrentRaycast.screenPosition;

          Method diff_main has 27 lines of code (exceeds 25 allowed). Consider refactoring.
          Open

              private List<Diff> diff_main(string text1, string text2, bool checklines,
                  DateTime deadline) {
                // Check for null inputs not needed since null can't be passed in C#.
          
                // Check for equality (speedup).

            Method diff_cleanupSemanticScore has 27 lines of code (exceeds 25 allowed). Consider refactoring.
            Open

                private int diff_cleanupSemanticScore(string one, string two) {
                  if (one.Length == 0 || two.Length == 0) {
                    // Edges are the best.
                    return 6;
                  }

              Method TryLockAsync has 27 lines of code (exceeds 25 allowed). Consider refactoring.
              Open

                      public Task<bool> TryLockAsync(Func<Task> callback, CancellationToken cancel)
                      {
                          var @lock = new InnerLock(this, _asyncId.Value, ThreadId);
                          _asyncId.Value = Interlocked.Increment(ref AsyncLock.AsyncStackCounter);
              
              

                Method TryLockAsync has 27 lines of code (exceeds 25 allowed). Consider refactoring.
                Open

                        public Task<bool> TryLockAsync(Func<Task> callback, TimeSpan timeout)
                        {
                            var @lock = new InnerLock(this, _asyncId.Value, ThreadId);
                            _asyncId.Value = Interlocked.Increment(ref AsyncLock.AsyncStackCounter);
                
                

                  Method stbi__expand_png_palette has 27 lines of code (exceeds 25 allowed). Consider refactoring.
                  Open

                          private int stbi__expand_png_palette(byte[] palette, int len, int pal_img_n)
                          {
                              uint i = 0;
                              var pixel_count = (uint)(img_x * img_y);
                              var orig = _out_;

                    Method ShowTutorial has 27 lines of code (exceeds 25 allowed). Consider refactoring.
                    Open

                            private static async Task ShowTutorial() {
                                {
                                    var instructions = Snackbar.Show("Click on the 'Users' icon to switch to tab 2", "Ok", ui => ui.Destroy(), -1);
                                    await UiEvents.WaitForToggle("Show Panel 2", true);
                                    instructions.Destroy();
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