danini-the-panini/mittsu-opengl

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lib/mittsu/opengl_implementation/textures/render_target.rb

Summary

Maintainability
B
4 hrs
Test Coverage
C
75%

Method setup_buffers has a Cognitive Complexity of 22 (exceeds 5 allowed). Consider refactoring.
Open

    def setup_buffers
      return unless @framebuffer.nil?

      # TODO: when OpenGLRenderTargetCube exists
      is_cube = false # render_target.is_a? OpenGLRenderTargetCube
Severity: Minor
Found in lib/mittsu/opengl_implementation/textures/render_target.rb - About 3 hrs to fix

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 has too many lines. [39/30]
Open

    def setup_buffers
      return unless @framebuffer.nil?

      # TODO: when OpenGLRenderTargetCube exists
      is_cube = false # render_target.is_a? OpenGLRenderTargetCube

This cop checks if the length of a method exceeds some maximum value. Comment lines can optionally be ignored. The maximum allowed length is configurable.

Cyclomatic complexity for setup_buffers is too high. [14/6]
Open

    def setup_buffers
      return unless @framebuffer.nil?

      # TODO: when OpenGLRenderTargetCube exists
      is_cube = false # render_target.is_a? OpenGLRenderTargetCube

This cop 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.

Method setup_buffers has 39 lines of code (exceeds 25 allowed). Consider refactoring.
Open

    def setup_buffers
      return unless @framebuffer.nil?

      # TODO: when OpenGLRenderTargetCube exists
      is_cube = false # render_target.is_a? OpenGLRenderTargetCube
Severity: Minor
Found in lib/mittsu/opengl_implementation/textures/render_target.rb - About 1 hr to fix

    TODO found
    Open

            # TODO: investigate this (?):

    TODO found
    Open

            # TODO

    TODO found
    Open

            # TODO

    TODO found
    Open

          # TODO: when OpenGLRenderTargetCube exists

    TODO found
    Open

          # TODO: when OpenGLRenderTargetCube exists

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