hpi-swt2/sport-portal

View on GitHub
app/models/league.rb

Summary

Maintainability
A
0 mins
Test Coverage

Complex method League#round_robin_pairings (31.5)
Open

    def round_robin_pairings(teams_array)
      teams_array.push nil if teams_array.size.odd?
      n = teams_array.size
      pivot = teams_array.pop

Severity: Minor
Found in app/models/league.rb by flog

Flog calculates the ABC score for methods. The ABC score is based on assignments, branches (method calls), and conditions.

You can read more about ABC metrics or the flog tool

Complex method League#calculate_swiss_system_new_gameday (27.2)
Invalid

    def calculate_swiss_system_new_gameday
      add_gameday
      gameday_number = gamedays.length - 1
      ranking = get_ranking
      ranked_teams = ranking.map(&:team)
Severity: Minor
Found in app/models/league.rb by flog

Flog calculates the ABC score for methods. The ABC score is based on assignments, branches (method calls), and conditions.

You can read more about ABC metrics or the flog tool

League#calculate_swiss_system_start has approx 6 statements
Invalid

    def calculate_swiss_system_start
Severity: Minor
Found in app/models/league.rb by reek

A method with Too Many Statements is any method that has a large number of lines.

Too Many Statements warns about any method that has more than 5 statements. Reek's smell detector for Too Many Statements counts +1 for every simple statement in a method and +1 for every statement within a control structure (if, else, case, when, for, while, until, begin, rescue) but it doesn't count the control structure itself.

So the following method would score +6 in Reek's statement-counting algorithm:

def parse(arg, argv, &error)
  if !(val = arg) and (argv.empty? or /\A-/ =~ (val = argv[0]))
    return nil, block, nil                                         # +1
  end
  opt = (val = parse_arg(val, &error))[1]                          # +2
  val = conv_arg(*val)                                             # +3
  if opt and !arg
    argv.shift                                                     # +4
  else
    val[0] = nil                                                   # +5
  end
  val                                                              # +6
end

(You might argue that the two assigments within the first @if@ should count as statements, and that perhaps the nested assignment should count as +2.)

League#calculate_round_robin contains iterators nested 2 deep
Open

        day.each do |pairing|
Severity: Minor
Found in app/models/league.rb by reek

A Nested Iterator occurs when a block contains another block.

Example

Given

class Duck
  class << self
    def duck_names
      %i!tick trick track!.each do |surname|
        %i!duck!.each do |last_name|
          puts "full name is #{surname} #{last_name}"
        end
      end
    end
  end
end

Reek would report the following warning:

test.rb -- 1 warning:
  [5]:Duck#duck_names contains iterators nested 2 deep (NestedIterators)

League#penalty_for_match refers to 'match' more than self (maybe move it to another class?)
Invalid

      return Float::INFINITY if have_already_played(match[0], match[1])
      (ranked_teams.index(match[0]) - ranked_teams.index(match[1])).abs
Severity: Minor
Found in app/models/league.rb by reek

Feature Envy occurs when a code fragment references another object more often than it references itself, or when several clients do the same series of manipulations on a particular type of object.

Feature Envy reduces the code's ability to communicate intent: code that "belongs" on one class but which is located in another can be hard to find, and may upset the "System of Names" in the host class.

Feature Envy also affects the design's flexibility: A code fragment that is in the wrong class creates couplings that may not be natural within the application's domain, and creates a loss of cohesion in the unwilling host class.

Feature Envy often arises because it must manipulate other objects (usually its arguments) to get them into a useful form, and one force preventing them (the arguments) doing this themselves is that the common knowledge lives outside the arguments, or the arguments are of too basic a type to justify extending that type. Therefore there must be something which 'knows' about the contents or purposes of the arguments. That thing would have to be more than just a basic type, because the basic types are either containers which don't know about their contents, or they are single objects which can't capture their relationship with their fellows of the same type. So, this thing with the extra knowledge should be reified into a class, and the utility method will most likely belong there.

Example

Running Reek on:

class Warehouse
  def sale_price(item)
    (item.price - item.rebate) * @vat
  end
end

would report:

Warehouse#total_price refers to item more than self (FeatureEnvy)

since this:

(item.price - item.rebate)

belongs to the Item class, not the Warehouse.

League#have_already_played refers to 'match' more than self (maybe move it to another class?)
Invalid

    pairings = matches.map { |match| Set[match.team_home, match.team_away] }
Severity: Minor
Found in app/models/league.rb by reek

Feature Envy occurs when a code fragment references another object more often than it references itself, or when several clients do the same series of manipulations on a particular type of object.

Feature Envy reduces the code's ability to communicate intent: code that "belongs" on one class but which is located in another can be hard to find, and may upset the "System of Names" in the host class.

Feature Envy also affects the design's flexibility: A code fragment that is in the wrong class creates couplings that may not be natural within the application's domain, and creates a loss of cohesion in the unwilling host class.

Feature Envy often arises because it must manipulate other objects (usually its arguments) to get them into a useful form, and one force preventing them (the arguments) doing this themselves is that the common knowledge lives outside the arguments, or the arguments are of too basic a type to justify extending that type. Therefore there must be something which 'knows' about the contents or purposes of the arguments. That thing would have to be more than just a basic type, because the basic types are either containers which don't know about their contents, or they are single objects which can't capture their relationship with their fellows of the same type. So, this thing with the extra knowledge should be reified into a class, and the utility method will most likely belong there.

Example

Running Reek on:

class Warehouse
  def sale_price(item)
    (item.price - item.rebate) * @vat
  end
end

would report:

Warehouse#total_price refers to item more than self (FeatureEnvy)

since this:

(item.price - item.rebate)

belongs to the Item class, not the Warehouse.

League#calculate_two_halfs contains iterators nested 2 deep
Open

        day.each do |pairing|
Severity: Minor
Found in app/models/league.rb by reek

A Nested Iterator occurs when a block contains another block.

Example

Given

class Duck
  class << self
    def duck_names
      %i!tick trick track!.each do |surname|
        %i!duck!.each do |last_name|
          puts "full name is #{surname} #{last_name}"
        end
      end
    end
  end
end

Reek would report the following warning:

test.rb -- 1 warning:
  [5]:Duck#duck_names contains iterators nested 2 deep (NestedIterators)

League#round_robin_pairings contains iterators nested 2 deep
Open

      games.map { |game| game.select { |match| !match[1].nil? } }
Severity: Minor
Found in app/models/league.rb by reek

A Nested Iterator occurs when a block contains another block.

Example

Given

class Duck
  class << self
    def duck_names
      %i!tick trick track!.each do |surname|
        %i!duck!.each do |last_name|
          puts "full name is #{surname} #{last_name}"
        end
      end
    end
  end
end

Reek would report the following warning:

test.rb -- 1 warning:
  [5]:Duck#duck_names contains iterators nested 2 deep (NestedIterators)

League#calculate_two_halfs has approx 8 statements
Open

    def calculate_two_halfs
Severity: Minor
Found in app/models/league.rb by reek

A method with Too Many Statements is any method that has a large number of lines.

Too Many Statements warns about any method that has more than 5 statements. Reek's smell detector for Too Many Statements counts +1 for every simple statement in a method and +1 for every statement within a control structure (if, else, case, when, for, while, until, begin, rescue) but it doesn't count the control structure itself.

So the following method would score +6 in Reek's statement-counting algorithm:

def parse(arg, argv, &error)
  if !(val = arg) and (argv.empty? or /\A-/ =~ (val = argv[0]))
    return nil, block, nil                                         # +1
  end
  opt = (val = parse_arg(val, &error))[1]                          # +2
  val = conv_arg(*val)                                             # +3
  if opt and !arg
    argv.shift                                                     # +4
  else
    val[0] = nil                                                   # +5
  end
  val                                                              # +6
end

(You might argue that the two assigments within the first @if@ should count as statements, and that perhaps the nested assignment should count as +2.)

League#round_robin_pairings has approx 10 statements
Open

    def round_robin_pairings(teams_array)
Severity: Minor
Found in app/models/league.rb by reek

A method with Too Many Statements is any method that has a large number of lines.

Too Many Statements warns about any method that has more than 5 statements. Reek's smell detector for Too Many Statements counts +1 for every simple statement in a method and +1 for every statement within a control structure (if, else, case, when, for, while, until, begin, rescue) but it doesn't count the control structure itself.

So the following method would score +6 in Reek's statement-counting algorithm:

def parse(arg, argv, &error)
  if !(val = arg) and (argv.empty? or /\A-/ =~ (val = argv[0]))
    return nil, block, nil                                         # +1
  end
  opt = (val = parse_arg(val, &error))[1]                          # +2
  val = conv_arg(*val)                                             # +3
  if opt and !arg
    argv.shift                                                     # +4
  else
    val[0] = nil                                                   # +5
  end
  val                                                              # +6
end

(You might argue that the two assigments within the first @if@ should count as statements, and that perhaps the nested assignment should count as +2.)

League#penalty refers to 'matches' more than self (maybe move it to another class?)
Invalid

      return Float::INFINITY if matches.flatten.uniq.length != matches.flatten.length
      matches.inject(0) { |sum, match| sum + penalty_for_match(ranked_teams, match) }
Severity: Minor
Found in app/models/league.rb by reek

Feature Envy occurs when a code fragment references another object more often than it references itself, or when several clients do the same series of manipulations on a particular type of object.

Feature Envy reduces the code's ability to communicate intent: code that "belongs" on one class but which is located in another can be hard to find, and may upset the "System of Names" in the host class.

Feature Envy also affects the design's flexibility: A code fragment that is in the wrong class creates couplings that may not be natural within the application's domain, and creates a loss of cohesion in the unwilling host class.

Feature Envy often arises because it must manipulate other objects (usually its arguments) to get them into a useful form, and one force preventing them (the arguments) doing this themselves is that the common knowledge lives outside the arguments, or the arguments are of too basic a type to justify extending that type. Therefore there must be something which 'knows' about the contents or purposes of the arguments. That thing would have to be more than just a basic type, because the basic types are either containers which don't know about their contents, or they are single objects which can't capture their relationship with their fellows of the same type. So, this thing with the extra knowledge should be reified into a class, and the utility method will most likely belong there.

Example

Running Reek on:

class Warehouse
  def sale_price(item)
    (item.price - item.rebate) * @vat
  end
end

would report:

Warehouse#total_price refers to item more than self (FeatureEnvy)

since this:

(item.price - item.rebate)

belongs to the Item class, not the Warehouse.

League has at least 19 methods
Open

class League < Event
Severity: Minor
Found in app/models/league.rb by reek

Too Many Methods is a special case of LargeClass.

Example

Given this configuration

TooManyMethods:
  max_methods: 3

and this code:

class TooManyMethods
  def one; end
  def two; end
  def three; end
  def four; end
end

Reek would emit the following warning:

test.rb -- 1 warning:
  [1]:TooManyMethods has at least 4 methods (TooManyMethods)

League#calculate_round_robin has approx 6 statements
Open

    def calculate_round_robin
Severity: Minor
Found in app/models/league.rb by reek

A method with Too Many Statements is any method that has a large number of lines.

Too Many Statements warns about any method that has more than 5 statements. Reek's smell detector for Too Many Statements counts +1 for every simple statement in a method and +1 for every statement within a control structure (if, else, case, when, for, while, until, begin, rescue) but it doesn't count the control structure itself.

So the following method would score +6 in Reek's statement-counting algorithm:

def parse(arg, argv, &error)
  if !(val = arg) and (argv.empty? or /\A-/ =~ (val = argv[0]))
    return nil, block, nil                                         # +1
  end
  opt = (val = parse_arg(val, &error))[1]                          # +2
  val = conv_arg(*val)                                             # +3
  if opt and !arg
    argv.shift                                                     # +4
  else
    val[0] = nil                                                   # +5
  end
  val                                                              # +6
end

(You might argue that the two assigments within the first @if@ should count as statements, and that perhaps the nested assignment should count as +2.)

League#calculate_swiss_system_new_gameday has approx 9 statements
Invalid

    def calculate_swiss_system_new_gameday
Severity: Minor
Found in app/models/league.rb by reek

A method with Too Many Statements is any method that has a large number of lines.

Too Many Statements warns about any method that has more than 5 statements. Reek's smell detector for Too Many Statements counts +1 for every simple statement in a method and +1 for every statement within a control structure (if, else, case, when, for, while, until, begin, rescue) but it doesn't count the control structure itself.

So the following method would score +6 in Reek's statement-counting algorithm:

def parse(arg, argv, &error)
  if !(val = arg) and (argv.empty? or /\A-/ =~ (val = argv[0]))
    return nil, block, nil                                         # +1
  end
  opt = (val = parse_arg(val, &error))[1]                          # +2
  val = conv_arg(*val)                                             # +3
  if opt and !arg
    argv.shift                                                     # +4
  else
    val[0] = nil                                                   # +5
  end
  val                                                              # +6
end

(You might argue that the two assigments within the first @if@ should count as statements, and that perhaps the nested assignment should count as +2.)

Complex method League#calculate_two_halfs (25.2)
Open

    def calculate_two_halfs
      pairings_per_day = round_robin_pairings teams.to_a
      pairings_per_day += round_robin_pairings teams.to_a
      pairings_per_day.each_with_index do |day, gameday_number|
        gameday = add_gameday
Severity: Minor
Found in app/models/league.rb by flog

Flog calculates the ABC score for methods. The ABC score is based on assignments, branches (method calls), and conditions.

You can read more about ABC metrics or the flog tool

League tests 'self.swiss?' at least 3 times
Invalid

    elsif self.swiss?
      calculate_swiss_system_start
    end
  end

Severity: Minor
Found in app/models/league.rb by reek

Repeated Conditional is a special case of Simulated Polymorphism. Basically it means you are checking the same value throughout a single class and take decisions based on this.

Example

Given

class RepeatedConditionals
  attr_accessor :switch

  def repeat_1
    puts "Repeat 1!" if switch
  end

  def repeat_2
    puts "Repeat 2!" if switch
  end

  def repeat_3
    puts "Repeat 3!" if switch
  end
end

Reek would emit the following warning:

test.rb -- 4 warnings:
  [5, 9, 13]:RepeatedConditionals tests switch at least 3 times (RepeatedConditional)

If you get this warning then you are probably not using the right abstraction or even more probable, missing an additional abstraction.

League#penalty_for_match calls 'match[1]' 2 times
Invalid

      return Float::INFINITY if have_already_played(match[0], match[1])
      (ranked_teams.index(match[0]) - ranked_teams.index(match[1])).abs
Severity: Minor
Found in app/models/league.rb by reek

Duplication occurs when two fragments of code look nearly identical, or when two fragments of code have nearly identical effects at some conceptual level.

Reek implements a check for Duplicate Method Call.

Example

Here's a very much simplified and contrived example. The following method will report a warning:

def double_thing()
  @other.thing + @other.thing
end

One quick approach to silence Reek would be to refactor the code thus:

def double_thing()
  thing = @other.thing
  thing + thing
end

A slightly different approach would be to replace all calls of double_thing by calls to @other.double_thing:

class Other
  def double_thing()
    thing + thing
  end
end

The approach you take will depend on balancing other factors in your code.

League#add_match calls 'gamedays[gameday_number]' 2 times
Open

      match = Match.new(team_home: team_home, team_away: team_away, gameday_number: gameday_number + 1, start_time: gamedays[gameday_number].starttime)
      gamedays[gameday_number].matches << match
Severity: Minor
Found in app/models/league.rb by reek

Duplication occurs when two fragments of code look nearly identical, or when two fragments of code have nearly identical effects at some conceptual level.

Reek implements a check for Duplicate Method Call.

Example

Here's a very much simplified and contrived example. The following method will report a warning:

def double_thing()
  @other.thing + @other.thing
end

One quick approach to silence Reek would be to refactor the code thus:

def double_thing()
  thing = @other.thing
  thing + thing
end

A slightly different approach would be to replace all calls of double_thing by calls to @other.double_thing:

class Other
  def double_thing()
    thing + thing
  end
end

The approach you take will depend on balancing other factors in your code.

League#calculate_two_halfs calls 'teams.to_a' 2 times
Open

      pairings_per_day = round_robin_pairings teams.to_a
      pairings_per_day += round_robin_pairings teams.to_a
Severity: Minor
Found in app/models/league.rb by reek

Duplication occurs when two fragments of code look nearly identical, or when two fragments of code have nearly identical effects at some conceptual level.

Reek implements a check for Duplicate Method Call.

Example

Here's a very much simplified and contrived example. The following method will report a warning:

def double_thing()
  @other.thing + @other.thing
end

One quick approach to silence Reek would be to refactor the code thus:

def double_thing()
  thing = @other.thing
  thing + thing
end

A slightly different approach would be to replace all calls of double_thing by calls to @other.double_thing:

class Other
  def double_thing()
    thing + thing
  end
end

The approach you take will depend on balancing other factors in your code.

League#round_robin_pairings calls 'teams_array.size' 2 times
Open

      teams_array.push nil if teams_array.size.odd?
      n = teams_array.size
Severity: Minor
Found in app/models/league.rb by reek

Duplication occurs when two fragments of code look nearly identical, or when two fragments of code have nearly identical effects at some conceptual level.

Reek implements a check for Duplicate Method Call.

Example

Here's a very much simplified and contrived example. The following method will report a warning:

def double_thing()
  @other.thing + @other.thing
end

One quick approach to silence Reek would be to refactor the code thus:

def double_thing()
  thing = @other.thing
  thing + thing
end

A slightly different approach would be to replace all calls of double_thing by calls to @other.double_thing:

class Other
  def double_thing()
    thing + thing
  end
end

The approach you take will depend on balancing other factors in your code.

League#penalty_for_match calls 'match[0]' 2 times
Invalid

      return Float::INFINITY if have_already_played(match[0], match[1])
      (ranked_teams.index(match[0]) - ranked_teams.index(match[1])).abs
Severity: Minor
Found in app/models/league.rb by reek

Duplication occurs when two fragments of code look nearly identical, or when two fragments of code have nearly identical effects at some conceptual level.

Reek implements a check for Duplicate Method Call.

Example

Here's a very much simplified and contrived example. The following method will report a warning:

def double_thing()
  @other.thing + @other.thing
end

One quick approach to silence Reek would be to refactor the code thus:

def double_thing()
  thing = @other.thing
  thing + thing
end

A slightly different approach would be to replace all calls of double_thing by calls to @other.double_thing:

class Other
  def double_thing()
    thing + thing
  end
end

The approach you take will depend on balancing other factors in your code.

League#calculate_two_halfs calls 'round_robin_pairings teams.to_a' 2 times
Open

      pairings_per_day = round_robin_pairings teams.to_a
      pairings_per_day += round_robin_pairings teams.to_a
Severity: Minor
Found in app/models/league.rb by reek

Duplication occurs when two fragments of code look nearly identical, or when two fragments of code have nearly identical effects at some conceptual level.

Reek implements a check for Duplicate Method Call.

Example

Here's a very much simplified and contrived example. The following method will report a warning:

def double_thing()
  @other.thing + @other.thing
end

One quick approach to silence Reek would be to refactor the code thus:

def double_thing()
  thing = @other.thing
  thing + thing
end

A slightly different approach would be to replace all calls of double_thing by calls to @other.double_thing:

class Other
  def double_thing()
    thing + thing
  end
end

The approach you take will depend on balancing other factors in your code.

League#round_robin_pairings calls 'n - 1' 2 times
Open

      games = (n - 1).times.map do
        teams_array.rotate!
        [[teams_array.first, pivot]] + (1...(n / 2)).map { |j| [teams_array[j], teams_array[n - 1 - j]] }
Severity: Minor
Found in app/models/league.rb by reek

Duplication occurs when two fragments of code look nearly identical, or when two fragments of code have nearly identical effects at some conceptual level.

Reek implements a check for Duplicate Method Call.

Example

Here's a very much simplified and contrived example. The following method will report a warning:

def double_thing()
  @other.thing + @other.thing
end

One quick approach to silence Reek would be to refactor the code thus:

def double_thing()
  thing = @other.thing
  thing + thing
end

A slightly different approach would be to replace all calls of double_thing by calls to @other.double_thing:

class Other
  def double_thing()
    thing + thing
  end
end

The approach you take will depend on balancing other factors in your code.

League#penalty calls 'matches.flatten' 2 times
Invalid

      return Float::INFINITY if matches.flatten.uniq.length != matches.flatten.length
Severity: Minor
Found in app/models/league.rb by reek

Duplication occurs when two fragments of code look nearly identical, or when two fragments of code have nearly identical effects at some conceptual level.

Reek implements a check for Duplicate Method Call.

Example

Here's a very much simplified and contrived example. The following method will report a warning:

def double_thing()
  @other.thing + @other.thing
end

One quick approach to silence Reek would be to refactor the code thus:

def double_thing()
  thing = @other.thing
  thing + thing
end

A slightly different approach would be to replace all calls of double_thing by calls to @other.double_thing:

class Other
  def double_thing()
    thing + thing
  end
end

The approach you take will depend on balancing other factors in your code.

League#triangular doesn't depend on instance state (maybe move it to another class?)
Invalid

    def triangular(n)
Severity: Minor
Found in app/models/league.rb by reek

A Utility Function is any instance method that has no dependency on the state of the instance.

League#round_robin_pairings performs a nil-check
Open

      games.map { |game| game.select { |match| !match[1].nil? } }
Severity: Minor
Found in app/models/league.rb by reek

A NilCheck is a type check. Failures of NilCheck violate the "tell, don't ask" principle.

Additionally, type checks often mask bigger problems in your source code like not using OOP and / or polymorphism when you should.

Example

Given

class Klass
  def nil_checker(argument)
    if argument.nil?
      puts "argument isn't nil!"
    end
  end
end

Reek would emit the following warning:

test.rb -- 1 warning:
  [3]:Klass#nil_checker performs a nil-check. (NilCheck)

League#switch_team_home_away doesn't depend on instance state (maybe move it to another class?)
Open

    def switch_team_home_away(match)
Severity: Minor
Found in app/models/league.rb by reek

A Utility Function is any instance method that has no dependency on the state of the instance.

League#round_robin_pairings doesn't depend on instance state (maybe move it to another class?)
Open

    def round_robin_pairings(teams_array)
Severity: Minor
Found in app/models/league.rb by reek

A Utility Function is any instance method that has no dependency on the state of the instance.

League#round_robin_pairings has the variable name 'j'
Open

        [[teams_array.first, pivot]] + (1...(n / 2)).map { |j| [teams_array[j], teams_array[n - 1 - j]] }
Severity: Minor
Found in app/models/league.rb by reek

An Uncommunicative Variable Name is a variable name that doesn't communicate its intent well enough.

Poor names make it hard for the reader to build a mental picture of what's going on in the code. They can also be mis-interpreted; and they hurt the flow of reading, because the reader must slow down to interpret the names.

League#have_already_played has the parameter name 'team2'
Invalid

  def have_already_played(team1, team2)
Severity: Minor
Found in app/models/league.rb by reek

An Uncommunicative Parameter Name is a parameter name that doesn't communicate its intent well enough.

Poor names make it hard for the reader to build a mental picture of what's going on in the code. They can also be mis-interpreted; and they hurt the flow of reading, because the reader must slow down to interpret the names.

League#have_already_played has the parameter name 'team1'
Invalid

  def have_already_played(team1, team2)
Severity: Minor
Found in app/models/league.rb by reek

An Uncommunicative Parameter Name is a parameter name that doesn't communicate its intent well enough.

Poor names make it hard for the reader to build a mental picture of what's going on in the code. They can also be mis-interpreted; and they hurt the flow of reading, because the reader must slow down to interpret the names.

League#round_robin_pairings has the variable name 'n'
Open

      n = teams_array.size
Severity: Minor
Found in app/models/league.rb by reek

An Uncommunicative Variable Name is a variable name that doesn't communicate its intent well enough.

Poor names make it hard for the reader to build a mental picture of what's going on in the code. They can also be mis-interpreted; and they hurt the flow of reading, because the reader must slow down to interpret the names.

League#triangular has the parameter name 'n'
Invalid

    def triangular(n)
Severity: Minor
Found in app/models/league.rb by reek

An Uncommunicative Parameter Name is a parameter name that doesn't communicate its intent well enough.

Poor names make it hard for the reader to build a mental picture of what's going on in the code. They can also be mis-interpreted; and they hurt the flow of reading, because the reader must slow down to interpret the names.

There are no issues that match your filters.

Category
Status