Class has too many lines. [202/100] Open
class GamesController < ApplicationController
def game_params
params.require(:game).permit(:title, :description, :total_money, :per_transaction, :charityA_title, :descriptionA, :charityB_title, :descriptionB, :expiration_time, :tutorial, :show_results, :charityA_image, :charityB_image, :charityA_image_cache, :charityB_image_cache)
end
- Read upRead up
- Exclude checks
This cop checks if the length a class exceeds some maximum value. Comment lines can optionally be ignored. The maximum allowed length is configurable.
Assignment Branch Condition size for update is too high. [46.59/15] Open
def update
game = GivingGame.find(params[:id])
gp = game_params
begin
if gp[:expiration_time]
- Read upRead up
- Exclude checks
This cop checks that the ABC size of methods is not higher than the configured maximum. The ABC size is based on assignments, branches (method calls), and conditions. See http://c2.com/cgi/wiki?AbcMetric
Assignment Branch Condition size for check_if_played_and_reroute is too high. [44.84/15] Open
def check_if_played_and_reroute
game = GivingGame.find(params[:id])
if !game.tutorial
if current_user.present? and current_user.played_games.include? game.id
- Read upRead up
- Exclude checks
This cop checks that the ABC size of methods is not higher than the configured maximum. The ABC size is based on assignments, branches (method calls), and conditions. See http://c2.com/cgi/wiki?AbcMetric
Method has too many lines. [38/10] Open
def create
success = true
gp = game_params
begin
if gp[:expiration_time]
- Read upRead up
- Exclude checks
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.
Assignment Branch Condition size for create is too high. [40.01/15] Open
def create
success = true
gp = game_params
begin
if gp[:expiration_time]
- Read upRead up
- Exclude checks
This cop checks that the ABC size of methods is not higher than the configured maximum. The ABC size is based on assignments, branches (method calls), and conditions. See http://c2.com/cgi/wiki?AbcMetric
Method has too many lines. [32/10] Open
def update
game = GivingGame.find(params[:id])
gp = game_params
begin
if gp[:expiration_time]
- Read upRead up
- Exclude checks
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.
Method has too many lines. [31/10] Open
def check_if_played_and_reroute
game = GivingGame.find(params[:id])
if !game.tutorial
if current_user.present? and current_user.played_games.include? game.id
- Read upRead up
- Exclude checks
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.
Assignment Branch Condition size for results is too high. [28.67/15] Open
def results
@game = GivingGame.find(params[:id])
@owner = @game.user_id
@expired = @game.expired
@charityVotedFor = params[:charity]
- Read upRead up
- Exclude checks
This cop checks that the ABC size of methods is not higher than the configured maximum. The ABC size is based on assignments, branches (method calls), and conditions. See http://c2.com/cgi/wiki?AbcMetric
Method has too many lines. [21/10] Open
def results
@game = GivingGame.find(params[:id])
@owner = @game.user_id
@expired = @game.expired
@charityVotedFor = params[:charity]
- Read upRead up
- Exclude checks
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.
Method has too many lines. [20/10] Open
def play_game
chosen_game = GivingGame.find(params[:id])
if current_user.nil? and !chosen_game.tutorial?
flash[:warning] = "You must be logged in to play an actual giving game."
- Read upRead up
- Exclude checks
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.
Assignment Branch Condition size for play_game is too high. [24.88/15] Open
def play_game
chosen_game = GivingGame.find(params[:id])
if current_user.nil? and !chosen_game.tutorial?
flash[:warning] = "You must be logged in to play an actual giving game."
- Read upRead up
- Exclude checks
This cop checks that the ABC size of methods is not higher than the configured maximum. The ABC size is based on assignments, branches (method calls), and conditions. See http://c2.com/cgi/wiki?AbcMetric
Perceived complexity for check_if_played_and_reroute is too high. [13/7] Open
def check_if_played_and_reroute
game = GivingGame.find(params[:id])
if !game.tutorial
if current_user.present? and current_user.played_games.include? game.id
- Read upRead up
- Exclude checks
This cop tries to produce a complexity score that's a measure of the
complexity the reader experiences when looking at a method. For that
reason it considers when
nodes as something that doesn't add as much
complexity as an if
or a &&
. Except if it's one of those special
case
/when
constructs where there's no expression after case
. Then
the cop treats it as an if
/elsif
/elsif
... and lets all the when
nodes count. In contrast to the CyclomaticComplexity cop, this cop
considers else
nodes as adding complexity.
Example:
def my_method # 1
if cond # 1
case var # 2 (0.8 + 4 * 0.2, rounded)
when 1 then func_one
when 2 then func_two
when 3 then func_three
when 4..10 then func_other
end
else # 1
do_something until a && b # 2
end # ===
end # 7 complexity points
Cyclomatic complexity for check_if_played_and_reroute is too high. [10/6] Open
def check_if_played_and_reroute
game = GivingGame.find(params[:id])
if !game.tutorial
if current_user.present? and current_user.played_games.include? game.id
- Read upRead up
- Exclude checks
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.
Perceived complexity for create is too high. [10/7] Open
def create
success = true
gp = game_params
begin
if gp[:expiration_time]
- Read upRead up
- Exclude checks
This cop tries to produce a complexity score that's a measure of the
complexity the reader experiences when looking at a method. For that
reason it considers when
nodes as something that doesn't add as much
complexity as an if
or a &&
. Except if it's one of those special
case
/when
constructs where there's no expression after case
. Then
the cop treats it as an if
/elsif
/elsif
... and lets all the when
nodes count. In contrast to the CyclomaticComplexity cop, this cop
considers else
nodes as adding complexity.
Example:
def my_method # 1
if cond # 1
case var # 2 (0.8 + 4 * 0.2, rounded)
when 1 then func_one
when 2 then func_two
when 3 then func_three
when 4..10 then func_other
end
else # 1
do_something until a && b # 2
end # ===
end # 7 complexity points
Perceived complexity for update is too high. [8/7] Open
def update
game = GivingGame.find(params[:id])
gp = game_params
begin
if gp[:expiration_time]
- Read upRead up
- Exclude checks
This cop tries to produce a complexity score that's a measure of the
complexity the reader experiences when looking at a method. For that
reason it considers when
nodes as something that doesn't add as much
complexity as an if
or a &&
. Except if it's one of those special
case
/when
constructs where there's no expression after case
. Then
the cop treats it as an if
/elsif
/elsif
... and lets all the when
nodes count. In contrast to the CyclomaticComplexity cop, this cop
considers else
nodes as adding complexity.
Example:
def my_method # 1
if cond # 1
case var # 2 (0.8 + 4 * 0.2, rounded)
when 1 then func_one
when 2 then func_two
when 3 then func_three
when 4..10 then func_other
end
else # 1
do_something until a && b # 2
end # ===
end # 7 complexity points
Cyclomatic complexity for create is too high. [7/6] Open
def create
success = true
gp = game_params
begin
if gp[:expiration_time]
- Read upRead up
- Exclude checks
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 create
has 38 lines of code (exceeds 25 allowed). Consider refactoring. Open
def create
success = true
gp = game_params
begin
if gp[:expiration_time]
Method create
has a Cognitive Complexity of 12 (exceeds 5 allowed). Consider refactoring. Open
def create
success = true
gp = game_params
begin
if gp[:expiration_time]
- Read upRead up
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 check_if_played_and_reroute
has a Cognitive Complexity of 12 (exceeds 5 allowed). Consider refactoring. Open
def check_if_played_and_reroute
game = GivingGame.find(params[:id])
if !game.tutorial
if current_user.present? and current_user.played_games.include? game.id
- Read upRead up
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 update
has 32 lines of code (exceeds 25 allowed). Consider refactoring. Open
def update
game = GivingGame.find(params[:id])
gp = game_params
begin
if gp[:expiration_time]
Method check_if_played_and_reroute
has 31 lines of code (exceeds 25 allowed). Consider refactoring. Open
def check_if_played_and_reroute
game = GivingGame.find(params[:id])
if !game.tutorial
if current_user.present? and current_user.played_games.include? game.id
Method update
has a Cognitive Complexity of 10 (exceeds 5 allowed). Consider refactoring. Open
def update
game = GivingGame.find(params[:id])
gp = game_params
begin
if gp[:expiration_time]
- Read upRead up
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 play_game
has a Cognitive Complexity of 6 (exceeds 5 allowed). Consider refactoring. Open
def play_game
chosen_game = GivingGame.find(params[:id])
if current_user.nil? and !chosen_game.tutorial?
flash[:warning] = "You must be logged in to play an actual giving game."
- Read upRead up
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
Use tr
instead of gsub
. Open
totalMessage += "#{key.to_s().gsub('_', ' ').capitalize} #{message.join("', and'")}; "
- Read upRead up
- Exclude checks
This cop identifies places where gsub
can be replaced by
tr
or delete
.
Example:
# bad
'abc'.gsub('b', 'd')
'abc'.gsub('a', '')
'abc'.gsub(/a/, 'd')
'abc'.gsub!('a', 'd')
# good
'abc'.gsub(/.*/, 'a')
'abc'.gsub(/a+/, 'd')
'abc'.tr('b', 'd')
'a b c'.delete(' ')
Use tr
instead of gsub
. Open
totalMessage += "#{key.to_s().gsub('_', ' ').capitalize} #{message.join("', and'")}; "
- Read upRead up
- Exclude checks
This cop identifies places where gsub
can be replaced by
tr
or delete
.
Example:
# bad
'abc'.gsub('b', 'd')
'abc'.gsub('a', '')
'abc'.gsub(/a/, 'd')
'abc'.gsub!('a', 'd')
# good
'abc'.gsub(/.*/, 'a')
'abc'.gsub(/a+/, 'd')
'abc'.tr('b', 'd')
'a b c'.delete(' ')
Space missing to the left of {. Open
games = GivingGame.where(:tutorial => true).collect{|i| i}
- Read upRead up
- Exclude checks
Checks that block braces have or don't have a space before the opening brace depending on configuration.
Example:
# bad
foo.map{ |a|
a.bar.to_s
}
# good
foo.map { |a|
a.bar.to_s
}
Space missing inside }. Open
games = GivingGame.where(:tutorial => true).collect{|i| i}
- Read upRead up
- Exclude checks
Checks that block braces have or don't have surrounding space inside them on configuration. For blocks taking parameters, it checks that the left brace has or doesn't have trailing space depending on configuration.
Example: EnforcedStyle: space (default)
# The `space` style enforces that block braces have
# surrounding space.
# bad
some_array.each {puts e}
# good
some_array.each { puts e }
Example: EnforcedStyle: no_space
# The `no_space` style enforces that block braces don't
# have surrounding space.
# bad
some_array.each { puts e }
# good
some_array.each {puts e}
Example: EnforcedStyleForEmptyBraces: no_space (default)
# The `no_space` EnforcedStyleForEmptyBraces style enforces that
# block braces don't have a space in between when empty.
# bad
some_array.each { }
some_array.each { }
some_array.each { }
# good
some_array.each {}
Example: EnforcedStyleForEmptyBraces: space
# The `space` EnforcedStyleForEmptyBraces style enforces that
# block braces have at least a spece in between when empty.
# bad
some_array.each {}
# good
some_array.each { }
some_array.each { }
some_array.each { }
Example: SpaceBeforeBlockParameters: true (default)
# The SpaceBeforeBlockParameters style set to `true` enforces that
# there is a space between `{` and `|`. Overrides `EnforcedStyle`
# if there is a conflict.
# bad
[1, 2, 3].each {|n| n * 2 }
# good
[1, 2, 3].each { |n| n * 2 }
Example: SpaceBeforeBlockParameters: true
# The SpaceBeforeBlockParameters style set to `false` enforces that
# there is no space between `{` and `|`. Overrides `EnforcedStyle`
# if there is a conflict.
# bad
[1, 2, 3].each { |n| n * 2 }
# good
[1, 2, 3].each {|n| n * 2 }
Trailing whitespace detected. Open
- Exclude checks
Trailing whitespace detected. Open
params.delete key
- Exclude checks
Use snake_case for variable names. Open
@votesA = @game.votesA
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Use snake_case for variable names. Open
@leadingCharity = @charityB
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Do not use parentheses for method calls with no arguments. Open
totalMessage += "#{key.to_s().gsub('_', ' ').capitalize} #{message.join("', and'")}; "
- Read upRead up
- Exclude checks
This cop checks for unwanted parentheses in parameterless method calls.
Example:
# bad
object.some_method()
# good
object.some_method
Prefer single-quoted strings when you don't need string interpolation or special symbols. Open
totalMessage = ""
- Read upRead up
- Exclude checks
Checks if uses of quotes match the configured preference.
Example: EnforcedStyle: single_quotes (default)
# bad
"No special symbols"
"No string interpolation"
"Just text"
# good
'No special symbols'
'No string interpolation'
'Just text'
"Wait! What's #{this}!"
Example: EnforcedStyle: double_quotes
# bad
'Just some text'
'No special chars or interpolation'
# good
"Just some text"
"No special chars or interpolation"
"Every string in #{project} uses double_quotes"
Final newline missing. Open
end
- Exclude checks
Trailing whitespace detected. Open
- Exclude checks
Line is too long. [94/80] Open
totalMessage += "#{key.to_s().gsub('_', ' ').capitalize} #{message.join("', and'")}; "
- Exclude checks
Use snake_case for variable names. Open
total_moneyB = game.votesB * game.per_transaction
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Use snake_case for variable names. Open
@descriptionA = @game.descriptionA
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Prefer Date or Time over DateTime. Open
@games = GivingGame.where("expired = ? OR expiration_time < ?", true, DateTime.now)
- Read upRead up
- Exclude checks
This cop checks for uses of DateTime
that should be replaced by
Date
or Time
.
Example:
# bad - uses `DateTime` for current time
DateTime.now
# good - uses `Time` for current time
Time.now
# bad - uses `DateTime` for modern date
DateTime.iso8601('2016-06-29')
# good - uses `Date` for modern date
Date.iso8601('2016-06-29')
# good - uses `DateTime` with start argument for historical date
DateTime.iso8601('1751-04-23', Date::ENGLAND)
Prefer single-quoted strings when you don't need string interpolation or special symbols. Open
@games = GivingGame.where("expired = ? AND (expiration_time > ? OR expiration_time IS NULL)", false, DateTime.now)
- Read upRead up
- Exclude checks
Checks if uses of quotes match the configured preference.
Example: EnforcedStyle: single_quotes (default)
# bad
"No special symbols"
"No string interpolation"
"Just text"
# good
'No special symbols'
'No string interpolation'
'Just text'
"Wait! What's #{this}!"
Example: EnforcedStyle: double_quotes
# bad
'Just some text'
'No special chars or interpolation'
# good
"Just some text"
"No special chars or interpolation"
"Every string in #{project} uses double_quotes"
Use the return of the conditional for variable assignment and comparison. Open
if @votesA > @votesB
@leadingCharity = @charityA
elsif @votesA < @votesB
@leadingCharity = @charityB
else
- Exclude checks
Use a guard clause instead of wrapping the code inside a conditional expression. Open
if session and session.key? :game
- Read upRead up
- Exclude checks
Use a guard clause instead of wrapping the code inside a conditional expression
Example:
# bad
def test
if something
work
end
end
# good
def test
return unless something
work
end
# also good
def test
work if something
end
# bad
if something
raise 'exception'
else
ok
end
# good
raise 'exception' if something
ok
Use 2 (not 4) spaces for indentation. Open
flash[:danger] = "Invalid date passed"
- Read upRead up
- Exclude checks
This cops checks for indentation that doesn't use the specified number of spaces.
See also the IndentationConsistency cop which is the companion to this one.
Example:
# bad
class A
def test
puts 'hello'
end
end
# good
class A
def test
puts 'hello'
end
end
Example: IgnoredPatterns: ['^\s*module']
# bad
module A
class B
def test
puts 'hello'
end
end
end
# good
module A
class B
def test
puts 'hello'
end
end
end
Line is too long. [94/80] Open
totalMessage += "#{key.to_s().gsub('_', ' ').capitalize} #{message.join("', and'")}; "
- Exclude checks
Line is too long. [118/80] Open
@games = GivingGame.where("expired = ? AND (expiration_time > ? OR expiration_time IS NULL)", false, DateTime.now)
- Exclude checks
Use snake_case for variable names. Open
totalMessage = ""
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Use snake_case for variable names. Open
@descriptionA = @game.descriptionA
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Use snake_case for variable names. Open
@charityA = @game.charityA_title
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Use snake_case for variable names. Open
@charityB = @game.charityB_title
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Use snake_case for variable names. Open
@votes_progressA = (@current_moneyA / @total_money) * 100
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Use &&
instead of and
. Open
redirect_to play_index_path and return
- Read upRead up
- Exclude checks
This cop checks for uses of and
and or
, and suggests using &&
and
|| instead
. It can be configured to check only in conditions, or in
all contexts.
Example: EnforcedStyle: always (default)
# bad
foo.save and return
# bad
if foo and bar
end
# good
foo.save && return
# good
if foo && bar
end
Example: EnforcedStyle: conditionals
# bad
if foo and bar
end
# good
foo.save && return
# good
foo.save and return
# good
if foo && bar
end
Do not use parentheses for method calls with no arguments. Open
game.save()
- Read upRead up
- Exclude checks
This cop checks for unwanted parentheses in parameterless method calls.
Example:
# bad
object.some_method()
# good
object.some_method
Favor unless
over if
for negative conditions. Open
if !game.tutorial
if current_user.present? and current_user.played_games.include? game.id
flash[:warning] = "You have already played that game."
redirect_to play_index_path and return
else
- Read upRead up
- Exclude checks
Checks for uses of if with a negated condition. Only ifs without else are considered. There are three different styles:
- both
- prefix
- postfix
Example: EnforcedStyle: both (default)
# enforces `unless` for `prefix` and `postfix` conditionals
# bad
if !foo
bar
end
# good
unless foo
bar
end
# bad
bar if !foo
# good
bar unless foo
Example: EnforcedStyle: prefix
# enforces `unless` for just `prefix` conditionals
# bad
if !foo
bar
end
# good
unless foo
bar
end
# good
bar if !foo
Example: EnforcedStyle: postfix
# enforces `unless` for just `postfix` conditionals
# bad
bar if !foo
# good
bar unless foo
# good
if !foo
bar
end
Do not use parentheses for method calls with no arguments. Open
totalMessage += "#{key.to_s().gsub('_', ' ').capitalize} #{message.join("', and'")}; "
- Read upRead up
- Exclude checks
This cop checks for unwanted parentheses in parameterless method calls.
Example:
# bad
object.some_method()
# good
object.some_method
Favor unless
over if
for negative conditions. Open
if !game.tutorial
game.expired = true
game.save
end
- Read upRead up
- Exclude checks
Checks for uses of if with a negated condition. Only ifs without else are considered. There are three different styles:
- both
- prefix
- postfix
Example: EnforcedStyle: both (default)
# enforces `unless` for `prefix` and `postfix` conditionals
# bad
if !foo
bar
end
# good
unless foo
bar
end
# bad
bar if !foo
# good
bar unless foo
Example: EnforcedStyle: prefix
# enforces `unless` for just `prefix` conditionals
# bad
if !foo
bar
end
# good
unless foo
bar
end
# good
bar if !foo
Example: EnforcedStyle: postfix
# enforces `unless` for just `postfix` conditionals
# bad
bar if !foo
# good
bar unless foo
# good
if !foo
bar
end
Trailing whitespace detected. Open
begin
- Exclude checks
Trailing whitespace detected. Open
- Exclude checks
Trailing whitespace detected. Open
- Exclude checks
Trailing whitespace detected. Open
- Exclude checks
Use snake_case for variable names. Open
@votes_progressB = (@current_moneyB / @total_money) * 100
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Put empty method definitions on a single line. Open
def home
end
- Read upRead up
- Exclude checks
This cop checks for the formatting of empty method definitions.
By default it enforces empty method definitions to go on a single
line (compact style), but it can be configured to enforce the end
to go on its own line (expanded style).
Note: A method definition is not considered empty if it contains comments.
Example: EnforcedStyle: compact (default)
# bad
def foo(bar)
end
def self.foo(bar)
end
# good
def foo(bar); end
def foo(bar)
# baz
end
def self.foo(bar); end
Example: EnforcedStyle: expanded
# bad
def foo(bar); end
def self.foo(bar); end
# good
def foo(bar)
end
def self.foo(bar)
end
Use the new Ruby 1.9 hash syntax. Open
redirect_to play_game_path(:id => games[index].id)
- Read upRead up
- Exclude checks
This cop checks hash literal syntax.
It can enforce either the use of the class hash rocket syntax or the use of the newer Ruby 1.9 syntax (when applicable).
A separate offense is registered for each problematic pair.
The supported styles are:
- ruby19 - forces use of the 1.9 syntax (e.g.
{a: 1}
) when hashes have all symbols for keys - hash_rockets - forces use of hash rockets for all hashes
- nomixedkeys - simply checks for hashes with mixed syntaxes
- ruby19nomixed_keys - forces use of ruby 1.9 syntax and forbids mixed syntax hashes
Example: EnforcedStyle: ruby19 (default)
# bad
{:a => 2}
{b: 1, :c => 2}
# good
{a: 2, b: 1}
{:c => 2, 'd' => 2} # acceptable since 'd' isn't a symbol
{d: 1, 'e' => 2} # technically not forbidden
Example: EnforcedStyle: hash_rockets
# bad
{a: 1, b: 2}
{c: 1, 'd' => 5}
# good
{:a => 1, :b => 2}
Example: EnforcedStyle: nomixedkeys
# bad
{:a => 1, b: 2}
{c: 1, 'd' => 2}
# good
{:a => 1, :b => 2}
{c: 1, d: 2}
Example: EnforcedStyle: ruby19nomixed_keys
# bad
{:a => 1, :b => 2}
{c: 2, 'd' => 3} # should just use hash rockets
# good
{a: 1, b: 2}
{:c => 3, 'd' => 4}
Use snake_case for variable names. Open
totalMessage = ""
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Use snake_case for variable names. Open
@current_moneyB = @votesB * @game.per_transaction
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Use snake_case for variable names. Open
@leadingCharity = nil
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Prefer single-quoted strings when you don't need string interpolation or special symbols. Open
flash[:warning] = "You must be logged in to create a new giving game."
- Read upRead up
- Exclude checks
Checks if uses of quotes match the configured preference.
Example: EnforcedStyle: single_quotes (default)
# bad
"No special symbols"
"No string interpolation"
"Just text"
# good
'No special symbols'
'No string interpolation'
'Just text'
"Wait! What's #{this}!"
Example: EnforcedStyle: double_quotes
# bad
'Just some text'
'No special chars or interpolation'
# good
"Just some text"
"No special chars or interpolation"
"Every string in #{project} uses double_quotes"
Prefer single-quoted strings when you don't need string interpolation or special symbols. Open
flash[:danger] = "Invalid date passed"
- Read upRead up
- Exclude checks
Checks if uses of quotes match the configured preference.
Example: EnforcedStyle: single_quotes (default)
# bad
"No special symbols"
"No string interpolation"
"Just text"
# good
'No special symbols'
'No string interpolation'
'Just text'
"Wait! What's #{this}!"
Example: EnforcedStyle: double_quotes
# bad
'Just some text'
'No special chars or interpolation'
# good
"Just some text"
"No special chars or interpolation"
"Every string in #{project} uses double_quotes"
Extra empty line detected at class body beginning. Open
def game_params
- Read upRead up
- Exclude checks
This cops checks if empty lines around the bodies of classes match the configuration.
Example: EnforcedStyle: empty_lines
# good
class Foo
def bar
# ...
end
end
Example: EnforcedStyle: emptylinesexcept_namespace
# good
class Foo
class Bar
# ...
end
end
Example: EnforcedStyle: emptylinesspecial
# good
class Foo
def bar; end
end
Example: EnforcedStyle: noemptylines (default)
# good
class Foo
def bar
# ...
end
end
Use 2 (not 4) spaces for indentation. Open
flash[:danger] = "Invalid date passed"
- Read upRead up
- Exclude checks
This cops checks for indentation that doesn't use the specified number of spaces.
See also the IndentationConsistency cop which is the companion to this one.
Example:
# bad
class A
def test
puts 'hello'
end
end
# good
class A
def test
puts 'hello'
end
end
Example: IgnoredPatterns: ['^\s*module']
# bad
module A
class B
def test
puts 'hello'
end
end
end
# good
module A
class B
def test
puts 'hello'
end
end
end
Trailing whitespace detected. Open
begin
- Exclude checks
Trailing whitespace detected. Open
- Exclude checks
Use snake_case for variable names. Open
@charityA = @game.charityA_title
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Use snake_case for variable names. Open
@charityB = @game.charityB_title
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Prefer Date or Time over DateTime. Open
@games = GivingGame.where("expired = ? AND (expiration_time > ? OR expiration_time IS NULL)", false, DateTime.now)
- Read upRead up
- Exclude checks
This cop checks for uses of DateTime
that should be replaced by
Date
or Time
.
Example:
# bad - uses `DateTime` for current time
DateTime.now
# good - uses `Time` for current time
Time.now
# bad - uses `DateTime` for modern date
DateTime.iso8601('2016-06-29')
# good - uses `Date` for modern date
Date.iso8601('2016-06-29')
# good - uses `DateTime` with start argument for historical date
DateTime.iso8601('1751-04-23', Date::ENGLAND)
Do not use parentheses for method calls with no arguments. Open
@game = GivingGame.new(session[:game]) || GivingGame.new()
- Read upRead up
- Exclude checks
This cop checks for unwanted parentheses in parameterless method calls.
Example:
# bad
object.some_method()
# good
object.some_method
Prefer single-quoted strings when you don't need string interpolation or special symbols. Open
flash[:danger] = "Invalid date passed"
- Read upRead up
- Exclude checks
Checks if uses of quotes match the configured preference.
Example: EnforcedStyle: single_quotes (default)
# bad
"No special symbols"
"No string interpolation"
"Just text"
# good
'No special symbols'
'No string interpolation'
'Just text'
"Wait! What's #{this}!"
Example: EnforcedStyle: double_quotes
# bad
'Just some text'
'No special chars or interpolation'
# good
"Just some text"
"No special chars or interpolation"
"Every string in #{project} uses double_quotes"
Prefer single-quoted strings when you don't need string interpolation or special symbols. Open
@games = GivingGame.where("expired = ? OR expiration_time < ?", true, DateTime.now)
- Read upRead up
- Exclude checks
Checks if uses of quotes match the configured preference.
Example: EnforcedStyle: single_quotes (default)
# bad
"No special symbols"
"No string interpolation"
"Just text"
# good
'No special symbols'
'No string interpolation'
'Just text'
"Wait! What's #{this}!"
Example: EnforcedStyle: double_quotes
# bad
'Just some text'
'No special chars or interpolation'
# good
"Just some text"
"No special chars or interpolation"
"Every string in #{project} uses double_quotes"
Trailing whitespace detected. Open
- Exclude checks
Trailing whitespace detected. Open
- Exclude checks
Trailing whitespace detected. Open
- Exclude checks
Use snake_case for variable names. Open
@votesB = @game.votesB
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Use the return of the conditional for variable assignment and comparison. Open
if @game.expiration_time?
@expiration_time = @game.expiration_time.strftime("%m/%d/%Y")
else
@expiration_time = 'None'
end
- Exclude checks
Missing top-level class documentation comment. Open
class GamesController < ApplicationController
- Read upRead up
- Exclude checks
This cop checks for missing top-level documentation of classes and modules. Classes with no body are exempt from the check and so are namespace modules - modules that have nothing in their bodies except classes, other modules, or constant definitions.
The documentation requirement is annulled if the class or module has a "#:nodoc:" comment next to it. Likewise, "#:nodoc: all" does the same for all its children.
Example:
# bad
class Person
# ...
end
# good
# Description/Explanation of Person class
class Person
# ...
end
Favor modifier if
usage when having a single-line body. Another good alternative is the usage of control flow &&
/||
. Open
if session and session.key? :game
- Read upRead up
- Exclude checks
Checks for if and unless statements that would fit on one line
if written as a modifier if/unless. The maximum line length is
configured in the Metrics/LineLength
cop.
Example:
# bad
if condition
do_stuff(bar)
end
unless qux.empty?
Foo.do_something
end
# good
do_stuff(bar) if condition
Foo.do_something unless qux.empty?
Favor modifier if
usage when having a single-line body. Another good alternative is the usage of control flow &&
/||
. Open
if params.key? key
- Read upRead up
- Exclude checks
Checks for if and unless statements that would fit on one line
if written as a modifier if/unless. The maximum line length is
configured in the Metrics/LineLength
cop.
Example:
# bad
if condition
do_stuff(bar)
end
unless qux.empty?
Foo.do_something
end
# good
do_stuff(bar) if condition
Foo.do_something unless qux.empty?
Prefer single-quoted strings when you don't need string interpolation or special symbols. Open
flash[:success] = "Successfully edited."
- Read upRead up
- Exclude checks
Checks if uses of quotes match the configured preference.
Example: EnforcedStyle: single_quotes (default)
# bad
"No special symbols"
"No string interpolation"
"Just text"
# good
'No special symbols'
'No string interpolation'
'Just text'
"Wait! What's #{this}!"
Example: EnforcedStyle: double_quotes
# bad
'Just some text'
'No special chars or interpolation'
# good
"Just some text"
"No special chars or interpolation"
"Every string in #{project} uses double_quotes"
Use 2 (not 4) spaces for indentation. Open
@game = GivingGame.find(params[:id])
- Read upRead up
- Exclude checks
This cops checks for indentation that doesn't use the specified number of spaces.
See also the IndentationConsistency cop which is the companion to this one.
Example:
# bad
class A
def test
puts 'hello'
end
end
# good
class A
def test
puts 'hello'
end
end
Example: IgnoredPatterns: ['^\s*module']
# bad
module A
class B
def test
puts 'hello'
end
end
end
# good
module A
class B
def test
puts 'hello'
end
end
end
Trailing whitespace detected. Open
- Exclude checks
Trailing whitespace detected. Open
- Exclude checks
Use snake_case for variable names. Open
@descriptionB = @game.descriptionB
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Use snake_case for variable names. Open
@charityVotedFor = params[:charity]
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Use snake_case for variable names. Open
@charityA = @game.charityA_title
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Avoid rescuing without specifying an error class. Open
rescue
- Read upRead up
- Exclude checks
This cop checks for rescuing StandardError
. There are two supported
styles implicit
and explicit
. This cop will not register an offense
if any error other than StandardError
is specified.
Example: EnforcedStyle: implicit
# `implicit` will enforce using `rescue` instead of
# `rescue StandardError`.
# bad
begin
foo
rescue StandardError
bar
end
# good
begin
foo
rescue
bar
end
# good
begin
foo
rescue OtherError
bar
end
# good
begin
foo
rescue StandardError, SecurityError
bar
end
Example: EnforcedStyle: explicit (default)
# `explicit` will enforce using `rescue StandardError`
# instead of `rescue`.
# bad
begin
foo
rescue
bar
end
# good
begin
foo
rescue StandardError
bar
end
# good
begin
foo
rescue OtherError
bar
end
# good
begin
foo
rescue StandardError, SecurityError
bar
end
Prefer single-quoted strings when you don't need string interpolation or special symbols. Open
@expiration_time = @game.expiration_time.strftime("%m/%d/%Y")
- Read upRead up
- Exclude checks
Checks if uses of quotes match the configured preference.
Example: EnforcedStyle: single_quotes (default)
# bad
"No special symbols"
"No string interpolation"
"Just text"
# good
'No special symbols'
'No string interpolation'
'Just text'
"Wait! What's #{this}!"
Example: EnforcedStyle: double_quotes
# bad
'Just some text'
'No special chars or interpolation'
# good
"Just some text"
"No special chars or interpolation"
"Every string in #{project} uses double_quotes"
Trailing whitespace detected. Open
- Exclude checks
Trailing whitespace detected. Open
- Exclude checks
Use snake_case for variable names. Open
@charityB = @game.charityB_title
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Use the return of the conditional for variable assignment and comparison. Open
if gp[:expiration_time] == ''
gp[:expiration_time] = nil
else
gp[:expiration_time] = Date.strptime(gp[:expiration_time], "%m/%d/%Y")
end
- Exclude checks
Prefer single-quoted strings when you don't need string interpolation or special symbols. Open
totalMessage = ""
- Read upRead up
- Exclude checks
Checks if uses of quotes match the configured preference.
Example: EnforcedStyle: single_quotes (default)
# bad
"No special symbols"
"No string interpolation"
"Just text"
# good
'No special symbols'
'No string interpolation'
'Just text'
"Wait! What's #{this}!"
Example: EnforcedStyle: double_quotes
# bad
'Just some text'
'No special chars or interpolation'
# good
"Just some text"
"No special chars or interpolation"
"Every string in #{project} uses double_quotes"
Prefer single-quoted strings when you don't need string interpolation or special symbols. Open
flash[:warning] = "You have already played that game."
- Read upRead up
- Exclude checks
Checks if uses of quotes match the configured preference.
Example: EnforcedStyle: single_quotes (default)
# bad
"No special symbols"
"No string interpolation"
"Just text"
# good
'No special symbols'
'No string interpolation'
'Just text'
"Wait! What's #{this}!"
Example: EnforcedStyle: double_quotes
# bad
'Just some text'
'No special chars or interpolation'
# good
"Just some text"
"No special chars or interpolation"
"Every string in #{project} uses double_quotes"
Space between { and | missing. Open
games = GivingGame.where(:tutorial => true).collect{|i| i}
- Read upRead up
- Exclude checks
Checks that block braces have or don't have surrounding space inside them on configuration. For blocks taking parameters, it checks that the left brace has or doesn't have trailing space depending on configuration.
Example: EnforcedStyle: space (default)
# The `space` style enforces that block braces have
# surrounding space.
# bad
some_array.each {puts e}
# good
some_array.each { puts e }
Example: EnforcedStyle: no_space
# The `no_space` style enforces that block braces don't
# have surrounding space.
# bad
some_array.each { puts e }
# good
some_array.each {puts e}
Example: EnforcedStyleForEmptyBraces: no_space (default)
# The `no_space` EnforcedStyleForEmptyBraces style enforces that
# block braces don't have a space in between when empty.
# bad
some_array.each { }
some_array.each { }
some_array.each { }
# good
some_array.each {}
Example: EnforcedStyleForEmptyBraces: space
# The `space` EnforcedStyleForEmptyBraces style enforces that
# block braces have at least a spece in between when empty.
# bad
some_array.each {}
# good
some_array.each { }
some_array.each { }
some_array.each { }
Example: SpaceBeforeBlockParameters: true (default)
# The SpaceBeforeBlockParameters style set to `true` enforces that
# there is a space between `{` and `|`. Overrides `EnforcedStyle`
# if there is a conflict.
# bad
[1, 2, 3].each {|n| n * 2 }
# good
[1, 2, 3].each { |n| n * 2 }
Example: SpaceBeforeBlockParameters: true
# The SpaceBeforeBlockParameters style set to `false` enforces that
# there is no space between `{` and `|`. Overrides `EnforcedStyle`
# if there is a conflict.
# bad
[1, 2, 3].each { |n| n * 2 }
# good
[1, 2, 3].each {|n| n * 2 }
Line is too long. [274/80] Open
params.require(:game).permit(:title, :description, :total_money, :per_transaction, :charityA_title, :descriptionA, :charityB_title, :descriptionB, :expiration_time, :tutorial, :show_results, :charityA_image, :charityB_image, :charityA_image_cache, :charityB_image_cache)
- Exclude checks
Use snake_case for variable names. Open
@charityVotedFor = params[:charity]
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Use &&
instead of and
. Open
if session and session[:game]
- Read upRead up
- Exclude checks
This cop checks for uses of and
and or
, and suggests using &&
and
|| instead
. It can be configured to check only in conditions, or in
all contexts.
Example: EnforcedStyle: always (default)
# bad
foo.save and return
# bad
if foo and bar
end
# good
foo.save && return
# good
if foo && bar
end
Example: EnforcedStyle: conditionals
# bad
if foo and bar
end
# good
foo.save && return
# good
foo.save and return
# good
if foo && bar
end
Avoid rescuing without specifying an error class. Open
rescue
- Read upRead up
- Exclude checks
This cop checks for rescuing StandardError
. There are two supported
styles implicit
and explicit
. This cop will not register an offense
if any error other than StandardError
is specified.
Example: EnforcedStyle: implicit
# `implicit` will enforce using `rescue` instead of
# `rescue StandardError`.
# bad
begin
foo
rescue StandardError
bar
end
# good
begin
foo
rescue
bar
end
# good
begin
foo
rescue OtherError
bar
end
# good
begin
foo
rescue StandardError, SecurityError
bar
end
Example: EnforcedStyle: explicit (default)
# `explicit` will enforce using `rescue StandardError`
# instead of `rescue`.
# bad
begin
foo
rescue
bar
end
# good
begin
foo
rescue StandardError
bar
end
# good
begin
foo
rescue OtherError
bar
end
# good
begin
foo
rescue StandardError, SecurityError
bar
end
Prefer single-quoted strings when you don't need string interpolation or special symbols. Open
gp[:expiration_time] = Date.strptime(gp[:expiration_time], "%m/%d/%Y")
- Read upRead up
- Exclude checks
Checks if uses of quotes match the configured preference.
Example: EnforcedStyle: single_quotes (default)
# bad
"No special symbols"
"No string interpolation"
"Just text"
# good
'No special symbols'
'No string interpolation'
'Just text'
"Wait! What's #{this}!"
Example: EnforcedStyle: double_quotes
# bad
'Just some text'
'No special chars or interpolation'
# good
"Just some text"
"No special chars or interpolation"
"Every string in #{project} uses double_quotes"
Trailing whitespace detected. Open
- Exclude checks
Trailing whitespace detected. Open
if params.key? key
- Exclude checks
Line is too long. [87/80] Open
@games = GivingGame.where("expired = ? OR expiration_time < ?", true, DateTime.now)
- Exclude checks
Use snake_case for variable names. Open
@showResults = @game.show_results
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Use snake_case for variable names. Open
charityB = game.charityB_title
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Use snake_case for variable names. Open
@current_moneyA = @votesA * @game.per_transaction
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Use snake_case for variable names. Open
total_moneyA = game.votesA * game.per_transaction
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Use snake_case for variable names. Open
@leadingCharity = @charityA
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Use snake_case for variable names. Open
@descriptionB = @game.descriptionB
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Use the new Ruby 1.9 hash syntax. Open
games = GivingGame.where(:tutorial => true).collect{|i| i}
- Read upRead up
- Exclude checks
This cop checks hash literal syntax.
It can enforce either the use of the class hash rocket syntax or the use of the newer Ruby 1.9 syntax (when applicable).
A separate offense is registered for each problematic pair.
The supported styles are:
- ruby19 - forces use of the 1.9 syntax (e.g.
{a: 1}
) when hashes have all symbols for keys - hash_rockets - forces use of hash rockets for all hashes
- nomixedkeys - simply checks for hashes with mixed syntaxes
- ruby19nomixed_keys - forces use of ruby 1.9 syntax and forbids mixed syntax hashes
Example: EnforcedStyle: ruby19 (default)
# bad
{:a => 2}
{b: 1, :c => 2}
# good
{a: 2, b: 1}
{:c => 2, 'd' => 2} # acceptable since 'd' isn't a symbol
{d: 1, 'e' => 2} # technically not forbidden
Example: EnforcedStyle: hash_rockets
# bad
{a: 1, b: 2}
{c: 1, 'd' => 5}
# good
{:a => 1, :b => 2}
Example: EnforcedStyle: nomixedkeys
# bad
{:a => 1, b: 2}
{c: 1, 'd' => 2}
# good
{:a => 1, :b => 2}
{c: 1, d: 2}
Example: EnforcedStyle: ruby19nomixed_keys
# bad
{:a => 1, :b => 2}
{c: 2, 'd' => 3} # should just use hash rockets
# good
{a: 1, b: 2}
{:c => 3, 'd' => 4}
Use &&
instead of and
. Open
if session and session.key? :game
- Read upRead up
- Exclude checks
This cop checks for uses of and
and or
, and suggests using &&
and
|| instead
. It can be configured to check only in conditions, or in
all contexts.
Example: EnforcedStyle: always (default)
# bad
foo.save and return
# bad
if foo and bar
end
# good
foo.save && return
# good
if foo && bar
end
Example: EnforcedStyle: conditionals
# bad
if foo and bar
end
# good
foo.save && return
# good
foo.save and return
# good
if foo && bar
end
Use &&
instead of and
. Open
if current_user.nil? and !chosen_game.tutorial?
- Read upRead up
- Exclude checks
This cop checks for uses of and
and or
, and suggests using &&
and
|| instead
. It can be configured to check only in conditions, or in
all contexts.
Example: EnforcedStyle: always (default)
# bad
foo.save and return
# bad
if foo and bar
end
# good
foo.save && return
# good
if foo && bar
end
Example: EnforcedStyle: conditionals
# bad
if foo and bar
end
# good
foo.save && return
# good
foo.save and return
# good
if foo && bar
end
Use 2 (not 4) spaces for indentation. Open
current_user.add_to_played_giving_games(game)
- Read upRead up
- Exclude checks
This cops checks for indentation that doesn't use the specified number of spaces.
See also the IndentationConsistency cop which is the companion to this one.
Example:
# bad
class A
def test
puts 'hello'
end
end
# good
class A
def test
puts 'hello'
end
end
Example: IgnoredPatterns: ['^\s*module']
# bad
module A
class B
def test
puts 'hello'
end
end
end
# good
module A
class B
def test
puts 'hello'
end
end
end
Use &&
instead of and
. Open
if current_user.present? and current_user.played_games.include? game.id
- Read upRead up
- Exclude checks
This cop checks for uses of and
and or
, and suggests using &&
and
|| instead
. It can be configured to check only in conditions, or in
all contexts.
Example: EnforcedStyle: always (default)
# bad
foo.save and return
# bad
if foo and bar
end
# good
foo.save && return
# good
if foo && bar
end
Example: EnforcedStyle: conditionals
# bad
if foo and bar
end
# good
foo.save && return
# good
foo.save and return
# good
if foo && bar
end
Use the return of the conditional for variable assignment and comparison. Open
if gp[:expiration_time] == ''
gp[:expiration_time] = nil
else
gp[:expiration_time] = Date.strptime(gp[:expiration_time], "%m/%d/%Y")
end
- Exclude checks
Use the new Ruby 1.9 hash syntax. Open
number_of_games = GivingGame.where(:tutorial => true).count
- Read upRead up
- Exclude checks
This cop checks hash literal syntax.
It can enforce either the use of the class hash rocket syntax or the use of the newer Ruby 1.9 syntax (when applicable).
A separate offense is registered for each problematic pair.
The supported styles are:
- ruby19 - forces use of the 1.9 syntax (e.g.
{a: 1}
) when hashes have all symbols for keys - hash_rockets - forces use of hash rockets for all hashes
- nomixedkeys - simply checks for hashes with mixed syntaxes
- ruby19nomixed_keys - forces use of ruby 1.9 syntax and forbids mixed syntax hashes
Example: EnforcedStyle: ruby19 (default)
# bad
{:a => 2}
{b: 1, :c => 2}
# good
{a: 2, b: 1}
{:c => 2, 'd' => 2} # acceptable since 'd' isn't a symbol
{d: 1, 'e' => 2} # technically not forbidden
Example: EnforcedStyle: hash_rockets
# bad
{a: 1, b: 2}
{c: 1, 'd' => 5}
# good
{:a => 1, :b => 2}
Example: EnforcedStyle: nomixedkeys
# bad
{:a => 1, b: 2}
{c: 1, 'd' => 2}
# good
{:a => 1, :b => 2}
{c: 1, d: 2}
Example: EnforcedStyle: ruby19nomixed_keys
# bad
{:a => 1, :b => 2}
{c: 2, 'd' => 3} # should just use hash rockets
# good
{a: 1, b: 2}
{:c => 3, 'd' => 4}
Trailing whitespace detected. Open
- Exclude checks
Use the new Ruby 1.9 hash syntax. Open
redirect_to results_path(:id => game.id, :charity => charity)
- Read upRead up
- Exclude checks
This cop checks hash literal syntax.
It can enforce either the use of the class hash rocket syntax or the use of the newer Ruby 1.9 syntax (when applicable).
A separate offense is registered for each problematic pair.
The supported styles are:
- ruby19 - forces use of the 1.9 syntax (e.g.
{a: 1}
) when hashes have all symbols for keys - hash_rockets - forces use of hash rockets for all hashes
- nomixedkeys - simply checks for hashes with mixed syntaxes
- ruby19nomixed_keys - forces use of ruby 1.9 syntax and forbids mixed syntax hashes
Example: EnforcedStyle: ruby19 (default)
# bad
{:a => 2}
{b: 1, :c => 2}
# good
{a: 2, b: 1}
{:c => 2, 'd' => 2} # acceptable since 'd' isn't a symbol
{d: 1, 'e' => 2} # technically not forbidden
Example: EnforcedStyle: hash_rockets
# bad
{a: 1, b: 2}
{c: 1, 'd' => 5}
# good
{:a => 1, :b => 2}
Example: EnforcedStyle: nomixedkeys
# bad
{:a => 1, b: 2}
{c: 1, 'd' => 2}
# good
{:a => 1, :b => 2}
{c: 1, d: 2}
Example: EnforcedStyle: ruby19nomixed_keys
# bad
{:a => 1, :b => 2}
{c: 2, 'd' => 3} # should just use hash rockets
# good
{a: 1, b: 2}
{:c => 3, 'd' => 4}
Use snake_case for variable names. Open
totalMessage += "#{key.to_s().gsub('_', ' ').capitalize} #{message.join("', and'")}; "
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Use the new Ruby 1.9 hash syntax. Open
redirect_to play_index_path(:charity => charity)
- Read upRead up
- Exclude checks
This cop checks hash literal syntax.
It can enforce either the use of the class hash rocket syntax or the use of the newer Ruby 1.9 syntax (when applicable).
A separate offense is registered for each problematic pair.
The supported styles are:
- ruby19 - forces use of the 1.9 syntax (e.g.
{a: 1}
) when hashes have all symbols for keys - hash_rockets - forces use of hash rockets for all hashes
- nomixedkeys - simply checks for hashes with mixed syntaxes
- ruby19nomixed_keys - forces use of ruby 1.9 syntax and forbids mixed syntax hashes
Example: EnforcedStyle: ruby19 (default)
# bad
{:a => 2}
{b: 1, :c => 2}
# good
{a: 2, b: 1}
{:c => 2, 'd' => 2} # acceptable since 'd' isn't a symbol
{d: 1, 'e' => 2} # technically not forbidden
Example: EnforcedStyle: hash_rockets
# bad
{a: 1, b: 2}
{c: 1, 'd' => 5}
# good
{:a => 1, :b => 2}
Example: EnforcedStyle: nomixedkeys
# bad
{:a => 1, b: 2}
{c: 1, 'd' => 2}
# good
{:a => 1, :b => 2}
{c: 1, d: 2}
Example: EnforcedStyle: ruby19nomixed_keys
# bad
{:a => 1, :b => 2}
{c: 2, 'd' => 3} # should just use hash rockets
# good
{a: 1, b: 2}
{:c => 3, 'd' => 4}
Use snake_case for variable names. Open
totalMessage += "#{key.to_s().gsub('_', ' ').capitalize} #{message.join("', and'")}; "
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Prefer single-quoted strings when you don't need string interpolation or special symbols. Open
gp[:expiration_time] = Date.strptime(gp[:expiration_time], "%m/%d/%Y")
- Read upRead up
- Exclude checks
Checks if uses of quotes match the configured preference.
Example: EnforcedStyle: single_quotes (default)
# bad
"No special symbols"
"No string interpolation"
"Just text"
# good
'No special symbols'
'No string interpolation'
'Just text'
"Wait! What's #{this}!"
Example: EnforcedStyle: double_quotes
# bad
'Just some text'
'No special chars or interpolation'
# good
"Just some text"
"No special chars or interpolation"
"Every string in #{project} uses double_quotes"
Use snake_case for variable names. Open
@showResults = @game.show_results
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Use snake_case for variable names. Open
charityA = game.charityA_title
- Read upRead up
- Exclude checks
This cop makes sure that all variables use the configured style, snake_case or camelCase, for their names.
Example: EnforcedStyle: snake_case (default)
# bad
fooBar = 1
# good
foo_bar = 1
Example: EnforcedStyle: camelCase
# bad
foo_bar = 1
# good
fooBar = 1
Use the new Ruby 1.9 hash syntax. Open
redirect_to results_path(:id => game.id, :charity => charity)
- Read upRead up
- Exclude checks
This cop checks hash literal syntax.
It can enforce either the use of the class hash rocket syntax or the use of the newer Ruby 1.9 syntax (when applicable).
A separate offense is registered for each problematic pair.
The supported styles are:
- ruby19 - forces use of the 1.9 syntax (e.g.
{a: 1}
) when hashes have all symbols for keys - hash_rockets - forces use of hash rockets for all hashes
- nomixedkeys - simply checks for hashes with mixed syntaxes
- ruby19nomixed_keys - forces use of ruby 1.9 syntax and forbids mixed syntax hashes
Example: EnforcedStyle: ruby19 (default)
# bad
{:a => 2}
{b: 1, :c => 2}
# good
{a: 2, b: 1}
{:c => 2, 'd' => 2} # acceptable since 'd' isn't a symbol
{d: 1, 'e' => 2} # technically not forbidden
Example: EnforcedStyle: hash_rockets
# bad
{a: 1, b: 2}
{c: 1, 'd' => 5}
# good
{:a => 1, :b => 2}
Example: EnforcedStyle: nomixedkeys
# bad
{:a => 1, b: 2}
{c: 1, 'd' => 2}
# good
{:a => 1, :b => 2}
{c: 1, d: 2}
Example: EnforcedStyle: ruby19nomixed_keys
# bad
{:a => 1, :b => 2}
{c: 2, 'd' => 3} # should just use hash rockets
# good
{a: 1, b: 2}
{:c => 3, 'd' => 4}
Favor modifier if
usage when having a single-line body. Another good alternative is the usage of control flow &&
/||
. Open
if params[:game].key? key
- Read upRead up
- Exclude checks
Checks for if and unless statements that would fit on one line
if written as a modifier if/unless. The maximum line length is
configured in the Metrics/LineLength
cop.
Example:
# bad
if condition
do_stuff(bar)
end
unless qux.empty?
Foo.do_something
end
# good
do_stuff(bar) if condition
Foo.do_something unless qux.empty?
Prefer single-quoted strings when you don't need string interpolation or special symbols. Open
flash[:warning] = "You must be logged in to play an actual giving game."
- Read upRead up
- Exclude checks
Checks if uses of quotes match the configured preference.
Example: EnforcedStyle: single_quotes (default)
# bad
"No special symbols"
"No string interpolation"
"Just text"
# good
'No special symbols'
'No string interpolation'
'Just text'
"Wait! What's #{this}!"
Example: EnforcedStyle: double_quotes
# bad
'Just some text'
'No special chars or interpolation'
# good
"Just some text"
"No special chars or interpolation"
"Every string in #{project} uses double_quotes"