louisdh/bezierpath-length

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Source/BezierPath+Length.swift

Summary

Maintainability
D
2 days
Test Coverage

Function point has a Cognitive Complexity of 36 (exceeds 5 allowed). Consider refactoring.
Open

    func point(at percent: CGFloat, with elements: [PathElement]) -> CGPoint? {

        if percent < 0.0 || percent > 1.0 {
            return nil
        }
Severity: Minor
Found in Source/BezierPath+Length.swift - About 5 hrs to fix

Cognitive Complexity

Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.

A method's cognitive complexity is based on a few simple rules:

  • Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
  • Code is considered more complex for each "break in the linear flow of the code"
  • Code is considered more complex when "flow breaking structures are nested"

Further reading

Function point has 76 lines of code (exceeds 25 allowed). Consider refactoring.
Open

    func point(at percent: CGFloat, with elements: [PathElement]) -> CGPoint? {

        if percent < 0.0 || percent > 1.0 {
            return nil
        }
Severity: Major
Found in Source/BezierPath+Length.swift - About 3 hrs to fix

    Function getLength has a Cognitive Complexity of 21 (exceeds 5 allowed). Consider refactoring.
    Open

        func getLength(with elements: [PathElement]) -> CGFloat {
    
            var firstPointInSubpath: CGPoint?
    
            /// Holds current point on the path (must never be a control point)
    Severity: Minor
    Found in Source/BezierPath+Length.swift - About 2 hrs to fix

    Cognitive Complexity

    Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.

    A method's cognitive complexity is based on a few simple rules:

    • Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
    • Code is considered more complex for each "break in the linear flow of the code"
    • Code is considered more complex when "flow breaking structures are nested"

    Further reading

    Function getLength has 48 lines of code (exceeds 25 allowed). Consider refactoring.
    Open

        func getLength(with elements: [PathElement]) -> CGFloat {
    
            var firstPointInSubpath: CGPoint?
    
            /// Holds current point on the path (must never be a control point)
    Severity: Minor
    Found in Source/BezierPath+Length.swift - About 1 hr to fix

      Function cubicCurvePoint has 5 arguments (exceeds 4 allowed). Consider refactoring.
      Open

          func cubicCurvePoint(t: CGFloat, p0: CGPoint, c1: CGPoint, c2: CGPoint, p1: CGPoint) -> CGPoint {
      Severity: Minor
      Found in Source/BezierPath+Length.swift - About 35 mins to fix

        Function cubicCurveValue has 5 arguments (exceeds 4 allowed). Consider refactoring.
        Open

            func cubicCurveValue(t: CGFloat, p0: CGFloat, c1: CGFloat, c2: CGFloat, p1: CGFloat) -> CGFloat {
        Severity: Minor
        Found in Source/BezierPath+Length.swift - About 35 mins to fix

          Avoid too many return statements within this function.
          Open

                  return nil
          Severity: Major
          Found in Source/BezierPath+Length.swift - About 30 mins to fix

            Avoid too many return statements within this function.
            Open

                                    return linearPoint(t: t, p0: p0, p1: p1)
            Severity: Major
            Found in Source/BezierPath+Length.swift - About 30 mins to fix

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

                              if lengthTraversed + l >= percentLength {
              
                                  let lengthInSubpath = percentLength - lengthTraversed
              
                                  let t = lengthInSubpath / l
              Severity: Minor
              Found in Source/BezierPath+Length.swift and 1 other location - About 45 mins to fix
              Source/BezierPath+Length.swift on lines 206..214

              Duplicated Code

              Duplicated code can lead to software that is hard to understand and difficult to change. The Don't Repeat Yourself (DRY) principle states:

              Every piece of knowledge must have a single, unambiguous, authoritative representation within a system.

              When you violate DRY, bugs and maintenance problems are sure to follow. Duplicated code has a tendency to both continue to replicate and also to diverge (leaving bugs as two similar implementations differ in subtle ways).

              Tuning

              This issue has a mass of 57.

              We set useful threshold defaults for the languages we support but you may want to adjust these settings based on your project guidelines.

              The threshold configuration represents the minimum mass a code block must have to be analyzed for duplication. The lower the threshold, the more fine-grained the comparison.

              If the engine is too easily reporting duplication, try raising the threshold. If you suspect that the engine isn't catching enough duplication, try lowering the threshold. The best setting tends to differ from language to language.

              See codeclimate-duplication's documentation for more information about tuning the mass threshold in your .codeclimate.yml.

              Refactorings

              Further Reading

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

                                  if lengthTraversed + l >= percentLength {
              
                                      let lengthInSubpath = percentLength - lengthTraversed
              
                                      let t = lengthInSubpath / l
              Severity: Minor
              Found in Source/BezierPath+Length.swift and 1 other location - About 45 mins to fix
              Source/BezierPath+Length.swift on lines 132..140

              Duplicated Code

              Duplicated code can lead to software that is hard to understand and difficult to change. The Don't Repeat Yourself (DRY) principle states:

              Every piece of knowledge must have a single, unambiguous, authoritative representation within a system.

              When you violate DRY, bugs and maintenance problems are sure to follow. Duplicated code has a tendency to both continue to replicate and also to diverge (leaving bugs as two similar implementations differ in subtle ways).

              Tuning

              This issue has a mass of 57.

              We set useful threshold defaults for the languages we support but you may want to adjust these settings based on your project guidelines.

              The threshold configuration represents the minimum mass a code block must have to be analyzed for duplication. The lower the threshold, the more fine-grained the comparison.

              If the engine is too easily reporting duplication, try raising the threshold. If you suspect that the engine isn't catching enough duplication, try lowering the threshold. The best setting tends to differ from language to language.

              See codeclimate-duplication's documentation for more information about tuning the mass threshold in your .codeclimate.yml.

              Refactorings

              Further Reading

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

                  func cubicCurveValue(t: CGFloat, p0: CGFloat, c1: CGFloat, c2: CGFloat, p1: CGFloat) -> CGFloat {
              
                      var value: CGFloat = 0.0
              
                      // (1-t)^3 * p0 + 3 * (1-t)^2 * t * c1 + 3 * (1-t) * t^2 * c2 + t^3 * p1
              Severity: Minor
              Found in Source/BezierPath+Length.swift and 1 other location - About 35 mins to fix
              Source/BezierPath+Length.swift on lines 414..421

              Duplicated Code

              Duplicated code can lead to software that is hard to understand and difficult to change. The Don't Repeat Yourself (DRY) principle states:

              Every piece of knowledge must have a single, unambiguous, authoritative representation within a system.

              When you violate DRY, bugs and maintenance problems are sure to follow. Duplicated code has a tendency to both continue to replicate and also to diverge (leaving bugs as two similar implementations differ in subtle ways).

              Tuning

              This issue has a mass of 44.

              We set useful threshold defaults for the languages we support but you may want to adjust these settings based on your project guidelines.

              The threshold configuration represents the minimum mass a code block must have to be analyzed for duplication. The lower the threshold, the more fine-grained the comparison.

              If the engine is too easily reporting duplication, try raising the threshold. If you suspect that the engine isn't catching enough duplication, try lowering the threshold. The best setting tends to differ from language to language.

              See codeclimate-duplication's documentation for more information about tuning the mass threshold in your .codeclimate.yml.

              Refactorings

              Further Reading

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

                  func cubicCurvePoint(t: CGFloat, p0: CGPoint, c1: CGPoint, c2: CGPoint, p1: CGPoint) -> CGPoint {
              
                      let x = cubicCurveValue(t: t, p0: p0.x, c1: c1.x, c2: c2.x, p1: p1.x)
                      let y = cubicCurveValue(t: t, p0: p0.y, c1: c1.y, c2: c2.y, p1: p1.y)
              
              
              Severity: Minor
              Found in Source/BezierPath+Length.swift and 1 other location - About 35 mins to fix
              Source/BezierPath+Length.swift on lines 423..434

              Duplicated Code

              Duplicated code can lead to software that is hard to understand and difficult to change. The Don't Repeat Yourself (DRY) principle states:

              Every piece of knowledge must have a single, unambiguous, authoritative representation within a system.

              When you violate DRY, bugs and maintenance problems are sure to follow. Duplicated code has a tendency to both continue to replicate and also to diverge (leaving bugs as two similar implementations differ in subtle ways).

              Tuning

              This issue has a mass of 44.

              We set useful threshold defaults for the languages we support but you may want to adjust these settings based on your project guidelines.

              The threshold configuration represents the minimum mass a code block must have to be analyzed for duplication. The lower the threshold, the more fine-grained the comparison.

              If the engine is too easily reporting duplication, try raising the threshold. If you suspect that the engine isn't catching enough duplication, try lowering the threshold. The best setting tends to differ from language to language.

              See codeclimate-duplication's documentation for more information about tuning the mass threshold in your .codeclimate.yml.

              Refactorings

              Further Reading

              Switch expression should not be enclosed within parentheses
              Open

                          switch(e) {
              Severity: Minor
              Found in Source/BezierPath+Length.swift by tailor

              redundant-parentheses

              Control flow constructs (if, else if, switch, for, while, repeat-while, and guard statements), Exception handling constructs (throw, and do/catch statements), and Initializers (array, dictionary, initializer patterns) should not be enclosed in parentheses.

              Additionally, method calls with no parameters and a trailing closure should not have empty parentheses following the method name.

              Control flow constructs

              • if, else if statement

              Preferred

              if SomeCondition {
              
              } else if SomeOtherCondition {
              }

              Not Preferred

              if (SomeCondition) {
              
              } else if (SomeOtherCondition) {
              }
              • switch statement

              Preferred

              switch SomeData {
                  default:
                      break
              }

              Not Preferred

              switch (SomeData) {
                  default:
                      break
              }
              • for loop

              Preferred

              for var i = 0; i < 10; i+=1 {
              
              }

              Not Preferred

              for (var i = 0; i < 10; i+=1) {
              
              }
              • while loop

              Preferred

              while SomeCondition {
              
              }

              Not Preferred

              while (SomeCondition) {
              
              }
              • repeat-while loop

              Preferred

              repeat {
              
              } while SomeCondition

              Not Preferred

              repeat {
              
              } while (SomeCondition)
              • guard clause

              Preferred

              guard true else {   }

              Not Preferred

              guard (true) else {   }

              Exception handling constructs

              • do/catch statement

              Preferred

              do  {
              
              } catch SomeException {
              
              }

              Not Preferred

              do  {
              
              } catch (SomeException) {
              
              }
              • throw statement

              Preferred

              throw SomeException

              Not Preferred

              throw (SomeException)

              Initializers

              • array items

              Preferred

              var shoppingList: [String] = ["Eggs", "Milk"]

              Not Preferred

              var shoppingList: [String] = [("Eggs"), ("Milk")]
              • dictionary items

              Preferred

              var airports: [String: String] = ["YYZ": "Toronto Pearson", "DUB": "Dublin"]

              Not Preferred

              var airports: [String: String] = [("YYZ"): ("Toronto Pearson"), ("DUB"): ("Dublin")]
              • initializer patterns

              Preferred

              var x: Int = 2
              var y: String = "Sleekbyte"
              var x = 2

              Not Preferred

              var x: Int = (2)
              var y: String = ("Sleekbyte")
              var x = (2)

              Method calls

              Preferred

              items.map {
                item in item.transform()
              }

              Not Preferred

              items.map() {
                item in item.transform()
              }

              Switch expression should not be enclosed within parentheses
              Open

                          switch(e) {
              Severity: Minor
              Found in Source/BezierPath+Length.swift by tailor

              redundant-parentheses

              Control flow constructs (if, else if, switch, for, while, repeat-while, and guard statements), Exception handling constructs (throw, and do/catch statements), and Initializers (array, dictionary, initializer patterns) should not be enclosed in parentheses.

              Additionally, method calls with no parameters and a trailing closure should not have empty parentheses following the method name.

              Control flow constructs

              • if, else if statement

              Preferred

              if SomeCondition {
              
              } else if SomeOtherCondition {
              }

              Not Preferred

              if (SomeCondition) {
              
              } else if (SomeOtherCondition) {
              }
              • switch statement

              Preferred

              switch SomeData {
                  default:
                      break
              }

              Not Preferred

              switch (SomeData) {
                  default:
                      break
              }
              • for loop

              Preferred

              for var i = 0; i < 10; i+=1 {
              
              }

              Not Preferred

              for (var i = 0; i < 10; i+=1) {
              
              }
              • while loop

              Preferred

              while SomeCondition {
              
              }

              Not Preferred

              while (SomeCondition) {
              
              }
              • repeat-while loop

              Preferred

              repeat {
              
              } while SomeCondition

              Not Preferred

              repeat {
              
              } while (SomeCondition)
              • guard clause

              Preferred

              guard true else {   }

              Not Preferred

              guard (true) else {   }

              Exception handling constructs

              • do/catch statement

              Preferred

              do  {
              
              } catch SomeException {
              
              }

              Not Preferred

              do  {
              
              } catch (SomeException) {
              
              }
              • throw statement

              Preferred

              throw SomeException

              Not Preferred

              throw (SomeException)

              Initializers

              • array items

              Preferred

              var shoppingList: [String] = ["Eggs", "Milk"]

              Not Preferred

              var shoppingList: [String] = [("Eggs"), ("Milk")]
              • dictionary items

              Preferred

              var airports: [String: String] = ["YYZ": "Toronto Pearson", "DUB": "Dublin"]

              Not Preferred

              var airports: [String: String] = [("YYZ"): ("Toronto Pearson"), ("DUB"): ("Dublin")]
              • initializer patterns

              Preferred

              var x: Int = 2
              var y: String = "Sleekbyte"
              var x = 2

              Not Preferred

              var x: Int = (2)
              var y: String = ("Sleekbyte")
              var x = (2)

              Method calls

              Preferred

              items.map {
                item in item.transform()
              }

              Not Preferred

              items.map() {
                item in item.transform()
              }

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