metamaps/metamaps

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frontend/src/Metamaps/JIT.js

Summary

Maintainability
F
1 wk
Test Coverage

File JIT.js has 1330 lines of code (exceeds 250 allowed). Consider refactoring.
Open

/* global $, Image */

import _ from 'lodash'
import clipboard from 'clipboard-js'

Severity: Major
Found in frontend/src/Metamaps/JIT.js - About 3 days to fix

Function onDragMoveTopicHandler has a Cognitive Complexity of 61 (exceeds 5 allowed). Consider refactoring.
Open

  onDragMoveTopicHandler: function(node, eventInfo, e) {
    var self = JIT

    var authorized = Active.Map && Active.Map.authorizeToEdit(Active.Mapper)

Severity: Minor
Found in frontend/src/Metamaps/JIT.js - About 1 day 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 onDragMoveTopicHandler has 153 lines of code (exceeds 25 allowed). Consider refactoring.
Open

  onDragMoveTopicHandler: function(node, eventInfo, e) {
    var self = JIT

    var authorized = Active.Map && Active.Map.authorizeToEdit(Active.Mapper)

Severity: Major
Found in frontend/src/Metamaps/JIT.js - About 6 hrs to fix

Function selectWithBox has 108 lines of code (exceeds 25 allowed). Consider refactoring.
Open

  selectWithBox: function(e) {
    const self = this
    let sX = Mouse.boxStartCoordinates.x
    let sY = Mouse.boxStartCoordinates.y
    let eX = Mouse.boxEndCoordinates.x
Severity: Major
Found in frontend/src/Metamaps/JIT.js - About 4 hrs to fix

JIT has 33 functions (exceeds 20 allowed). Consider refactoring.
Open

const JIT = {
  tempInit: false,
  tempNode: null,
  tempNode2: null,
  mouseDownPix: {},
Severity: Minor
Found in frontend/src/Metamaps/JIT.js - About 4 hrs to fix

Consider simplifying this complex logical expression.
Open

      if ((sX < x && x < eX && sY < y && y < eY) ||
        (sX > x && x > eX && sY > y && y > eY) ||
        (sX > x && x > eX && sY < y && y < eY) ||
        (sX < x && x < eX && sY > y && y > eY)) {
        if (e.shiftKey) {
Severity: Critical
Found in frontend/src/Metamaps/JIT.js - About 4 hrs to fix

Function edgeRender has 80 lines of code (exceeds 25 allowed). Consider refactoring.
Open

  edgeRender: function(adj, canvas) {
    // get nodes cartesian coordinates
    const pos = adj.nodeFrom.pos.getc(true)
    const posChild = adj.nodeTo.pos.getc(true)

Severity: Major
Found in frontend/src/Metamaps/JIT.js - About 3 hrs to fix

Function zoomExtents has 68 lines of code (exceeds 25 allowed). Consider refactoring.
Open

  zoomExtents: function(event, canvas, denySelected) {
    JIT.centerMap(canvas)
    let height = canvas.getSize().height
    let width = canvas.getSize().width
    let maxX
Severity: Major
Found in frontend/src/Metamaps/JIT.js - About 2 hrs to fix

Function onDragEndTopicHandler has a Cognitive Complexity of 18 (exceeds 5 allowed). Consider refactoring.
Open

  onDragEndTopicHandler: function(node, eventInfo, e) {
    const self = JIT
    const midpoint = {}
    let pixelPos
    let mapping
Severity: Minor
Found in frontend/src/Metamaps/JIT.js - 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 edgeRender has a Cognitive Complexity of 18 (exceeds 5 allowed). Consider refactoring.
Open

  edgeRender: function(adj, canvas) {
    // get nodes cartesian coordinates
    const pos = adj.nodeFrom.pos.getc(true)
    const posChild = adj.nodeTo.pos.getc(true)

Severity: Minor
Found in frontend/src/Metamaps/JIT.js - 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 onDragEndTopicHandler has 60 lines of code (exceeds 25 allowed). Consider refactoring.
Open

  onDragEndTopicHandler: function(node, eventInfo, e) {
    const self = JIT
    const midpoint = {}
    let pixelPos
    let mapping
Severity: Major
Found in frontend/src/Metamaps/JIT.js - About 2 hrs to fix

Function selectNodeOnClickHandler has 52 lines of code (exceeds 25 allowed). Consider refactoring.
Open

  selectNodeOnClickHandler: function(node, e) {
    if (Visualize.mGraph.busy) return

    const self = JIT

Severity: Major
Found in frontend/src/Metamaps/JIT.js - About 2 hrs to fix

Function renderEdgeArrows has 46 lines of code (exceeds 25 allowed). Consider refactoring.
Open

  renderEdgeArrows: function(edgeHelper, adj, synapse, canvas) {
    const self = JIT

    const directionCat = synapse.get('category')
    const direction = synapse.getDirection()
Severity: Minor
Found in frontend/src/Metamaps/JIT.js - About 1 hr to fix

Function convertModelsToJIT has 41 lines of code (exceeds 25 allowed). Consider refactoring.
Open

  convertModelsToJIT: function(topics, synapses) {
    const jitReady = []

    const synapsesToRemove = []
    let mapping
Severity: Minor
Found in frontend/src/Metamaps/JIT.js - About 1 hr to fix

Function render has 40 lines of code (exceeds 25 allowed). Consider refactoring.
Open

        'render': function(node, canvas) {
          const pos = node.pos.getc(true)
          const dim = node.getData('dim')
          const topic = node.getData('topic')
          const metacode = topic ? topic.getMetacode() : false
Severity: Minor
Found in frontend/src/Metamaps/JIT.js - About 1 hr to fix

Function onClick has a Cognitive Complexity of 13 (exceeds 5 allowed). Consider refactoring.
Open

        onClick: function(node, eventInfo, e) {
          // remove the rightclickmenu
          ContextMenu.reset(ReactApp.render)

          if (Mouse.boxStartCoordinates) {
Severity: Minor
Found in frontend/src/Metamaps/JIT.js - About 1 hr 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 render has a Cognitive Complexity of 12 (exceeds 5 allowed). Consider refactoring.
Open

        'render': function(node, canvas) {
          const pos = node.pos.getc(true)
          const dim = node.getData('dim')
          const topic = node.getData('topic')
          const metacode = topic ? topic.getMetacode() : false
Severity: Minor
Found in frontend/src/Metamaps/JIT.js - About 1 hr 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 canvasClickHandler has 35 lines of code (exceeds 25 allowed). Consider refactoring.
Open

  canvasClickHandler: function(canvasLoc, e) {
    // grab the location and timestamp of the click
    const storedTime = Mouse.lastCanvasClick
    const now = Date.now() // not compatible with IE8 FYI
    Mouse.lastCanvasClick = now
Severity: Minor
Found in frontend/src/Metamaps/JIT.js - About 1 hr to fix

Consider simplifying this complex logical expression.
Open

      if (fromNodeX >= minBoxX && fromNodeX <= maxBoxX && fromNodeY >= minBoxY && fromNodeY <= maxBoxY && toNodeX >= minBoxX && toNodeX <= maxBoxX && toNodeY >= minBoxY && toNodeY <= maxBoxY) {
        selectTest = true
      }
Severity: Critical
Found in frontend/src/Metamaps/JIT.js - About 1 hr to fix

Function renderMidArrow has 30 lines of code (exceeds 25 allowed). Consider refactoring.
Open

  renderMidArrow: function(from, to, dim, swap, canvas, placement, newSynapse) {
    const ctx = canvas.getCtx()
    // invert edge direction
    if (swap) {
      const tmp = from
Severity: Minor
Found in frontend/src/Metamaps/JIT.js - About 1 hr to fix

Function onClick has 30 lines of code (exceeds 25 allowed). Consider refactoring.
Open

        onClick: function(node, eventInfo, e) {
          // remove the rightclickmenu
          ContextMenu.reset(ReactApp.render)

          if (Mouse.boxStartCoordinates) {
Severity: Minor
Found in frontend/src/Metamaps/JIT.js - About 1 hr to fix

Function selectEdgeOnClickHandler has 29 lines of code (exceeds 25 allowed). Consider refactoring.
Open

  selectEdgeOnClickHandler: function(adj, e) {
    if (Visualize.mGraph.busy) return

    const self = JIT
    var synapseText = adj.data.$synapses[0].attributes.desc
Severity: Minor
Found in frontend/src/Metamaps/JIT.js - About 1 hr to fix

Function zoomToBox has 29 lines of code (exceeds 25 allowed). Consider refactoring.
Open

  zoomToBox: function(event) {
    const sX = Mouse.boxStartCoordinates.x
    const sY = Mouse.boxStartCoordinates.y
    const eX = Mouse.boxEndCoordinates.x
    const eY = Mouse.boxEndCoordinates.y
Severity: Minor
Found in frontend/src/Metamaps/JIT.js - About 1 hr to fix

Function updateTopicPositions has 28 lines of code (exceeds 25 allowed). Consider refactoring.
Open

  updateTopicPositions: function(node, pos) {
    const len = Selected.Nodes.length
    // this is used to send nodes that are moving to
    // other realtime collaborators on the same map
    const positionsToSend = {}
Severity: Minor
Found in frontend/src/Metamaps/JIT.js - About 1 hr to fix

Consider simplifying this complex logical expression.
Open

      if (e.touches || (e.button === 0 && !e.altKey && !e.ctrlKey && (e.buttons === 0 || e.buttons === 1 || e.buttons === undefined))) {
        const width = Visualize.mGraph.canvas.getSize().width
        const height = Visualize.mGraph.canvas.getSize().height
        const xPix = Util.coordsToPixels(Visualize.mGraph, pos).x
        const yPix = Util.coordsToPixels(Visualize.mGraph, pos).y
Severity: Major
Found in frontend/src/Metamaps/JIT.js - About 1 hr to fix

Function onMouseMoveHandler has a Cognitive Complexity of 9 (exceeds 5 allowed). Consider refactoring.
Open

  onMouseMoveHandler: function(_node, eventInfo, e) {
    const self = JIT

    if (Visualize.mGraph.busy) return

Severity: Minor
Found in frontend/src/Metamaps/JIT.js - About 55 mins 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 updateTopicPositions has a Cognitive Complexity of 9 (exceeds 5 allowed). Consider refactoring.
Open

  updateTopicPositions: function(node, pos) {
    const len = Selected.Nodes.length
    // this is used to send nodes that are moving to
    // other realtime collaborators on the same map
    const positionsToSend = {}
Severity: Minor
Found in frontend/src/Metamaps/JIT.js - About 55 mins 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 renderMidArrow has 7 arguments (exceeds 4 allowed). Consider refactoring.
Open

  renderMidArrow: function(from, to, dim, swap, canvas, placement, newSynapse) {
Severity: Major
Found in frontend/src/Metamaps/JIT.js - About 50 mins to fix

Avoid deeply nested control flow statements.
Open

              if (!node.selected) {
                Util.openLink(DataModel.Topics.get(node.id).attributes.link)
              }
Severity: Major
Found in frontend/src/Metamaps/JIT.js - About 45 mins to fix

Function canvasClickHandler has a Cognitive Complexity of 8 (exceeds 5 allowed). Consider refactoring.
Open

  canvasClickHandler: function(canvasLoc, e) {
    // grab the location and timestamp of the click
    const storedTime = Mouse.lastCanvasClick
    const now = Date.now() // not compatible with IE8 FYI
    Mouse.lastCanvasClick = now
Severity: Minor
Found in frontend/src/Metamaps/JIT.js - About 45 mins 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

Avoid deeply nested control flow statements.
Open

          if (l > 0) {
            for (let i = l - 1; i >= 0; i -= 1) {
              const n = Selected.Nodes[i]
              Mouse.synapseStartCoordinates.push({
                x: n.pos.getc().x,
Severity: Major
Found in frontend/src/Metamaps/JIT.js - About 45 mins to fix

Function zoomExtents has a Cognitive Complexity of 8 (exceeds 5 allowed). Consider refactoring.
Open

  zoomExtents: function(event, canvas, denySelected) {
    JIT.centerMap(canvas)
    let height = canvas.getSize().height
    let width = canvas.getSize().width
    let maxX
Severity: Minor
Found in frontend/src/Metamaps/JIT.js - About 45 mins 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

Avoid deeply nested control flow statements.
Open

              for (let i = 0; i < len; i += 1) {
                let n = Selected.Nodes[i]
                let result = Util.openLink(DataModel.Topics.get(n.id).attributes.link)

                if (!result) { // if link failed to open
Severity: Major
Found in frontend/src/Metamaps/JIT.js - About 45 mins to fix

Consider simplifying this complex logical expression.
Open

      if (testX >= minX && testX <= maxX && testY >= minY && testY <= maxY && testX >= minBoxX && testX <= maxBoxX) {
        selectTest = true
      }
Severity: Major
Found in frontend/src/Metamaps/JIT.js - About 40 mins to fix

Consider simplifying this complex logical expression.
Open

      if (testX >= minX && testX <= maxX && testY >= minY && testY <= maxY && testY >= minBoxY && testY <= maxBoxY) {
        selectTest = true
      }
Severity: Major
Found in frontend/src/Metamaps/JIT.js - About 40 mins to fix

Consider simplifying this complex logical expression.
Open

      if (testX >= minX && testX <= maxX && testY >= minY && testY <= maxY && testY >= minBoxY && testY <= maxBoxY) {
        selectTest = true
      }
Severity: Major
Found in frontend/src/Metamaps/JIT.js - About 40 mins to fix

Consider simplifying this complex logical expression.
Open

      if (testX >= minX && testX <= maxX && testY >= minY && testY <= maxY && testX >= minBoxX && testX <= maxBoxX) {
        selectTest = true
      }
Severity: Major
Found in frontend/src/Metamaps/JIT.js - About 40 mins to fix

Function selectNodeOnClickHandler has a Cognitive Complexity of 6 (exceeds 5 allowed). Consider refactoring.
Open

  selectNodeOnClickHandler: function(node, e) {
    if (Visualize.mGraph.busy) return

    const self = JIT

Severity: Minor
Found in frontend/src/Metamaps/JIT.js - About 25 mins 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

Unnecessary return statement.
Open

      return
Severity: Minor
Found in frontend/src/Metamaps/JIT.js by eslint

Disallow redundant return statements (no-useless-return)

A return; statement with nothing after it is redundant, and has no effect on the runtime behavior of a function. This can be confusing, so it's better to disallow these redundant statements.

Rule Details

This rule aims to report redundant return statements.

Examples of incorrect code for this rule:

/* eslint no-useless-return: "error" */

function foo() { return; }

function foo() {
  doSomething();
  return;
}

function foo() {
  if (condition) {
    bar();
    return;
  } else {
    baz();
  }
}

function foo() {
  switch (bar) {
    case 1:
      doSomething();
    default:
      doSomethingElse();
      return;
  }
}

Examples of correct code for this rule:

/* eslint no-useless-return: "error" */

function foo() { return 5; }

function foo() {
  return doSomething();
}

function foo() {
  if (condition) {
    bar();
    return;
  } else {
    baz();
  }
  qux();
}

function foo() {
  switch (bar) {
    case 1:
      doSomething();
      return;
    default:
      doSomethingElse();
  }
}

function foo() {
  for (const foo of bar) {
    return;
  }
}

When Not To Use It

If you don't care about disallowing redundant return statements, you can turn off this rule. Source: http://eslint.org/docs/rules/

Unnecessary return statement.
Open

      return
Severity: Minor
Found in frontend/src/Metamaps/JIT.js by eslint

Disallow redundant return statements (no-useless-return)

A return; statement with nothing after it is redundant, and has no effect on the runtime behavior of a function. This can be confusing, so it's better to disallow these redundant statements.

Rule Details

This rule aims to report redundant return statements.

Examples of incorrect code for this rule:

/* eslint no-useless-return: "error" */

function foo() { return; }

function foo() {
  doSomething();
  return;
}

function foo() {
  if (condition) {
    bar();
    return;
  } else {
    baz();
  }
}

function foo() {
  switch (bar) {
    case 1:
      doSomething();
    default:
      doSomethingElse();
      return;
  }
}

Examples of correct code for this rule:

/* eslint no-useless-return: "error" */

function foo() { return 5; }

function foo() {
  return doSomething();
}

function foo() {
  if (condition) {
    bar();
    return;
  } else {
    baz();
  }
  qux();
}

function foo() {
  switch (bar) {
    case 1:
      doSomething();
      return;
    default:
      doSomethingElse();
  }
}

function foo() {
  for (const foo of bar) {
    return;
  }
}

When Not To Use It

If you don't care about disallowing redundant return statements, you can turn off this rule. Source: http://eslint.org/docs/rules/

'Filter' is defined but never used.
Open

import Filter from './Filter'
Severity: Minor
Found in frontend/src/Metamaps/JIT.js by eslint

Disallow Unused Variables (no-unused-vars)

Variables that are declared and not used anywhere in the code are most likely an error due to incomplete refactoring. Such variables take up space in the code and can lead to confusion by readers.

Rule Details

This rule is aimed at eliminating unused variables, functions, and parameters of functions.

A variable is considered to be used if any of the following are true:

  • It represents a function that is called (doSomething())
  • It is read (var y = x)
  • It is passed into a function as an argument (doSomething(x))
  • It is read inside of a function that is passed to another function (doSomething(function() { foo(); }))

A variable is not considered to be used if it is only ever assigned to (var x = 5) or declared.

Examples of incorrect code for this rule:

/*eslint no-unused-vars: "error"*/
/*global some_unused_var*/

// It checks variables you have defined as global
some_unused_var = 42;

var x;

// Write-only variables are not considered as used.
var y = 10;
y = 5;

// A read for a modification of itself is not considered as used.
var z = 0;
z = z + 1;

// By default, unused arguments cause warnings.
(function(foo) {
    return 5;
})();

// Unused recursive functions also cause warnings.
function fact(n) {
    if (n < 2) return 1;
    return n * fact(n - 1);
}

// When a function definition destructures an array, unused entries from the array also cause warnings.
function getY([x, y]) {
    return y;
}

Examples of correct code for this rule:

/*eslint no-unused-vars: "error"*/

var x = 10;
alert(x);

// foo is considered used here
myFunc(function foo() {
    // ...
}.bind(this));

(function(foo) {
    return foo;
})();

var myFunc;
myFunc = setTimeout(function() {
    // myFunc is considered used
    myFunc();
}, 50);

// Only the second argument from the descructured array is used.
function getY([, y]) {
    return y;
}

exported

In environments outside of CommonJS or ECMAScript modules, you may use var to create a global variable that may be used by other scripts. You can use the /* exported variableName */ comment block to indicate that this variable is being exported and therefore should not be considered unused.

Note that /* exported */ has no effect for any of the following:

  • when the environment is node or commonjs
  • when parserOptions.sourceType is module
  • when ecmaFeatures.globalReturn is true

The line comment // exported variableName will not work as exported is not line-specific.

Examples of correct code for /* exported variableName */ operation:

/* exported global_var */

var global_var = 42;

Options

This rule takes one argument which can be a string or an object. The string settings are the same as those of the vars property (explained below).

By default this rule is enabled with all option for variables and after-used for arguments.

{
    "rules": {
        "no-unused-vars": ["error", { "vars": "all", "args": "after-used", "ignoreRestSiblings": false }]
    }
}

vars

The vars option has two settings:

  • all checks all variables for usage, including those in the global scope. This is the default setting.
  • local checks only that locally-declared variables are used but will allow global variables to be unused.

vars: local

Examples of correct code for the { "vars": "local" } option:

/*eslint no-unused-vars: ["error", { "vars": "local" }]*/
/*global some_unused_var */

some_unused_var = 42;

varsIgnorePattern

The varsIgnorePattern option specifies exceptions not to check for usage: variables whose names match a regexp pattern. For example, variables whose names contain ignored or Ignored.

Examples of correct code for the { "varsIgnorePattern": "[iI]gnored" } option:

/*eslint no-unused-vars: ["error", { "varsIgnorePattern": "[iI]gnored" }]*/

var firstVarIgnored = 1;
var secondVar = 2;
console.log(secondVar);

args

The args option has three settings:

  • after-used - only the last argument must be used. This allows you, for instance, to have two named parameters to a function and as long as you use the second argument, ESLint will not warn you about the first. This is the default setting.
  • all - all named arguments must be used.
  • none - do not check arguments.

args: after-used

Examples of incorrect code for the default { "args": "after-used" } option:

/*eslint no-unused-vars: ["error", { "args": "after-used" }]*/

// 1 error
// "baz" is defined but never used
(function(foo, bar, baz) {
    return bar;
})();

Examples of correct code for the default { "args": "after-used" } option:

/*eslint no-unused-vars: ["error", {"args": "after-used"}]*/

(function(foo, bar, baz) {
    return baz;
})();

args: all

Examples of incorrect code for the { "args": "all" } option:

/*eslint no-unused-vars: ["error", { "args": "all" }]*/

// 2 errors
// "foo" is defined but never used
// "baz" is defined but never used
(function(foo, bar, baz) {
    return bar;
})();

args: none

Examples of correct code for the { "args": "none" } option:

/*eslint no-unused-vars: ["error", { "args": "none" }]*/

(function(foo, bar, baz) {
    return bar;
})();

ignoreRestSiblings

The ignoreRestSiblings option is a boolean (default: false). Using a Rest Property it is possible to "omit" properties from an object, but by default the sibling properties are marked as "unused". With this option enabled the rest property's siblings are ignored.

Examples of correct code for the { "ignoreRestSiblings": true } option:

/*eslint no-unused-vars: ["error", { "ignoreRestSiblings": true }]*/
// 'type' is ignored because it has a rest property sibling.
var { type, ...coords } = data;

argsIgnorePattern

The argsIgnorePattern option specifies exceptions not to check for usage: arguments whose names match a regexp pattern. For example, variables whose names begin with an underscore.

Examples of correct code for the { "argsIgnorePattern": "^_" } option:

/*eslint no-unused-vars: ["error", { "argsIgnorePattern": "^_" }]*/

function foo(x, _y) {
    return x + 1;
}
foo();

caughtErrors

The caughtErrors option is used for catch block arguments validation.

It has two settings:

  • none - do not check error objects. This is the default setting.
  • all - all named arguments must be used.

caughtErrors: none

Not specifying this rule is equivalent of assigning it to none.

Examples of correct code for the { "caughtErrors": "none" } option:

/*eslint no-unused-vars: ["error", { "caughtErrors": "none" }]*/

try {
    //...
} catch (err) {
    console.error("errors");
}

caughtErrors: all

Examples of incorrect code for the { "caughtErrors": "all" } option:

/*eslint no-unused-vars: ["error", { "caughtErrors": "all" }]*/

// 1 error
// "err" is defined but never used
try {
    //...
} catch (err) {
    console.error("errors");
}

caughtErrorsIgnorePattern

The caughtErrorsIgnorePattern option specifies exceptions not to check for usage: catch arguments whose names match a regexp pattern. For example, variables whose names begin with a string 'ignore'.

Examples of correct code for the { "caughtErrorsIgnorePattern": "^ignore" } option:

/*eslint no-unused-vars: ["error", { "caughtErrorsIgnorePattern": "^ignore" }]*/

try {
    //...
} catch (ignoreErr) {
    console.error("errors");
}

When Not To Use It

If you don't want to be notified about unused variables or function arguments, you can safely turn this rule off. Source: http://eslint.org/docs/rules/

TODO found
Open

      // TODO fix tests so we don't need _.get
Severity: Minor
Found in frontend/src/Metamaps/JIT.js by fixme

TODO found
Open

      // TODO fix tests so we don't need _.get
Severity: Minor
Found in frontend/src/Metamaps/JIT.js by fixme

TODO found
Open

      // TODO fix tests so we don't need _.get
Severity: Minor
Found in frontend/src/Metamaps/JIT.js by fixme

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

    if (canvas.scaleOffsetX * newRatio <= 5 && canvas.scaleOffsetX * newRatio >= 0.2) {
      canvas.scale(newRatio, newRatio)
    } else if (canvas.scaleOffsetX * newRatio > 5) {
      newRatio = 5 / canvas.scaleOffsetX
      canvas.scale(newRatio, newRatio)
Severity: Major
Found in frontend/src/Metamaps/JIT.js and 1 other location - About 2 hrs to fix
frontend/src/Metamaps/JIT.js on lines 1637..1645

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 125.

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

      if (canvas.scaleOffsetX * scaleMultiplier <= 3 && canvas.scaleOffsetX * scaleMultiplier >= 0.2) {
        canvas.scale(scaleMultiplier, scaleMultiplier)
      } else if (canvas.scaleOffsetX * scaleMultiplier > 3) {
        scaleMultiplier = 3 / canvas.scaleOffsetX
        canvas.scale(scaleMultiplier, scaleMultiplier)
Severity: Major
Found in frontend/src/Metamaps/JIT.js and 1 other location - About 2 hrs to fix
frontend/src/Metamaps/JIT.js on lines 1552..1560

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 125.

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

      midpoint.y = JIT.tempNode.pos.getc().y + (JIT.tempNode2.pos.getc().y - JIT.tempNode.pos.getc().y) / 2
Severity: Minor
Found in frontend/src/Metamaps/JIT.js and 1 other location - About 30 mins to fix
frontend/src/Metamaps/JIT.js on lines 933..933

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 80.

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

      midpoint.x = JIT.tempNode.pos.getc().x + (JIT.tempNode2.pos.getc().x - JIT.tempNode.pos.getc().x) / 2
Severity: Minor
Found in frontend/src/Metamaps/JIT.js and 1 other location - About 30 mins to fix
frontend/src/Metamaps/JIT.js on lines 934..934

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 80.

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

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