File JIT.js
has 1330 lines of code (exceeds 250 allowed). Consider refactoring. Open
/* global $, Image */
import _ from 'lodash'
import clipboard from 'clipboard-js'
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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)
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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)
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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
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JIT
has 33 functions (exceeds 20 allowed). Consider refactoring. Open
const JIT = {
tempInit: false,
tempNode: null,
tempNode2: null,
mouseDownPix: {},
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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) {
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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)
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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
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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
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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)
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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
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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
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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()
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Function convertModelsToJIT
has 41 lines of code (exceeds 25 allowed). Consider refactoring. Open
convertModelsToJIT: function(topics, synapses) {
const jitReady = []
const synapsesToRemove = []
let mapping
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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
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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) {
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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
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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
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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
}
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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
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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) {
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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
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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
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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 = {}
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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
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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
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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 = {}
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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) {
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Avoid deeply nested control flow statements. Open
if (!node.selected) {
Util.openLink(DataModel.Topics.get(node.id).attributes.link)
}
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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
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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,
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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
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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
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Consider simplifying this complex logical expression. Open
if (testX >= minX && testX <= maxX && testY >= minY && testY <= maxY && testX >= minBoxX && testX <= maxBoxX) {
selectTest = true
}
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Consider simplifying this complex logical expression. Open
if (testX >= minX && testX <= maxX && testY >= minY && testY <= maxY && testY >= minBoxY && testY <= maxBoxY) {
selectTest = true
}
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Consider simplifying this complex logical expression. Open
if (testX >= minX && testX <= maxX && testY >= minY && testY <= maxY && testY >= minBoxY && testY <= maxBoxY) {
selectTest = true
}
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Consider simplifying this complex logical expression. Open
if (testX >= minX && testX <= maxX && testY >= minY && testY <= maxY && testX >= minBoxX && testX <= maxBoxX) {
selectTest = true
}
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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
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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
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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
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- Exclude checks
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'
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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
orcommonjs
- when
parserOptions.sourceType
ismodule
- when
ecmaFeatures.globalReturn
istrue
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
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TODO found Open
// TODO fix tests so we don't need _.get
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TODO found Open
// TODO fix tests so we don't need _.get
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- Exclude checks
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)
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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
- Extract Method
- Extract Class
- Form Template Method
- Introduce Null Object
- Pull Up Method
- Pull Up Field
- Substitute Algorithm
Further Reading
- Don't Repeat Yourself on the C2 Wiki
- Duplicated Code on SourceMaking
- Refactoring: Improving the Design of Existing Code by Martin Fowler. Duplicated Code, p76
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)
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- Create a ticketCreate a ticket
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
- Extract Method
- Extract Class
- Form Template Method
- Introduce Null Object
- Pull Up Method
- Pull Up Field
- Substitute Algorithm
Further Reading
- Don't Repeat Yourself on the C2 Wiki
- Duplicated Code on SourceMaking
- Refactoring: Improving the Design of Existing Code by Martin Fowler. Duplicated Code, p76
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
- Read upRead up
- Create a ticketCreate a ticket
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
- Extract Method
- Extract Class
- Form Template Method
- Introduce Null Object
- Pull Up Method
- Pull Up Field
- Substitute Algorithm
Further Reading
- Don't Repeat Yourself on the C2 Wiki
- Duplicated Code on SourceMaking
- Refactoring: Improving the Design of Existing Code by Martin Fowler. Duplicated Code, p76
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
- Read upRead up
- Create a ticketCreate a ticket
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
- Extract Method
- Extract Class
- Form Template Method
- Introduce Null Object
- Pull Up Method
- Pull Up Field
- Substitute Algorithm
Further Reading
- Don't Repeat Yourself on the C2 Wiki
- Duplicated Code on SourceMaking
- Refactoring: Improving the Design of Existing Code by Martin Fowler. Duplicated Code, p76