phodal/growth

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Showing 225 of 225 total issues

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

    <TouchableHighlight
      onPress={this.props.onclick}
      style={{ flex: 1, marginTop: this.props.top }}
    >
      <View style={this.props.imageParentStyle}>
Severity: Minor
Found in src/components/discover/view/DiscoverOnlineReadItem.js and 1 other location - About 35 mins to fix
src/components/discover/view/DiscoverMoreItem.js on lines 42..53

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 46.

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

    content:
        PropTypes.shape(
          PropTypes.string.isRequired,
          PropTypes.arrayOf(PropTypes.shape(
            PropTypes.string.isRequired,
src/components/discover/recommend-articles/view/RecommendSimpleItem.js on lines 11..17

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 46.

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 3 locations. Consider refactoring.
Open

  arch: {
    name: '架构',
    achievement: '设计天才',
    basic: [
      {
Severity: Minor
Found in src/constants/TODO_LISTS.js and 2 other locations - About 35 mins to fix
src/constants/TODO_LISTS.js on lines 154..167
src/constants/TODO_LISTS.js on lines 168..181

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 46.

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

    <TouchableHighlight
      onPress={this.props.onclick}
      style={{ flex: 1, marginTop: this.props.top }}
    >
      <View style={this.props.imageParentStyle}>
Severity: Minor
Found in src/components/discover/view/DiscoverMoreItem.js and 1 other location - About 35 mins to fix
src/components/discover/view/DiscoverOnlineReadItem.js on lines 40..50

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 46.

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 3 locations. Consider refactoring.
Open

        <View style={AppStyle.titleVerticalCenterColorGrayStyle}>
          <Text>{this.state.name}</Text>
        </View>
Severity: Minor
Found in src/components/discover/project-list/view/ProjectListItem.js and 2 other locations - About 35 mins to fix
src/components/discover/exam-detail/view/ExamDetailContent.js on lines 92..96
src/components/discover/view/SimpleListItem.js on lines 33..35

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 46.

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 3 locations. Consider refactoring.
Open

        <View
          style={AppStyle.examDetailContentStyle}
        >
          <Text>{this.state.text}</Text>
        </View>
Severity: Minor
Found in src/components/discover/exam-detail/view/ExamDetailContent.js and 2 other locations - About 35 mins to fix
src/components/discover/project-list/view/ProjectListItem.js on lines 52..54
src/components/discover/view/SimpleListItem.js on lines 33..35

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 46.

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 3 locations. Consider refactoring.
Open

          <View style={AppStyle.simpleListItemStyle}>
            <Text>{this.props.text}</Text>
          </View>
Severity: Minor
Found in src/components/discover/view/SimpleListItem.js and 2 other locations - About 35 mins to fix
src/components/discover/exam-detail/view/ExamDetailContent.js on lines 92..96
src/components/discover/project-list/view/ProjectListItem.js on lines 52..54

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 46.

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 3 locations. Consider refactoring.
Open

  configurable: {
    name: '可配置',
    achievement: '会点魔术',
    basic: [
      {
Severity: Minor
Found in src/constants/TODO_LISTS.js and 2 other locations - About 35 mins to fix
src/constants/TODO_LISTS.js on lines 168..181
src/constants/TODO_LISTS.js on lines 250..263

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 46.

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 3 locations. Consider refactoring.
Open

  ci: {
    name: '持续集成',
    achievement: '构建小试',
    basic: [
      {
Severity: Minor
Found in src/constants/TODO_LISTS.js and 2 other locations - About 35 mins to fix
src/constants/TODO_LISTS.js on lines 154..167
src/constants/TODO_LISTS.js on lines 250..263

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 46.

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

        <ListItem
          title={'我的技能分布'}
          leftIcon={{ name: 'trending-up' }}
          onPress={() => Actions.comingSoon('我的技能分布')}
        />
Severity: Minor
Found in src/containers/user-center/UserCenter.js and 1 other location - About 30 mins to fix
src/containers/user-center/UserCenter.js on lines 49..53

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 45.

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

        <ListItem
          title={'我的书签'}
          leftIcon={{ name: 'bookmark' }}
          onPress={() => Actions.comingSoon('我的书签')}
        />
Severity: Minor
Found in src/containers/user-center/UserCenter.js and 1 other location - About 30 mins to fix
src/containers/user-center/UserCenter.js on lines 54..58

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 45.

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

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

  render() {
    const { algorithmInfo, code, trace } = this.state;
    let source;
    if (__DEV__) {
      source = require('./algorithm-webview/index.html');
Severity: Minor
Found in src/containers/practises/algorithm/AlgorithmDetailView.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

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

  change() {
    const movePx = 0;
    const minCount = 0;
    const maxCount = 8;
    const minSlideValue = 30;
Severity: Minor
Found in src/components/discover/exam-detail/view/ExamDetailContent.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

Unexpected console statement.
Open

      console.log(res.path());

disallow the use of console (no-console)

In JavaScript that is designed to be executed in the browser, it's considered a best practice to avoid using methods on console. Such messages are considered to be for debugging purposes and therefore not suitable to ship to the client. In general, calls using console should be stripped before being pushed to production.

console.log("Made it here.");
console.error("That shouldn't have happened.");

Rule Details

This rule disallows calls to methods of the console object.

Examples of incorrect code for this rule:

/*eslint no-console: "error"*/

console.log("Log a debug level message.");
console.warn("Log a warn level message.");
console.error("Log an error level message.");

Examples of correct code for this rule:

/*eslint no-console: "error"*/

// custom console
Console.log("Hello world!");

Options

This rule has an object option for exceptions:

  • "allow" has an array of strings which are allowed methods of the console object

Examples of additional correct code for this rule with a sample { "allow": ["warn", "error"] } option:

/*eslint no-console: ["error", { allow: ["warn", "error"] }] */

console.warn("Log a warn level message.");
console.error("Log an error level message.");

When Not To Use It

If you're using Node.js, however, console is used to output information to the user and so is not strictly used for debugging purposes. If you are developing for Node.js then you most likely do not want this rule enabled.

Related Rules

Unexpected console statement.
Open

    console.log(leetCodeDir);

disallow the use of console (no-console)

In JavaScript that is designed to be executed in the browser, it's considered a best practice to avoid using methods on console. Such messages are considered to be for debugging purposes and therefore not suitable to ship to the client. In general, calls using console should be stripped before being pushed to production.

console.log("Made it here.");
console.error("That shouldn't have happened.");

Rule Details

This rule disallows calls to methods of the console object.

Examples of incorrect code for this rule:

/*eslint no-console: "error"*/

console.log("Log a debug level message.");
console.warn("Log a warn level message.");
console.error("Log an error level message.");

Examples of correct code for this rule:

/*eslint no-console: "error"*/

// custom console
Console.log("Hello world!");

Options

This rule has an object option for exceptions:

  • "allow" has an array of strings which are allowed methods of the console object

Examples of additional correct code for this rule with a sample { "allow": ["warn", "error"] } option:

/*eslint no-console: ["error", { allow: ["warn", "error"] }] */

console.warn("Log a warn level message.");
console.error("Log an error level message.");

When Not To Use It

If you're using Node.js, however, console is used to output information to the user and so is not strictly used for debugging purposes. If you are developing for Node.js then you most likely do not want this rule enabled.

Related Rules

Read-only global 'fetch' should not be modified.
Open

fetch = jest.fn(() => new Promise(resolve => resolve()));
Severity: Minor
Found in jest.setup.js by eslint

Disallow assignment to native objects or read-only global variables (no-global-assign)

JavaScript environments contain a number of built-in global variables, such as window in browsers and process in Node.js. In almost all cases, you don't want to assign a value to these global variables as doing so could result in losing access to important functionality. For example, you probably don't want to do this in browser code:

window = {};

While examples such as window are obvious, there are often hundreds of built-in global objects provided by JavaScript environments. It can be hard to know if you're assigning to a global variable or not.

Rule Details

This rule disallows modifications to read-only global variables.

ESLint has the capability to configure global variables as read-only.

  • [Specifying Environments](../user-guide/configuring#specifying-environments)
  • [Specifying Globals](../user-guide/configuring#specifying-globals)

Examples of incorrect code for this rule:

/*eslint no-global-assign: "error"*/

Object = null
undefined = 1
/*eslint no-global-assign: "error"*/
/*eslint-env browser*/

window = {}
length = 1
top = 1
/*eslint no-global-assign: "error"*/
/*globals a:false*/

a = 1

Examples of correct code for this rule:

/*eslint no-global-assign: "error"*/

a = 1
var b = 1
b = 2
/*eslint no-global-assign: "error"*/
/*eslint-env browser*/

onload = function() {}
/*eslint no-global-assign: "error"*/
/*globals a:true*/

a = 1

Options

This rule accepts an exceptions option, which can be used to specify a list of builtins for which reassignments will be allowed:

{
    "rules": {
        "no-global-assign": ["error", {"exceptions": ["Object"]}]
    }
}

When Not To Use It

If you are trying to override one of the native objects.

Related Rules

The closing bracket must be aligned with the line containing the opening tag (expected column 5 on the next line)
Open

      slug={HELPER_ARTICLES['zh-cn'].hello[0].slug} />,

For more information visit Source: http://eslint.org/docs/rules/

Unexpected console statement.
Open

      console.log(`${now} 下载成功`);

disallow the use of console (no-console)

In JavaScript that is designed to be executed in the browser, it's considered a best practice to avoid using methods on console. Such messages are considered to be for debugging purposes and therefore not suitable to ship to the client. In general, calls using console should be stripped before being pushed to production.

console.log("Made it here.");
console.error("That shouldn't have happened.");

Rule Details

This rule disallows calls to methods of the console object.

Examples of incorrect code for this rule:

/*eslint no-console: "error"*/

console.log("Log a debug level message.");
console.warn("Log a warn level message.");
console.error("Log an error level message.");

Examples of correct code for this rule:

/*eslint no-console: "error"*/

// custom console
Console.log("Hello world!");

Options

This rule has an object option for exceptions:

  • "allow" has an array of strings which are allowed methods of the console object

Examples of additional correct code for this rule with a sample { "allow": ["warn", "error"] } option:

/*eslint no-console: ["error", { allow: ["warn", "error"] }] */

console.warn("Log a warn level message.");
console.error("Log an error level message.");

When Not To Use It

If you're using Node.js, however, console is used to output information to the user and so is not strictly used for debugging purposes. If you are developing for Node.js then you most likely do not want this rule enabled.

Related Rules

Unexpected console statement.
Open

      console.log(result);
Severity: Minor
Found in src/utils/BookmarkHelper.js by eslint

disallow the use of console (no-console)

In JavaScript that is designed to be executed in the browser, it's considered a best practice to avoid using methods on console. Such messages are considered to be for debugging purposes and therefore not suitable to ship to the client. In general, calls using console should be stripped before being pushed to production.

console.log("Made it here.");
console.error("That shouldn't have happened.");

Rule Details

This rule disallows calls to methods of the console object.

Examples of incorrect code for this rule:

/*eslint no-console: "error"*/

console.log("Log a debug level message.");
console.warn("Log a warn level message.");
console.error("Log an error level message.");

Examples of correct code for this rule:

/*eslint no-console: "error"*/

// custom console
Console.log("Hello world!");

Options

This rule has an object option for exceptions:

  • "allow" has an array of strings which are allowed methods of the console object

Examples of additional correct code for this rule with a sample { "allow": ["warn", "error"] } option:

/*eslint no-console: ["error", { allow: ["warn", "error"] }] */

console.warn("Log a warn level message.");
console.error("Log an error level message.");

When Not To Use It

If you're using Node.js, however, console is used to output information to the user and so is not strictly used for debugging purposes. If you are developing for Node.js then you most likely do not want this rule enabled.

Related Rules

'Helper' is defined but never used.
Open

import Helper from '../../../src/utils/helper';

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/

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