File disasm.js
has 995 lines of code (exceeds 250 allowed). Consider refactoring. Open
var BBGraph = function() {
this.vertices = {};
this.edges = [];
this.elements = [];
this.links = [];
Function html_for_instruction
has a Cognitive Complexity of 88 (exceeds 5 allowed). Consider refactoring. Open
function html_for_instruction(ins) {
var idump = '<div class="instruction enyo-selectable">';
var offset = '0x' + ins.offset.toString(16);
var address = offset;
var asm_flags = (r2.settings['asm.flags']);
- Read upRead up
Cognitive Complexity
Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.
A method's cognitive complexity is based on a few simple rules:
- Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
- Code is considered more complex for each "break in the linear flow of the code"
- Code is considered more complex when "flow breaking structures are nested"
Further reading
Function 'render_instructions' has too many statements (118). Maximum allowed is 30. Open
function render_instructions(instructions) {
- Read upRead up
- Exclude checks
enforce a maximum number of statements allowed in function blocks (max-statements)
The max-statements
rule allows you to specify the maximum number of statements allowed in a function.
function foo() {
var bar = 1; // one statement
var baz = 2; // two statements
var qux = 3; // three statements
}
Rule Details
This rule enforces a maximum number of statements allowed in function blocks.
Options
This rule has a number or object option:
-
"max"
(default10
) enforces a maximum number of statements allows in function blocks
Deprecated: The object property maximum
is deprecated; please use the object property max
instead.
This rule has an object option:
-
"ignoreTopLevelFunctions": true
ignores top-level functions
max
Examples of incorrect code for this rule with the default { "max": 10 }
option:
/*eslint max-statements: ["error", 10]*/
/*eslint-env es6*/
function foo() {
var foo1 = 1;
var foo2 = 2;
var foo3 = 3;
var foo4 = 4;
var foo5 = 5;
var foo6 = 6;
var foo7 = 7;
var foo8 = 8;
var foo9 = 9;
var foo10 = 10;
var foo11 = 11; // Too many.
}
let foo = () => {
var foo1 = 1;
var foo2 = 2;
var foo3 = 3;
var foo4 = 4;
var foo5 = 5;
var foo6 = 6;
var foo7 = 7;
var foo8 = 8;
var foo9 = 9;
var foo10 = 10;
var foo11 = 11; // Too many.
};
Examples of correct code for this rule with the default { "max": 10 }
option:
/*eslint max-statements: ["error", 10]*/
/*eslint-env es6*/
function foo() {
var foo1 = 1;
var foo2 = 2;
var foo3 = 3;
var foo4 = 4;
var foo5 = 5;
var foo6 = 6;
var foo7 = 7;
var foo8 = 8;
var foo9 = 9;
var foo10 = 10;
return function () {
// The number of statements in the inner function does not count toward the
// statement maximum.
return 42;
};
}
let foo = () => {
var foo1 = 1;
var foo2 = 2;
var foo3 = 3;
var foo4 = 4;
var foo5 = 5;
var foo6 = 6;
var foo7 = 7;
var foo8 = 8;
var foo9 = 9;
var foo10 = 10;
return function () {
// The number of statements in the inner function does not count toward the
// statement maximum.
return 42;
};
}
ignoreTopLevelFunctions
Examples of additional correct code for this rule with the { "max": 10 }, { "ignoreTopLevelFunctions": true }
options:
/*eslint max-statements: ["error", 10, { "ignoreTopLevelFunctions": true }]*/
function foo() {
var foo1 = 1;
var foo2 = 2;
var foo3 = 3;
var foo4 = 4;
var foo5 = 5;
var foo6 = 6;
var foo7 = 7;
var foo8 = 8;
var foo9 = 9;
var foo10 = 10;
var foo11 = 11;
}
Related Rules
- [complexity](complexity.md)
- [max-depth](max-depth.md)
- [max-len](max-len.md)
- [max-nested-callbacks](max-nested-callbacks.md)
- [max-params](max-params.md) Source: http://eslint.org/docs/rules/
Function render_instructions
has a Cognitive Complexity of 69 (exceeds 5 allowed). Consider refactoring. Open
function render_instructions(instructions) {
var outergbox = document.createElement('div');
outergbox.id = 'outergbox';
var flatcanvas = document.getElementById('canvas');
flatcanvas.innerHTML = '';
- Read upRead up
Cognitive Complexity
Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.
A method's cognitive complexity is based on a few simple rules:
- Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
- Code is considered more complex for each "break in the linear flow of the code"
- Code is considered more complex when "flow breaking structures are nested"
Further reading
Function 'html_for_instruction' has too many statements (106). Maximum allowed is 30. Open
function html_for_instruction(ins) {
- Read upRead up
- Exclude checks
enforce a maximum number of statements allowed in function blocks (max-statements)
The max-statements
rule allows you to specify the maximum number of statements allowed in a function.
function foo() {
var bar = 1; // one statement
var baz = 2; // two statements
var qux = 3; // three statements
}
Rule Details
This rule enforces a maximum number of statements allowed in function blocks.
Options
This rule has a number or object option:
-
"max"
(default10
) enforces a maximum number of statements allows in function blocks
Deprecated: The object property maximum
is deprecated; please use the object property max
instead.
This rule has an object option:
-
"ignoreTopLevelFunctions": true
ignores top-level functions
max
Examples of incorrect code for this rule with the default { "max": 10 }
option:
/*eslint max-statements: ["error", 10]*/
/*eslint-env es6*/
function foo() {
var foo1 = 1;
var foo2 = 2;
var foo3 = 3;
var foo4 = 4;
var foo5 = 5;
var foo6 = 6;
var foo7 = 7;
var foo8 = 8;
var foo9 = 9;
var foo10 = 10;
var foo11 = 11; // Too many.
}
let foo = () => {
var foo1 = 1;
var foo2 = 2;
var foo3 = 3;
var foo4 = 4;
var foo5 = 5;
var foo6 = 6;
var foo7 = 7;
var foo8 = 8;
var foo9 = 9;
var foo10 = 10;
var foo11 = 11; // Too many.
};
Examples of correct code for this rule with the default { "max": 10 }
option:
/*eslint max-statements: ["error", 10]*/
/*eslint-env es6*/
function foo() {
var foo1 = 1;
var foo2 = 2;
var foo3 = 3;
var foo4 = 4;
var foo5 = 5;
var foo6 = 6;
var foo7 = 7;
var foo8 = 8;
var foo9 = 9;
var foo10 = 10;
return function () {
// The number of statements in the inner function does not count toward the
// statement maximum.
return 42;
};
}
let foo = () => {
var foo1 = 1;
var foo2 = 2;
var foo3 = 3;
var foo4 = 4;
var foo5 = 5;
var foo6 = 6;
var foo7 = 7;
var foo8 = 8;
var foo9 = 9;
var foo10 = 10;
return function () {
// The number of statements in the inner function does not count toward the
// statement maximum.
return 42;
};
}
ignoreTopLevelFunctions
Examples of additional correct code for this rule with the { "max": 10 }, { "ignoreTopLevelFunctions": true }
options:
/*eslint max-statements: ["error", 10, { "ignoreTopLevelFunctions": true }]*/
function foo() {
var foo1 = 1;
var foo2 = 2;
var foo3 = 3;
var foo4 = 4;
var foo5 = 5;
var foo6 = 6;
var foo7 = 7;
var foo8 = 8;
var foo9 = 9;
var foo10 = 10;
var foo11 = 11;
}
Related Rules
- [complexity](complexity.md)
- [max-depth](max-depth.md)
- [max-len](max-len.md)
- [max-nested-callbacks](max-nested-callbacks.md)
- [max-params](max-params.md) Source: http://eslint.org/docs/rules/
Function html_for_instruction
has 148 lines of code (exceeds 25 allowed). Consider refactoring. Open
function html_for_instruction(ins) {
var idump = '<div class="instruction enyo-selectable">';
var offset = '0x' + ins.offset.toString(16);
var address = offset;
var asm_flags = (r2.settings['asm.flags']);
Function render_instructions
has 141 lines of code (exceeds 25 allowed). Consider refactoring. Open
function render_instructions(instructions) {
var outergbox = document.createElement('div');
outergbox.id = 'outergbox';
var flatcanvas = document.getElementById('canvas');
flatcanvas.innerHTML = '';
Function 'html_for_instruction' has a complexity of 40. Open
function html_for_instruction(ins) {
- Read upRead up
- Exclude checks
Limit Cyclomatic Complexity (complexity)
Cyclomatic complexity measures the number of linearly independent paths through a program's source code. This rule allows setting a cyclomatic complexity threshold.
function a(x) {
if (true) {
return x; // 1st path
} else if (false) {
return x+1; // 2nd path
} else {
return 4; // 3rd path
}
}
Rule Details
This rule is aimed at reducing code complexity by capping the amount of cyclomatic complexity allowed in a program. As such, it will warn when the cyclomatic complexity crosses the configured threshold (default is 20
).
Examples of incorrect code for a maximum of 2:
/*eslint complexity: ["error", 2]*/
function a(x) {
if (true) {
return x;
} else if (false) {
return x+1;
} else {
return 4; // 3rd path
}
}
Examples of correct code for a maximum of 2:
/*eslint complexity: ["error", 2]*/
function a(x) {
if (true) {
return x;
} else {
return 4;
}
}
Options
Optionally, you may specify a max
object property:
"complexity": ["error", 2]
is equivalent to
"complexity": ["error", { "max": 2 }]
Deprecated: the object property maximum
is deprecated. Please use the property max
instead.
When Not To Use It
If you can't determine an appropriate complexity limit for your code, then it's best to disable this rule.
Further Reading
Related Rules
- [max-depth](max-depth.md)
- [max-len](max-len.md)
- [max-nested-callbacks](max-nested-callbacks.md)
- [max-params](max-params.md)
- [max-statements](max-statements.md) Source: http://eslint.org/docs/rules/
Function has too many statements (58). Maximum allowed is 30. Open
BBGraph.prototype.render = function() {
- Read upRead up
- Exclude checks
enforce a maximum number of statements allowed in function blocks (max-statements)
The max-statements
rule allows you to specify the maximum number of statements allowed in a function.
function foo() {
var bar = 1; // one statement
var baz = 2; // two statements
var qux = 3; // three statements
}
Rule Details
This rule enforces a maximum number of statements allowed in function blocks.
Options
This rule has a number or object option:
-
"max"
(default10
) enforces a maximum number of statements allows in function blocks
Deprecated: The object property maximum
is deprecated; please use the object property max
instead.
This rule has an object option:
-
"ignoreTopLevelFunctions": true
ignores top-level functions
max
Examples of incorrect code for this rule with the default { "max": 10 }
option:
/*eslint max-statements: ["error", 10]*/
/*eslint-env es6*/
function foo() {
var foo1 = 1;
var foo2 = 2;
var foo3 = 3;
var foo4 = 4;
var foo5 = 5;
var foo6 = 6;
var foo7 = 7;
var foo8 = 8;
var foo9 = 9;
var foo10 = 10;
var foo11 = 11; // Too many.
}
let foo = () => {
var foo1 = 1;
var foo2 = 2;
var foo3 = 3;
var foo4 = 4;
var foo5 = 5;
var foo6 = 6;
var foo7 = 7;
var foo8 = 8;
var foo9 = 9;
var foo10 = 10;
var foo11 = 11; // Too many.
};
Examples of correct code for this rule with the default { "max": 10 }
option:
/*eslint max-statements: ["error", 10]*/
/*eslint-env es6*/
function foo() {
var foo1 = 1;
var foo2 = 2;
var foo3 = 3;
var foo4 = 4;
var foo5 = 5;
var foo6 = 6;
var foo7 = 7;
var foo8 = 8;
var foo9 = 9;
var foo10 = 10;
return function () {
// The number of statements in the inner function does not count toward the
// statement maximum.
return 42;
};
}
let foo = () => {
var foo1 = 1;
var foo2 = 2;
var foo3 = 3;
var foo4 = 4;
var foo5 = 5;
var foo6 = 6;
var foo7 = 7;
var foo8 = 8;
var foo9 = 9;
var foo10 = 10;
return function () {
// The number of statements in the inner function does not count toward the
// statement maximum.
return 42;
};
}
ignoreTopLevelFunctions
Examples of additional correct code for this rule with the { "max": 10 }, { "ignoreTopLevelFunctions": true }
options:
/*eslint max-statements: ["error", 10, { "ignoreTopLevelFunctions": true }]*/
function foo() {
var foo1 = 1;
var foo2 = 2;
var foo3 = 3;
var foo4 = 4;
var foo5 = 5;
var foo6 = 6;
var foo7 = 7;
var foo8 = 8;
var foo9 = 9;
var foo10 = 10;
var foo11 = 11;
}
Related Rules
- [complexity](complexity.md)
- [max-depth](max-depth.md)
- [max-len](max-len.md)
- [max-nested-callbacks](max-nested-callbacks.md)
- [max-params](max-params.md) Source: http://eslint.org/docs/rules/
Function render_graph
has a Cognitive Complexity of 29 (exceeds 5 allowed). Consider refactoring. Open
function render_graph(x) {
var obj;
try {
obj = JSON.parse(x.replace(/\\l/g, '\\n'));
} catch (e) {
- Read upRead up
Cognitive Complexity
Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.
A method's cognitive complexity is based on a few simple rules:
- Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
- Code is considered more complex for each "break in the linear flow of the code"
- Code is considered more complex when "flow breaking structures are nested"
Further reading
Function render
has 104 lines of code (exceeds 25 allowed). Consider refactoring. Open
BBGraph.prototype.render = function() {
var name = Object.keys(this.vertices).toString();
var outergbox = document.createElement('div');
outergbox.id = 'outergbox';
var bbcanvas = document.getElementById('canvas');
Function 'render_instructions' has a complexity of 27. Open
function render_instructions(instructions) {
- Read upRead up
- Exclude checks
Limit Cyclomatic Complexity (complexity)
Cyclomatic complexity measures the number of linearly independent paths through a program's source code. This rule allows setting a cyclomatic complexity threshold.
function a(x) {
if (true) {
return x; // 1st path
} else if (false) {
return x+1; // 2nd path
} else {
return 4; // 3rd path
}
}
Rule Details
This rule is aimed at reducing code complexity by capping the amount of cyclomatic complexity allowed in a program. As such, it will warn when the cyclomatic complexity crosses the configured threshold (default is 20
).
Examples of incorrect code for a maximum of 2:
/*eslint complexity: ["error", 2]*/
function a(x) {
if (true) {
return x;
} else if (false) {
return x+1;
} else {
return 4; // 3rd path
}
}
Examples of correct code for a maximum of 2:
/*eslint complexity: ["error", 2]*/
function a(x) {
if (true) {
return x;
} else {
return 4;
}
}
Options
Optionally, you may specify a max
object property:
"complexity": ["error", 2]
is equivalent to
"complexity": ["error", { "max": 2 }]
Deprecated: the object property maximum
is deprecated. Please use the property max
instead.
When Not To Use It
If you can't determine an appropriate complexity limit for your code, then it's best to disable this rule.
Further Reading
Related Rules
- [max-depth](max-depth.md)
- [max-len](max-len.md)
- [max-nested-callbacks](max-nested-callbacks.md)
- [max-params](max-params.md)
- [max-statements](max-statements.md) Source: http://eslint.org/docs/rules/
Function highlight_instruction
has a Cognitive Complexity of 26 (exceeds 5 allowed). Consider refactoring. Open
function highlight_instruction(line, instruction) {
if (line === undefined) return 'undefined';
if (instruction === undefined) instruction = true;
var ret = escapeHTML(line);
- Read upRead up
Cognitive Complexity
Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.
A method's cognitive complexity is based on a few simple rules:
- Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
- Code is considered more complex for each "break in the linear flow of the code"
- Code is considered more complex when "flow breaking structures are nested"
Further reading
Function on_scroll
has a Cognitive Complexity of 23 (exceeds 5 allowed). Consider refactoring. Open
function on_scroll(event) {
// console.log($(event.target).scrollTop());
if (!r2ui._dis.scrolling) {
var enyo = $('#radareApp').length ? true : false;
var panel_disas = false;
- Read upRead up
Cognitive Complexity
Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.
A method's cognitive complexity is based on a few simple rules:
- Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
- Code is considered more complex for each "break in the linear flow of the code"
- Code is considered more complex when "flow breaking structures are nested"
Further reading
Function 'render_graph' has too many statements (42). Maximum allowed is 30. Open
function render_graph(x) {
- Read upRead up
- Exclude checks
enforce a maximum number of statements allowed in function blocks (max-statements)
The max-statements
rule allows you to specify the maximum number of statements allowed in a function.
function foo() {
var bar = 1; // one statement
var baz = 2; // two statements
var qux = 3; // three statements
}
Rule Details
This rule enforces a maximum number of statements allowed in function blocks.
Options
This rule has a number or object option:
-
"max"
(default10
) enforces a maximum number of statements allows in function blocks
Deprecated: The object property maximum
is deprecated; please use the object property max
instead.
This rule has an object option:
-
"ignoreTopLevelFunctions": true
ignores top-level functions
max
Examples of incorrect code for this rule with the default { "max": 10 }
option:
/*eslint max-statements: ["error", 10]*/
/*eslint-env es6*/
function foo() {
var foo1 = 1;
var foo2 = 2;
var foo3 = 3;
var foo4 = 4;
var foo5 = 5;
var foo6 = 6;
var foo7 = 7;
var foo8 = 8;
var foo9 = 9;
var foo10 = 10;
var foo11 = 11; // Too many.
}
let foo = () => {
var foo1 = 1;
var foo2 = 2;
var foo3 = 3;
var foo4 = 4;
var foo5 = 5;
var foo6 = 6;
var foo7 = 7;
var foo8 = 8;
var foo9 = 9;
var foo10 = 10;
var foo11 = 11; // Too many.
};
Examples of correct code for this rule with the default { "max": 10 }
option:
/*eslint max-statements: ["error", 10]*/
/*eslint-env es6*/
function foo() {
var foo1 = 1;
var foo2 = 2;
var foo3 = 3;
var foo4 = 4;
var foo5 = 5;
var foo6 = 6;
var foo7 = 7;
var foo8 = 8;
var foo9 = 9;
var foo10 = 10;
return function () {
// The number of statements in the inner function does not count toward the
// statement maximum.
return 42;
};
}
let foo = () => {
var foo1 = 1;
var foo2 = 2;
var foo3 = 3;
var foo4 = 4;
var foo5 = 5;
var foo6 = 6;
var foo7 = 7;
var foo8 = 8;
var foo9 = 9;
var foo10 = 10;
return function () {
// The number of statements in the inner function does not count toward the
// statement maximum.
return 42;
};
}
ignoreTopLevelFunctions
Examples of additional correct code for this rule with the { "max": 10 }, { "ignoreTopLevelFunctions": true }
options:
/*eslint max-statements: ["error", 10, { "ignoreTopLevelFunctions": true }]*/
function foo() {
var foo1 = 1;
var foo2 = 2;
var foo3 = 3;
var foo4 = 4;
var foo5 = 5;
var foo6 = 6;
var foo7 = 7;
var foo8 = 8;
var foo9 = 9;
var foo10 = 10;
var foo11 = 11;
}
Related Rules
- [complexity](complexity.md)
- [max-depth](max-depth.md)
- [max-len](max-len.md)
- [max-nested-callbacks](max-nested-callbacks.md)
- [max-params](max-params.md) Source: http://eslint.org/docs/rules/
Function render_graph
has 75 lines of code (exceeds 25 allowed). Consider refactoring. Open
function render_graph(x) {
var obj;
try {
obj = JSON.parse(x.replace(/\\l/g, '\\n'));
} catch (e) {
Function 'render_graph' has a complexity of 15. Open
function render_graph(x) {
- Read upRead up
- Exclude checks
Limit Cyclomatic Complexity (complexity)
Cyclomatic complexity measures the number of linearly independent paths through a program's source code. This rule allows setting a cyclomatic complexity threshold.
function a(x) {
if (true) {
return x; // 1st path
} else if (false) {
return x+1; // 2nd path
} else {
return 4; // 3rd path
}
}
Rule Details
This rule is aimed at reducing code complexity by capping the amount of cyclomatic complexity allowed in a program. As such, it will warn when the cyclomatic complexity crosses the configured threshold (default is 20
).
Examples of incorrect code for a maximum of 2:
/*eslint complexity: ["error", 2]*/
function a(x) {
if (true) {
return x;
} else if (false) {
return x+1;
} else {
return 4; // 3rd path
}
}
Examples of correct code for a maximum of 2:
/*eslint complexity: ["error", 2]*/
function a(x) {
if (true) {
return x;
} else {
return 4;
}
}
Options
Optionally, you may specify a max
object property:
"complexity": ["error", 2]
is equivalent to
"complexity": ["error", { "max": 2 }]
Deprecated: the object property maximum
is deprecated. Please use the property max
instead.
When Not To Use It
If you can't determine an appropriate complexity limit for your code, then it's best to disable this rule.
Further Reading
Related Rules
- [max-depth](max-depth.md)
- [max-len](max-len.md)
- [max-nested-callbacks](max-nested-callbacks.md)
- [max-params](max-params.md)
- [max-statements](max-statements.md) Source: http://eslint.org/docs/rules/
Function render
has a Cognitive Complexity of 18 (exceeds 5 allowed). Consider refactoring. Open
BBGraph.prototype.render = function() {
var name = Object.keys(this.vertices).toString();
var outergbox = document.createElement('div');
outergbox.id = 'outergbox';
var bbcanvas = document.getElementById('canvas');
- Read upRead up
Cognitive Complexity
Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.
A method's cognitive complexity is based on a few simple rules:
- Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
- Code is considered more complex for each "break in the linear flow of the code"
- Code is considered more complex when "flow breaking structures are nested"
Further reading
Function 'on_scroll' has a complexity of 11. Open
function on_scroll(event) {
- Read upRead up
- Exclude checks
Limit Cyclomatic Complexity (complexity)
Cyclomatic complexity measures the number of linearly independent paths through a program's source code. This rule allows setting a cyclomatic complexity threshold.
function a(x) {
if (true) {
return x; // 1st path
} else if (false) {
return x+1; // 2nd path
} else {
return 4; // 3rd path
}
}
Rule Details
This rule is aimed at reducing code complexity by capping the amount of cyclomatic complexity allowed in a program. As such, it will warn when the cyclomatic complexity crosses the configured threshold (default is 20
).
Examples of incorrect code for a maximum of 2:
/*eslint complexity: ["error", 2]*/
function a(x) {
if (true) {
return x;
} else if (false) {
return x+1;
} else {
return 4; // 3rd path
}
}
Examples of correct code for a maximum of 2:
/*eslint complexity: ["error", 2]*/
function a(x) {
if (true) {
return x;
} else {
return 4;
}
}
Options
Optionally, you may specify a max
object property:
"complexity": ["error", 2]
is equivalent to
"complexity": ["error", { "max": 2 }]
Deprecated: the object property maximum
is deprecated. Please use the property max
instead.
When Not To Use It
If you can't determine an appropriate complexity limit for your code, then it's best to disable this rule.
Further Reading
Related Rules
- [max-depth](max-depth.md)
- [max-len](max-len.md)
- [max-nested-callbacks](max-nested-callbacks.md)
- [max-params](max-params.md)
- [max-statements](max-statements.md) Source: http://eslint.org/docs/rules/
Function 'update_minimap' has a complexity of 9. Open
function update_minimap() {
- Read upRead up
- Exclude checks
Limit Cyclomatic Complexity (complexity)
Cyclomatic complexity measures the number of linearly independent paths through a program's source code. This rule allows setting a cyclomatic complexity threshold.
function a(x) {
if (true) {
return x; // 1st path
} else if (false) {
return x+1; // 2nd path
} else {
return 4; // 3rd path
}
}
Rule Details
This rule is aimed at reducing code complexity by capping the amount of cyclomatic complexity allowed in a program. As such, it will warn when the cyclomatic complexity crosses the configured threshold (default is 20
).
Examples of incorrect code for a maximum of 2:
/*eslint complexity: ["error", 2]*/
function a(x) {
if (true) {
return x;
} else if (false) {
return x+1;
} else {
return 4; // 3rd path
}
}
Examples of correct code for a maximum of 2:
/*eslint complexity: ["error", 2]*/
function a(x) {
if (true) {
return x;
} else {
return 4;
}
}
Options
Optionally, you may specify a max
object property:
"complexity": ["error", 2]
is equivalent to
"complexity": ["error", { "max": 2 }]
Deprecated: the object property maximum
is deprecated. Please use the property max
instead.
When Not To Use It
If you can't determine an appropriate complexity limit for your code, then it's best to disable this rule.
Further Reading
Related Rules
- [max-depth](max-depth.md)
- [max-len](max-len.md)
- [max-nested-callbacks](max-nested-callbacks.md)
- [max-params](max-params.md)
- [max-statements](max-statements.md) Source: http://eslint.org/docs/rules/
Function 'dorep' has a complexity of 8. Open
function dorep(a) {
- Read upRead up
- Exclude checks
Limit Cyclomatic Complexity (complexity)
Cyclomatic complexity measures the number of linearly independent paths through a program's source code. This rule allows setting a cyclomatic complexity threshold.
function a(x) {
if (true) {
return x; // 1st path
} else if (false) {
return x+1; // 2nd path
} else {
return 4; // 3rd path
}
}
Rule Details
This rule is aimed at reducing code complexity by capping the amount of cyclomatic complexity allowed in a program. As such, it will warn when the cyclomatic complexity crosses the configured threshold (default is 20
).
Examples of incorrect code for a maximum of 2:
/*eslint complexity: ["error", 2]*/
function a(x) {
if (true) {
return x;
} else if (false) {
return x+1;
} else {
return 4; // 3rd path
}
}
Examples of correct code for a maximum of 2:
/*eslint complexity: ["error", 2]*/
function a(x) {
if (true) {
return x;
} else {
return 4;
}
}
Options
Optionally, you may specify a max
object property:
"complexity": ["error", 2]
is equivalent to
"complexity": ["error", { "max": 2 }]
Deprecated: the object property maximum
is deprecated. Please use the property max
instead.
When Not To Use It
If you can't determine an appropriate complexity limit for your code, then it's best to disable this rule.
Further Reading
Related Rules
- [max-depth](max-depth.md)
- [max-len](max-len.md)
- [max-nested-callbacks](max-nested-callbacks.md)
- [max-params](max-params.md)
- [max-statements](max-statements.md) Source: http://eslint.org/docs/rules/
Function has a complexity of 8. Open
BBGraph.prototype.render = function() {
- Read upRead up
- Exclude checks
Limit Cyclomatic Complexity (complexity)
Cyclomatic complexity measures the number of linearly independent paths through a program's source code. This rule allows setting a cyclomatic complexity threshold.
function a(x) {
if (true) {
return x; // 1st path
} else if (false) {
return x+1; // 2nd path
} else {
return 4; // 3rd path
}
}
Rule Details
This rule is aimed at reducing code complexity by capping the amount of cyclomatic complexity allowed in a program. As such, it will warn when the cyclomatic complexity crosses the configured threshold (default is 20
).
Examples of incorrect code for a maximum of 2:
/*eslint complexity: ["error", 2]*/
function a(x) {
if (true) {
return x;
} else if (false) {
return x+1;
} else {
return 4; // 3rd path
}
}
Examples of correct code for a maximum of 2:
/*eslint complexity: ["error", 2]*/
function a(x) {
if (true) {
return x;
} else {
return 4;
}
}
Options
Optionally, you may specify a max
object property:
"complexity": ["error", 2]
is equivalent to
"complexity": ["error", { "max": 2 }]
Deprecated: the object property maximum
is deprecated. Please use the property max
instead.
When Not To Use It
If you can't determine an appropriate complexity limit for your code, then it's best to disable this rule.
Further Reading
Related Rules
- [max-depth](max-depth.md)
- [max-len](max-len.md)
- [max-nested-callbacks](max-nested-callbacks.md)
- [max-params](max-params.md)
- [max-statements](max-statements.md) Source: http://eslint.org/docs/rules/
Function 'on_scroll' has too many statements (32). Maximum allowed is 30. Open
function on_scroll(event) {
- Read upRead up
- Exclude checks
enforce a maximum number of statements allowed in function blocks (max-statements)
The max-statements
rule allows you to specify the maximum number of statements allowed in a function.
function foo() {
var bar = 1; // one statement
var baz = 2; // two statements
var qux = 3; // three statements
}
Rule Details
This rule enforces a maximum number of statements allowed in function blocks.
Options
This rule has a number or object option:
-
"max"
(default10
) enforces a maximum number of statements allows in function blocks
Deprecated: The object property maximum
is deprecated; please use the object property max
instead.
This rule has an object option:
-
"ignoreTopLevelFunctions": true
ignores top-level functions
max
Examples of incorrect code for this rule with the default { "max": 10 }
option:
/*eslint max-statements: ["error", 10]*/
/*eslint-env es6*/
function foo() {
var foo1 = 1;
var foo2 = 2;
var foo3 = 3;
var foo4 = 4;
var foo5 = 5;
var foo6 = 6;
var foo7 = 7;
var foo8 = 8;
var foo9 = 9;
var foo10 = 10;
var foo11 = 11; // Too many.
}
let foo = () => {
var foo1 = 1;
var foo2 = 2;
var foo3 = 3;
var foo4 = 4;
var foo5 = 5;
var foo6 = 6;
var foo7 = 7;
var foo8 = 8;
var foo9 = 9;
var foo10 = 10;
var foo11 = 11; // Too many.
};
Examples of correct code for this rule with the default { "max": 10 }
option:
/*eslint max-statements: ["error", 10]*/
/*eslint-env es6*/
function foo() {
var foo1 = 1;
var foo2 = 2;
var foo3 = 3;
var foo4 = 4;
var foo5 = 5;
var foo6 = 6;
var foo7 = 7;
var foo8 = 8;
var foo9 = 9;
var foo10 = 10;
return function () {
// The number of statements in the inner function does not count toward the
// statement maximum.
return 42;
};
}
let foo = () => {
var foo1 = 1;
var foo2 = 2;
var foo3 = 3;
var foo4 = 4;
var foo5 = 5;
var foo6 = 6;
var foo7 = 7;
var foo8 = 8;
var foo9 = 9;
var foo10 = 10;
return function () {
// The number of statements in the inner function does not count toward the
// statement maximum.
return 42;
};
}
ignoreTopLevelFunctions
Examples of additional correct code for this rule with the { "max": 10 }, { "ignoreTopLevelFunctions": true }
options:
/*eslint max-statements: ["error", 10, { "ignoreTopLevelFunctions": true }]*/
function foo() {
var foo1 = 1;
var foo2 = 2;
var foo3 = 3;
var foo4 = 4;
var foo5 = 5;
var foo6 = 6;
var foo7 = 7;
var foo8 = 8;
var foo9 = 9;
var foo10 = 10;
var foo11 = 11;
}
Related Rules
- [complexity](complexity.md)
- [max-depth](max-depth.md)
- [max-len](max-len.md)
- [max-nested-callbacks](max-nested-callbacks.md)
- [max-params](max-params.md) Source: http://eslint.org/docs/rules/
Function update_minimap
has a Cognitive Complexity of 14 (exceeds 5 allowed). Consider refactoring. Open
function update_minimap() {
if (r2ui._dis.minimap && $('#canvas svg').length) {
var minimap_width = 200;
var minimap_height = 200;
var svg_width = $('#canvas svg')[0].getBBox().width;
- Read upRead up
Cognitive Complexity
Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.
A method's cognitive complexity is based on a few simple rules:
- Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
- Code is considered more complex for each "break in the linear flow of the code"
- Code is considered more complex when "flow breaking structures are nested"
Further reading
Function reposition_graph
has a Cognitive Complexity of 14 (exceeds 5 allowed). Consider refactoring. Open
function reposition_graph() {
var bbs = r2ui.graph.getElements();
var blocks = r2ui.get_fcn_BBs(r2ui.current_fcn_offset);
var bb_offsets = Object.keys(blocks);
for (var i in bbs) {
- Read upRead up
Cognitive Complexity
Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.
A method's cognitive complexity is based on a few simple rules:
- Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
- Code is considered more complex for each "break in the linear flow of the code"
- Code is considered more complex when "flow breaking structures are nested"
Further reading
Function on_scroll
has 43 lines of code (exceeds 25 allowed). Consider refactoring. Open
function on_scroll(event) {
// console.log($(event.target).scrollTop());
if (!r2ui._dis.scrolling) {
var enyo = $('#radareApp').length ? true : false;
var panel_disas = false;
Function highlight_instruction
has 40 lines of code (exceeds 25 allowed). Consider refactoring. Open
function highlight_instruction(line, instruction) {
if (line === undefined) return 'undefined';
if (instruction === undefined) instruction = true;
var ret = escapeHTML(line);
Function update_minimap
has 36 lines of code (exceeds 25 allowed). Consider refactoring. Open
function update_minimap() {
if (r2ui._dis.minimap && $('#canvas svg').length) {
var minimap_width = 200;
var minimap_height = 200;
var svg_width = $('#canvas svg')[0].getBBox().width;
Function BBGraph
has 34 lines of code (exceeds 25 allowed). Consider refactoring. Open
var BBGraph = function() {
this.vertices = {};
this.edges = [];
this.elements = [];
this.links = [];
Avoid deeply nested control flow statements. Open
if (line.dashed) ctx.setLineDash([2,3]);
Avoid deeply nested control flow statements. Open
if (line.dashed) ctx.setLineDash([2,3]);
Consider simplifying this complex logical expression. Open
if ((r2.varMap[ins.fcn_addr] !== null && r2.varMap[ins.fcn_addr] !== undefined && r2.varMap[ins.fcn_addr].length > 0) ||
(r2.argMap[ins.fcn_addr] !== null && r2.argMap[ins.fcn_addr] !== undefined && r2.argMap[ins.fcn_addr].length > 0)) {
for (var i in r2.varMap[ins.fcn_addr]) {
var var_name = r2.varMap[ins.fcn_addr][i].name;
var var_id = r2.varMap[ins.fcn_addr][i].id;
Avoid too many return
statements within this function. Open
return '<span class=\'ec_dataoffset\'>' + a + '</span>';
Avoid too many return
statements within this function. Open
return reps[a];
Function addVertex
has a Cognitive Complexity of 6 (exceeds 5 allowed). Consider refactoring. Open
BBGraph.prototype.addVertex = function(addr, vlen, dom) {
// if vertex is not yet created, do it
if (this.vertices[addr] === undefined) {
this.vertices[addr] = {};
this.vertices[addr].parents = [];
- Read upRead up
Cognitive Complexity
Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.
A method's cognitive complexity is based on a few simple rules:
- Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
- Code is considered more complex for each "break in the linear flow of the code"
- Code is considered more complex when "flow breaking structures are nested"
Further reading
Function rename
has a Cognitive Complexity of 6 (exceeds 5 allowed). Consider refactoring. Open
function rename(offset, old_value, new_value, space) {
if (space === undefined) space = 'functions';
if (space == 'functions') {
// If current offset is the beginning of a function, rename it with afr
r2.cmdj('pdfj @ ' + offset + '|', function(x) {
- Read upRead up
Cognitive Complexity
Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.
A method's cognitive complexity is based on a few simple rules:
- Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
- Code is considered more complex for each "break in the linear flow of the code"
- Code is considered more complex when "flow breaking structures are nested"
Further reading
The body of a for-in should be wrapped in an if statement to filter unwanted properties from the prototype. Open
for (var i in args) {
- Read upRead up
- Exclude checks
Require Guarding for-in (guard-for-in)
Looping over objects with a for in
loop will include properties that are inherited through the prototype chain. This behavior can lead to unexpected items in your for loop.
for (key in foo) {
doSomething(key);
}
Note that simply checking foo.hasOwnProperty(key)
is likely to cause an error in some cases; see [no-prototype-builtins](no-prototype-builtins.md).
Rule Details
This rule is aimed at preventing unexpected behavior that could arise from using a for in
loop without filtering the results in the loop. As such, it will warn when for in
loops do not filter their results with an if
statement.
Examples of incorrect code for this rule:
/*eslint guard-for-in: "error"*/
for (key in foo) {
doSomething(key);
}
Examples of correct code for this rule:
/*eslint guard-for-in: "error"*/
for (key in foo) {
if (Object.prototype.hasOwnProperty.call(foo, key)) {
doSomething(key);
}
if ({}.hasOwnProperty.call(foo, key)) {
doSomething(key);
}
}
Related Rules
- [no-prototype-builtins](no-prototype-builtins.md)
Further Reading
Expected '===' and instead saw '=='. Open
if (ins.type == 'upop') ins.type = 'pop';
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
'i' is already defined. Open
for (var i in r2.argMap[ins.fcn_addr]) {
- Read upRead up
- Exclude checks
disallow variable redeclaration (no-redeclare)
In JavaScript, it's possible to redeclare the same variable name using var
. This can lead to confusion as to where the variable is actually declared and initialized.
Rule Details
This rule is aimed at eliminating variables that have multiple declarations in the same scope.
Examples of incorrect code for this rule:
/*eslint no-redeclare: "error"*/
var a = 3;
var a = 10;
Examples of correct code for this rule:
/*eslint no-redeclare: "error"*/
var a = 3;
// ...
a = 10;
Options
This rule takes one optional argument, an object with a boolean property "builtinGlobals"
. It defaults to false
.
If set to true
, this rule also checks redeclaration of built-in globals, such as Object
, Array
, Number
...
builtinGlobals
Examples of incorrect code for the { "builtinGlobals": true }
option:
/*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
var Object = 0;
Examples of incorrect code for the { "builtinGlobals": true }
option and the browser
environment:
/*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
/*eslint-env browser*/
var top = 0;
The browser
environment has many built-in global variables (for example, top
). Some of built-in global variables cannot be redeclared.
Source: http://eslint.org/docs/rules/
Expected '===' and instead saw '=='. Open
if (ins.type == 'undefined') ins.type = 'invalid';
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
Expected '===' and instead saw '=='. Open
if (ins.type == 'lea') ins.type = 'mov';
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
'i' is already defined. Open
for (var i in x) {
- Read upRead up
- Exclude checks
disallow variable redeclaration (no-redeclare)
In JavaScript, it's possible to redeclare the same variable name using var
. This can lead to confusion as to where the variable is actually declared and initialized.
Rule Details
This rule is aimed at eliminating variables that have multiple declarations in the same scope.
Examples of incorrect code for this rule:
/*eslint no-redeclare: "error"*/
var a = 3;
var a = 10;
Examples of correct code for this rule:
/*eslint no-redeclare: "error"*/
var a = 3;
// ...
a = 10;
Options
This rule takes one optional argument, an object with a boolean property "builtinGlobals"
. It defaults to false
.
If set to true
, this rule also checks redeclaration of built-in globals, such as Object
, Array
, Number
...
builtinGlobals
Examples of incorrect code for the { "builtinGlobals": true }
option:
/*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
var Object = 0;
Examples of incorrect code for the { "builtinGlobals": true }
option and the browser
environment:
/*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
/*eslint-env browser*/
var top = 0;
The browser
environment has many built-in global variables (for example, top
). Some of built-in global variables cannot be redeclared.
Source: http://eslint.org/docs/rules/
The body of a for-in should be wrapped in an if statement to filter unwanted properties from the prototype. Open
for (var i in bb.ops) {
- Read upRead up
- Exclude checks
Require Guarding for-in (guard-for-in)
Looping over objects with a for in
loop will include properties that are inherited through the prototype chain. This behavior can lead to unexpected items in your for loop.
for (key in foo) {
doSomething(key);
}
Note that simply checking foo.hasOwnProperty(key)
is likely to cause an error in some cases; see [no-prototype-builtins](no-prototype-builtins.md).
Rule Details
This rule is aimed at preventing unexpected behavior that could arise from using a for in
loop without filtering the results in the loop. As such, it will warn when for in
loops do not filter their results with an if
statement.
Examples of incorrect code for this rule:
/*eslint guard-for-in: "error"*/
for (key in foo) {
doSomething(key);
}
Examples of correct code for this rule:
/*eslint guard-for-in: "error"*/
for (key in foo) {
if (Object.prototype.hasOwnProperty.call(foo, key)) {
doSomething(key);
}
if ({}.hasOwnProperty.call(foo, key)) {
doSomething(key);
}
}
Related Rules
- [no-prototype-builtins](no-prototype-builtins.md)
Further Reading
Expected '===' and instead saw '=='. Open
if ((ins.type == 'jmp' || ins.type == 'cjmp') && ins.jump !== undefined && ins.jump !== null) {
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
Expected '===' and instead saw '=='. Open
if (ins.type == 'jmp') {
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
Expected '===' and instead saw '=='. Open
if (ins.type == 'upush') ins.type = 'push';
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
'i' is already defined. Open
for (var i in x) {
- Read upRead up
- Exclude checks
disallow variable redeclaration (no-redeclare)
In JavaScript, it's possible to redeclare the same variable name using var
. This can lead to confusion as to where the variable is actually declared and initialized.
Rule Details
This rule is aimed at eliminating variables that have multiple declarations in the same scope.
Examples of incorrect code for this rule:
/*eslint no-redeclare: "error"*/
var a = 3;
var a = 10;
Examples of correct code for this rule:
/*eslint no-redeclare: "error"*/
var a = 3;
// ...
a = 10;
Options
This rule takes one optional argument, an object with a boolean property "builtinGlobals"
. It defaults to false
.
If set to true
, this rule also checks redeclaration of built-in globals, such as Object
, Array
, Number
...
builtinGlobals
Examples of incorrect code for the { "builtinGlobals": true }
option:
/*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
var Object = 0;
Examples of incorrect code for the { "builtinGlobals": true }
option and the browser
environment:
/*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
/*eslint-env browser*/
var top = 0;
The browser
environment has many built-in global variables (for example, top
). Some of built-in global variables cannot be redeclared.
Source: http://eslint.org/docs/rules/
Expected '===' and instead saw '=='. Open
if (c.indexOf(nameEQ) == 0) return c.substring(nameEQ.length, c.length);
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
The body of a for-in should be wrapped in an if statement to filter unwanted properties from the prototype. Open
for (var j in bb_offsets) {
- Read upRead up
- Exclude checks
Require Guarding for-in (guard-for-in)
Looping over objects with a for in
loop will include properties that are inherited through the prototype chain. This behavior can lead to unexpected items in your for loop.
for (key in foo) {
doSomething(key);
}
Note that simply checking foo.hasOwnProperty(key)
is likely to cause an error in some cases; see [no-prototype-builtins](no-prototype-builtins.md).
Rule Details
This rule is aimed at preventing unexpected behavior that could arise from using a for in
loop without filtering the results in the loop. As such, it will warn when for in
loops do not filter their results with an if
statement.
Examples of incorrect code for this rule:
/*eslint guard-for-in: "error"*/
for (key in foo) {
doSomething(key);
}
Examples of correct code for this rule:
/*eslint guard-for-in: "error"*/
for (key in foo) {
if (Object.prototype.hasOwnProperty.call(foo, key)) {
doSomething(key);
}
if ({}.hasOwnProperty.call(foo, key)) {
doSomething(key);
}
}
Related Rules
- [no-prototype-builtins](no-prototype-builtins.md)
Further Reading
The body of a for-in should be wrapped in an if statement to filter unwanted properties from the prototype. Open
for (var i in r2.varMap[ins.fcn_addr]) {
- Read upRead up
- Exclude checks
Require Guarding for-in (guard-for-in)
Looping over objects with a for in
loop will include properties that are inherited through the prototype chain. This behavior can lead to unexpected items in your for loop.
for (key in foo) {
doSomething(key);
}
Note that simply checking foo.hasOwnProperty(key)
is likely to cause an error in some cases; see [no-prototype-builtins](no-prototype-builtins.md).
Rule Details
This rule is aimed at preventing unexpected behavior that could arise from using a for in
loop without filtering the results in the loop. As such, it will warn when for in
loops do not filter their results with an if
statement.
Examples of incorrect code for this rule:
/*eslint guard-for-in: "error"*/
for (key in foo) {
doSomething(key);
}
Examples of correct code for this rule:
/*eslint guard-for-in: "error"*/
for (key in foo) {
if (Object.prototype.hasOwnProperty.call(foo, key)) {
doSomething(key);
}
if ({}.hasOwnProperty.call(foo, key)) {
doSomething(key);
}
}
Related Rules
- [no-prototype-builtins](no-prototype-builtins.md)
Further Reading
'i' is already defined. Open
for (var i in ins.xrefs) {
- Read upRead up
- Exclude checks
disallow variable redeclaration (no-redeclare)
In JavaScript, it's possible to redeclare the same variable name using var
. This can lead to confusion as to where the variable is actually declared and initialized.
Rule Details
This rule is aimed at eliminating variables that have multiple declarations in the same scope.
Examples of incorrect code for this rule:
/*eslint no-redeclare: "error"*/
var a = 3;
var a = 10;
Examples of correct code for this rule:
/*eslint no-redeclare: "error"*/
var a = 3;
// ...
a = 10;
Options
This rule takes one optional argument, an object with a boolean property "builtinGlobals"
. It defaults to false
.
If set to true
, this rule also checks redeclaration of built-in globals, such as Object
, Array
, Number
...
builtinGlobals
Examples of incorrect code for the { "builtinGlobals": true }
option:
/*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
var Object = 0;
Examples of incorrect code for the { "builtinGlobals": true }
option and the browser
environment:
/*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
/*eslint-env browser*/
var top = 0;
The browser
environment has many built-in global variables (for example, top
). Some of built-in global variables cannot be redeclared.
Source: http://eslint.org/docs/rules/
Expected '===' and instead saw '=='. Open
if (x[i].name == 'sym.' + symbol) {
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
Expected '===' and instead saw '=='. Open
} else if (ins.type == 'cjmp') {
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
Expected '===' and instead saw '=='. Open
if (ins.type == 'ucall') ins.type = 'call';
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
Expected '===' and instead saw '=='. Open
if (a.substr(0, 2) == '0x') {
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
Expected '===' and instead saw '=='. Open
var l = t.className.split(' ').filter(function(x) { return x.substr(0, prefix.length) == type + '_'; });
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
Expected '!==' and instead saw '!='. Open
if (bb.x != String(bbox.x) || bb.y != String(bbox.y)) {
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
'line' is already defined. Open
var line = lines[l];
- Read upRead up
- Exclude checks
disallow variable redeclaration (no-redeclare)
In JavaScript, it's possible to redeclare the same variable name using var
. This can lead to confusion as to where the variable is actually declared and initialized.
Rule Details
This rule is aimed at eliminating variables that have multiple declarations in the same scope.
Examples of incorrect code for this rule:
/*eslint no-redeclare: "error"*/
var a = 3;
var a = 10;
Examples of correct code for this rule:
/*eslint no-redeclare: "error"*/
var a = 3;
// ...
a = 10;
Options
This rule takes one optional argument, an object with a boolean property "builtinGlobals"
. It defaults to false
.
If set to true
, this rule also checks redeclaration of built-in globals, such as Object
, Array
, Number
...
builtinGlobals
Examples of incorrect code for the { "builtinGlobals": true }
option:
/*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
var Object = 0;
Examples of incorrect code for the { "builtinGlobals": true }
option and the browser
environment:
/*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
/*eslint-env browser*/
var top = 0;
The browser
environment has many built-in global variables (for example, top
). Some of built-in global variables cannot be redeclared.
Source: http://eslint.org/docs/rules/
The body of a for-in should be wrapped in an if statement to filter unwanted properties from the prototype. Open
for (var i in r2.argMap[ins.fcn_addr]) {
- Read upRead up
- Exclude checks
Require Guarding for-in (guard-for-in)
Looping over objects with a for in
loop will include properties that are inherited through the prototype chain. This behavior can lead to unexpected items in your for loop.
for (key in foo) {
doSomething(key);
}
Note that simply checking foo.hasOwnProperty(key)
is likely to cause an error in some cases; see [no-prototype-builtins](no-prototype-builtins.md).
Rule Details
This rule is aimed at preventing unexpected behavior that could arise from using a for in
loop without filtering the results in the loop. As such, it will warn when for in
loops do not filter their results with an if
statement.
Examples of incorrect code for this rule:
/*eslint guard-for-in: "error"*/
for (key in foo) {
doSomething(key);
}
Examples of correct code for this rule:
/*eslint guard-for-in: "error"*/
for (key in foo) {
if (Object.prototype.hasOwnProperty.call(foo, key)) {
doSomething(key);
}
if ({}.hasOwnProperty.call(foo, key)) {
doSomething(key);
}
}
Related Rules
- [no-prototype-builtins](no-prototype-builtins.md)
Further Reading
The body of a for-in should be wrapped in an if statement to filter unwanted properties from the prototype. Open
for (var i in regs) {
- Read upRead up
- Exclude checks
Require Guarding for-in (guard-for-in)
Looping over objects with a for in
loop will include properties that are inherited through the prototype chain. This behavior can lead to unexpected items in your for loop.
for (key in foo) {
doSomething(key);
}
Note that simply checking foo.hasOwnProperty(key)
is likely to cause an error in some cases; see [no-prototype-builtins](no-prototype-builtins.md).
Rule Details
This rule is aimed at preventing unexpected behavior that could arise from using a for in
loop without filtering the results in the loop. As such, it will warn when for in
loops do not filter their results with an if
statement.
Examples of incorrect code for this rule:
/*eslint guard-for-in: "error"*/
for (key in foo) {
doSomething(key);
}
Examples of correct code for this rule:
/*eslint guard-for-in: "error"*/
for (key in foo) {
if (Object.prototype.hasOwnProperty.call(foo, key)) {
doSomething(key);
}
if ({}.hasOwnProperty.call(foo, key)) {
doSomething(key);
}
}
Related Rules
- [no-prototype-builtins](no-prototype-builtins.md)
Further Reading
Expected '===' and instead saw '=='. Open
if (r2ui._dis.display == 'flat' && (enyo || panel_disas)) {
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
'cmd' is already defined. Open
var cmd = 'fs ' + space + ';f ' + new_value + ' @ ' + offset;
- Read upRead up
- Exclude checks
disallow variable redeclaration (no-redeclare)
In JavaScript, it's possible to redeclare the same variable name using var
. This can lead to confusion as to where the variable is actually declared and initialized.
Rule Details
This rule is aimed at eliminating variables that have multiple declarations in the same scope.
Examples of incorrect code for this rule:
/*eslint no-redeclare: "error"*/
var a = 3;
var a = 10;
Examples of correct code for this rule:
/*eslint no-redeclare: "error"*/
var a = 3;
// ...
a = 10;
Options
This rule takes one optional argument, an object with a boolean property "builtinGlobals"
. It defaults to false
.
If set to true
, this rule also checks redeclaration of built-in globals, such as Object
, Array
, Number
...
builtinGlobals
Examples of incorrect code for the { "builtinGlobals": true }
option:
/*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
var Object = 0;
Examples of incorrect code for the { "builtinGlobals": true }
option and the browser
environment:
/*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
/*eslint-env browser*/
var top = 0;
The browser
environment has many built-in global variables (for example, top
). Some of built-in global variables cannot be redeclared.
Source: http://eslint.org/docs/rules/
Expected '===' and instead saw '=='. Open
if (x[i].name == symbol) {
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
The body of a for-in should be wrapped in an if statement to filter unwanted properties from the prototype. Open
for (var i in instructions) {
- Read upRead up
- Exclude checks
Require Guarding for-in (guard-for-in)
Looping over objects with a for in
loop will include properties that are inherited through the prototype chain. This behavior can lead to unexpected items in your for loop.
for (key in foo) {
doSomething(key);
}
Note that simply checking foo.hasOwnProperty(key)
is likely to cause an error in some cases; see [no-prototype-builtins](no-prototype-builtins.md).
Rule Details
This rule is aimed at preventing unexpected behavior that could arise from using a for in
loop without filtering the results in the loop. As such, it will warn when for in
loops do not filter their results with an if
statement.
Examples of incorrect code for this rule:
/*eslint guard-for-in: "error"*/
for (key in foo) {
doSomething(key);
}
Examples of correct code for this rule:
/*eslint guard-for-in: "error"*/
for (key in foo) {
if (Object.prototype.hasOwnProperty.call(foo, key)) {
doSomething(key);
}
if ({}.hasOwnProperty.call(foo, key)) {
doSomething(key);
}
}
Related Rules
- [no-prototype-builtins](no-prototype-builtins.md)
Further Reading
The body of a for-in should be wrapped in an if statement to filter unwanted properties from the prototype. Open
for (var i in vars) {
- Read upRead up
- Exclude checks
Require Guarding for-in (guard-for-in)
Looping over objects with a for in
loop will include properties that are inherited through the prototype chain. This behavior can lead to unexpected items in your for loop.
for (key in foo) {
doSomething(key);
}
Note that simply checking foo.hasOwnProperty(key)
is likely to cause an error in some cases; see [no-prototype-builtins](no-prototype-builtins.md).
Rule Details
This rule is aimed at preventing unexpected behavior that could arise from using a for in
loop without filtering the results in the loop. As such, it will warn when for in
loops do not filter their results with an if
statement.
Examples of incorrect code for this rule:
/*eslint guard-for-in: "error"*/
for (key in foo) {
doSomething(key);
}
Examples of correct code for this rule:
/*eslint guard-for-in: "error"*/
for (key in foo) {
if (Object.prototype.hasOwnProperty.call(foo, key)) {
doSomething(key);
}
if ({}.hasOwnProperty.call(foo, key)) {
doSomething(key);
}
}
Related Rules
- [no-prototype-builtins](no-prototype-builtins.md)
Further Reading
Expected '===' and instead saw '=='. Open
if (a == '00') return '<span class="ec_b0x00">00</span>';
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
The body of a for-in should be wrapped in an if statement to filter unwanted properties from the prototype. Open
for (var i in bbs) {
- Read upRead up
- Exclude checks
Require Guarding for-in (guard-for-in)
Looping over objects with a for in
loop will include properties that are inherited through the prototype chain. This behavior can lead to unexpected items in your for loop.
for (key in foo) {
doSomething(key);
}
Note that simply checking foo.hasOwnProperty(key)
is likely to cause an error in some cases; see [no-prototype-builtins](no-prototype-builtins.md).
Rule Details
This rule is aimed at preventing unexpected behavior that could arise from using a for in
loop without filtering the results in the loop. As such, it will warn when for in
loops do not filter their results with an if
statement.
Examples of incorrect code for this rule:
/*eslint guard-for-in: "error"*/
for (key in foo) {
doSomething(key);
}
Examples of correct code for this rule:
/*eslint guard-for-in: "error"*/
for (key in foo) {
if (Object.prototype.hasOwnProperty.call(foo, key)) {
doSomething(key);
}
if ({}.hasOwnProperty.call(foo, key)) {
doSomething(key);
}
}
Related Rules
- [no-prototype-builtins](no-prototype-builtins.md)
Further Reading
'i' is already defined. Open
for (var i in args) {
- Read upRead up
- Exclude checks
disallow variable redeclaration (no-redeclare)
In JavaScript, it's possible to redeclare the same variable name using var
. This can lead to confusion as to where the variable is actually declared and initialized.
Rule Details
This rule is aimed at eliminating variables that have multiple declarations in the same scope.
Examples of incorrect code for this rule:
/*eslint no-redeclare: "error"*/
var a = 3;
var a = 10;
Examples of correct code for this rule:
/*eslint no-redeclare: "error"*/
var a = 3;
// ...
a = 10;
Options
This rule takes one optional argument, an object with a boolean property "builtinGlobals"
. It defaults to false
.
If set to true
, this rule also checks redeclaration of built-in globals, such as Object
, Array
, Number
...
builtinGlobals
Examples of incorrect code for the { "builtinGlobals": true }
option:
/*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
var Object = 0;
Examples of incorrect code for the { "builtinGlobals": true }
option and the browser
environment:
/*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
/*eslint-env browser*/
var top = 0;
The browser
environment has many built-in global variables (for example, top
). Some of built-in global variables cannot be redeclared.
Source: http://eslint.org/docs/rules/
Expected '===' and instead saw '=='. Open
if (ret.length == 1) return '0' + ret;
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
Expected '===' and instead saw '=='. Open
while (s.substr(0, 1) == '0') s = s.substr(1);
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
Expected '===' and instead saw '=='. Open
if (a == '7f') return '<span class="ec_b0x00">7f</span>';
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
Expected '===' and instead saw '=='. Open
if (ins.type == 'ill') ins.type = 'invalid';
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
The body of a for-in should be wrapped in an if statement to filter unwanted properties from the prototype. Open
for (i in reps) {
- Read upRead up
- Exclude checks
Require Guarding for-in (guard-for-in)
Looping over objects with a for in
loop will include properties that are inherited through the prototype chain. This behavior can lead to unexpected items in your for loop.
for (key in foo) {
doSomething(key);
}
Note that simply checking foo.hasOwnProperty(key)
is likely to cause an error in some cases; see [no-prototype-builtins](no-prototype-builtins.md).
Rule Details
This rule is aimed at preventing unexpected behavior that could arise from using a for in
loop without filtering the results in the loop. As such, it will warn when for in
loops do not filter their results with an if
statement.
Examples of incorrect code for this rule:
/*eslint guard-for-in: "error"*/
for (key in foo) {
doSomething(key);
}
Examples of correct code for this rule:
/*eslint guard-for-in: "error"*/
for (key in foo) {
if (Object.prototype.hasOwnProperty.call(foo, key)) {
doSomething(key);
}
if ({}.hasOwnProperty.call(foo, key)) {
doSomething(key);
}
}
Related Rules
- [no-prototype-builtins](no-prototype-builtins.md)
Further Reading
Expected '!==' and instead saw '!='. Open
if (bb.x != String(bbox.x) || bb.y != String(bbox.y)) {
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
Expected '===' and instead saw '=='. Open
if (ins.type == 'null') ins.type = 'invalid';
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
The body of a for-in should be wrapped in an if statement to filter unwanted properties from the prototype. Open
for (var addr in this.vertices) {
- Read upRead up
- Exclude checks
Require Guarding for-in (guard-for-in)
Looping over objects with a for in
loop will include properties that are inherited through the prototype chain. This behavior can lead to unexpected items in your for loop.
for (key in foo) {
doSomething(key);
}
Note that simply checking foo.hasOwnProperty(key)
is likely to cause an error in some cases; see [no-prototype-builtins](no-prototype-builtins.md).
Rule Details
This rule is aimed at preventing unexpected behavior that could arise from using a for in
loop without filtering the results in the loop. As such, it will warn when for in
loops do not filter their results with an if
statement.
Examples of incorrect code for this rule:
/*eslint guard-for-in: "error"*/
for (key in foo) {
doSomething(key);
}
Examples of correct code for this rule:
/*eslint guard-for-in: "error"*/
for (key in foo) {
if (Object.prototype.hasOwnProperty.call(foo, key)) {
doSomething(key);
}
if ({}.hasOwnProperty.call(foo, key)) {
doSomething(key);
}
}
Related Rules
- [no-prototype-builtins](no-prototype-builtins.md)
Further Reading
'i' is already defined. Open
for (var i in r2.varMap[ins.fcn_addr]) {
- Read upRead up
- Exclude checks
disallow variable redeclaration (no-redeclare)
In JavaScript, it's possible to redeclare the same variable name using var
. This can lead to confusion as to where the variable is actually declared and initialized.
Rule Details
This rule is aimed at eliminating variables that have multiple declarations in the same scope.
Examples of incorrect code for this rule:
/*eslint no-redeclare: "error"*/
var a = 3;
var a = 10;
Examples of correct code for this rule:
/*eslint no-redeclare: "error"*/
var a = 3;
// ...
a = 10;
Options
This rule takes one optional argument, an object with a boolean property "builtinGlobals"
. It defaults to false
.
If set to true
, this rule also checks redeclaration of built-in globals, such as Object
, Array
, Number
...
builtinGlobals
Examples of incorrect code for the { "builtinGlobals": true }
option:
/*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
var Object = 0;
Examples of incorrect code for the { "builtinGlobals": true }
option and the browser
environment:
/*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
/*eslint-env browser*/
var top = 0;
The browser
environment has many built-in global variables (for example, top
). Some of built-in global variables cannot be redeclared.
Source: http://eslint.org/docs/rules/
Expected '===' and instead saw '=='. Open
if (space == 'functions') {
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
'cmd' is already defined. Open
var cmd = 'fs ' + space + ';f-@' + offset;
- Read upRead up
- Exclude checks
disallow variable redeclaration (no-redeclare)
In JavaScript, it's possible to redeclare the same variable name using var
. This can lead to confusion as to where the variable is actually declared and initialized.
Rule Details
This rule is aimed at eliminating variables that have multiple declarations in the same scope.
Examples of incorrect code for this rule:
/*eslint no-redeclare: "error"*/
var a = 3;
var a = 10;
Examples of correct code for this rule:
/*eslint no-redeclare: "error"*/
var a = 3;
// ...
a = 10;
Options
This rule takes one optional argument, an object with a boolean property "builtinGlobals"
. It defaults to false
.
If set to true
, this rule also checks redeclaration of built-in globals, such as Object
, Array
, Number
...
builtinGlobals
Examples of incorrect code for the { "builtinGlobals": true }
option:
/*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
var Object = 0;
Examples of incorrect code for the { "builtinGlobals": true }
option and the browser
environment:
/*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
/*eslint-env browser*/
var top = 0;
The browser
environment has many built-in global variables (for example, top
). Some of built-in global variables cannot be redeclared.
Source: http://eslint.org/docs/rules/
Expected '===' and instead saw '=='. Open
if ('0x' + x[i].offset.toString(16) == offset) {
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
Expected '===' and instead saw '=='. Open
if (x[i].name == 'reloc.' + reloc) {
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
Expected '===' and instead saw '=='. Open
if (line.to == instructions[0].offset) {
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
The body of a for-in should be wrapped in an if statement to filter unwanted properties from the prototype. Open
for (var i in ins.xrefs) {
- Read upRead up
- Exclude checks
Require Guarding for-in (guard-for-in)
Looping over objects with a for in
loop will include properties that are inherited through the prototype chain. This behavior can lead to unexpected items in your for loop.
for (key in foo) {
doSomething(key);
}
Note that simply checking foo.hasOwnProperty(key)
is likely to cause an error in some cases; see [no-prototype-builtins](no-prototype-builtins.md).
Rule Details
This rule is aimed at preventing unexpected behavior that could arise from using a for in
loop without filtering the results in the loop. As such, it will warn when for in
loops do not filter their results with an if
statement.
Examples of incorrect code for this rule:
/*eslint guard-for-in: "error"*/
for (key in foo) {
doSomething(key);
}
Examples of correct code for this rule:
/*eslint guard-for-in: "error"*/
for (key in foo) {
if (Object.prototype.hasOwnProperty.call(foo, key)) {
doSomething(key);
}
if ({}.hasOwnProperty.call(foo, key)) {
doSomething(key);
}
}
Related Rules
- [no-prototype-builtins](no-prototype-builtins.md)
Further Reading
Expected '!==' and instead saw '!='. Open
if (l.length != 1) return undefined;
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
Expected '===' and instead saw '=='. Open
if (x[i].name == reloc) {
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
'expires' is already defined. Open
} else var expires = '';
- Read upRead up
- Exclude checks
disallow variable redeclaration (no-redeclare)
In JavaScript, it's possible to redeclare the same variable name using var
. This can lead to confusion as to where the variable is actually declared and initialized.
Rule Details
This rule is aimed at eliminating variables that have multiple declarations in the same scope.
Examples of incorrect code for this rule:
/*eslint no-redeclare: "error"*/
var a = 3;
var a = 10;
Examples of correct code for this rule:
/*eslint no-redeclare: "error"*/
var a = 3;
// ...
a = 10;
Options
This rule takes one optional argument, an object with a boolean property "builtinGlobals"
. It defaults to false
.
If set to true
, this rule also checks redeclaration of built-in globals, such as Object
, Array
, Number
...
builtinGlobals
Examples of incorrect code for the { "builtinGlobals": true }
option:
/*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
var Object = 0;
Examples of incorrect code for the { "builtinGlobals": true }
option and the browser
environment:
/*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
/*eslint-env browser*/
var top = 0;
The browser
environment has many built-in global variables (for example, top
). Some of built-in global variables cannot be redeclared.
Source: http://eslint.org/docs/rules/
Expected '===' and instead saw '=='. Open
if ((ins.type == 'jmp' || ins.type == 'cjmp') && ins.jump !== undefined && ins.jump !== null) {
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
The body of a for-in should be wrapped in an if statement to filter unwanted properties from the prototype. Open
for (var l in lines) {
- Read upRead up
- Exclude checks
Require Guarding for-in (guard-for-in)
Looping over objects with a for in
loop will include properties that are inherited through the prototype chain. This behavior can lead to unexpected items in your for loop.
for (key in foo) {
doSomething(key);
}
Note that simply checking foo.hasOwnProperty(key)
is likely to cause an error in some cases; see [no-prototype-builtins](no-prototype-builtins.md).
Rule Details
This rule is aimed at preventing unexpected behavior that could arise from using a for in
loop without filtering the results in the loop. As such, it will warn when for in
loops do not filter their results with an if
statement.
Examples of incorrect code for this rule:
/*eslint guard-for-in: "error"*/
for (key in foo) {
doSomething(key);
}
Examples of correct code for this rule:
/*eslint guard-for-in: "error"*/
for (key in foo) {
if (Object.prototype.hasOwnProperty.call(foo, key)) {
doSomething(key);
}
if ({}.hasOwnProperty.call(foo, key)) {
doSomething(key);
}
}
Related Rules
- [no-prototype-builtins](no-prototype-builtins.md)
Further Reading
Expected '===' and instead saw '=='. Open
if (r2ui._dis.display == "flat") idump += '<div class="ec_flow">; -----------------------------------------------------------</div>';
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
Expected '===' and instead saw '=='. Open
if (ins.type == 'ujmp') ins.type = 'jmp';
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
Expected '===' and instead saw '=='. Open
if (ins.type == 'ret') {
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
Expected '===' and instead saw '=='. Open
while (c.charAt(0) == ' ') c = c.substring(1, c.length);
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
Expected '===' and instead saw '=='. Open
if (a == 'ff') return '<span class="ec_b0x00">ff</span>';
- Read upRead up
- Exclude checks
Require === and !== (eqeqeq)
It is considered good practice to use the type-safe equality operators ===
and !==
instead of their regular counterparts ==
and !=
.
The reason for this is that ==
and !=
do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm.
For instance, the following statements are all considered true
:
[] == false
[] == ![]
3 == "03"
If one of those occurs in an innocent-looking statement such as a == b
the actual problem is very difficult to spot.
Rule Details
This rule is aimed at eliminating the type-unsafe equality operators.
Examples of incorrect code for this rule:
/*eslint eqeqeq: "error"*/
if (x == 42) { }
if ("" == text) { }
if (obj.getStuff() != undefined) { }
The --fix
option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof
expression, or if both operands are literals with the same type.
Options
always
The "always"
option (default) enforces the use of ===
and !==
in every situation (except when you opt-in to more specific handling of null
[see below]).
Examples of incorrect code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a == b
foo == true
bananas != 1
value == undefined
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
Examples of correct code for the "always"
option:
/*eslint eqeqeq: ["error", "always"]*/
a === b
foo === true
bananas !== 1
value === undefined
typeof foo === 'undefined'
'hello' !== 'world'
0 === 0
true === true
foo === null
This rule optionally takes a second argument, which should be an object with the following supported properties:
-
"null"
: Customize how this rule treatsnull
literals. Possible values:-
always
(default) - Always use === or !==. -
never
- Never use === or !== withnull
. -
ignore
- Do not apply this rule tonull
.
-
smart
The "smart"
option enforces the use of ===
and !==
except for these cases:
- Comparing two literal values
- Evaluating the value of
typeof
- Comparing against
null
Examples of incorrect code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
// comparing two variables requires ===
a == b
// only one side is a literal
foo == true
bananas != 1
// comparing to undefined requires ===
value == undefined
Examples of correct code for the "smart"
option:
/*eslint eqeqeq: ["error", "smart"]*/
typeof foo == 'undefined'
'hello' != 'world'
0 == 0
true == true
foo == null
allow-null
Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null
literal.
["error", "always", {"null": "ignore"}]
When Not To Use It
If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/
Similar blocks of code found in 2 locations. Consider refactoring. Open
function get_reloc_flag(reloc) {
var full_name = reloc;
var found = false;
r2.cmdj('fs relocs;fj', function(x) {
for (var i in x) {
- Read upRead up
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 136.
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
function get_symbol_flag(symbol) {
var full_name = symbol;
var found = false;
r2.cmdj('fs symbols;fj', function(x) {
for (var i in x) {
- Read upRead up
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 136.
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
} else {
scroll_offset = $('#center_panel').scrollTop();
top_offset = $('#gbox').height() - $('#center_panel').height() - 10;
container_element = $('#disasm_tab');
}
- Read upRead up
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 69.
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 (enyo) {
scroll_offset = $('#main_panel').scrollTop();
top_offset = $('#gbox').height() - $('#main_panel').height() - 10;
container_element = $('#center_panel');
} else {
- Read upRead up
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 69.
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
(r2.argMap[ins.fcn_addr] !== null && r2.argMap[ins.fcn_addr] !== undefined && r2.argMap[ins.fcn_addr].length > 0)) {
- Read upRead up
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 61.
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 ((r2.varMap[ins.fcn_addr] !== null && r2.varMap[ins.fcn_addr] !== undefined && r2.varMap[ins.fcn_addr].length > 0) ||
- Read upRead up
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 61.
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
opcode = opcode.replace(' ' + var_name + ' ', ' <span class=\'fvar id_' + var_id + ' ec_prompt faddr faddr_' + address_canonicalize(offset) + '\'>' + escapeHTML(var_name) + '</span> ');
- Read upRead up
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 56.
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
opcode = opcode.replace(' ' + arg_name + ' ', ' <span id=\'fvar id_' + var_id + ' ec_prompt faddr faddr_' + address_canonicalize(offset) + '\'>' + escapeHTML(var_name) + '</span> ');
- Read upRead up
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 56.
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
fvars[fvars.length] = {name: vars[i].name, id: address_canonicalize(offset) + "_" + vars[i].ref};
- Read upRead up
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 54.
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
fargs[fargs.length] = {name: args[i].name, id: address_canonicalize(offset) + "_" + args[i].ref};
- Read upRead up
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 54.
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
} else {
r2ui._dis.minimap = true;
r2ui.seek(r2ui._dis.selected_offset, false);
$('#minimap').show();
}
- Read upRead up
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 52.
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 (r2ui._dis.minimap) {
r2ui._dis.minimap = false;
r2ui.seek(r2ui._dis.selected_offset, false);
$('#minimap').hide();
} else {
- Read upRead up
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 52.
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
} else if (new_value !== '' && old_value === '') {
var cmd = 'fs ' + space + ';f ' + new_value + ' @ ' + offset;
r2.cmd(cmd, function() {});
}
- Read upRead up
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 48.
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 (new_value !== '' && old_value !== '') {
var cmd = 'fs ' + space + ';fr ' + old_value + ' ' + new_value;
r2.cmd(cmd, function() {});
} else if (new_value === '' && old_value !== '') {
var cmd = 'fs ' + space + ';f-@' + offset;
- Read upRead up
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 48.
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
idump += '<div class="ec_flag">; ' + args[i].kind + " " + args[i].type + " <span class='farg id_" + address_canonicalize(offset) + "_" + ref + " ec_prompt faddr faddr_" + address_canonicalize(offset) + "'>" + escapeHTML(args[i].name) + "</span> @ " + ref + '</div>';
- Read upRead up
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
- 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
idump += '<div class="ec_flag">; ' + vars[i].kind + " " + vars[i].type + " <span class='fvar id_" + address_canonicalize(offset) + "_" + vars[i].ref + " ec_prompt faddr faddr_" + address_canonicalize(offset) + "'>" + escapeHTML(vars[i].name) + "</span> @ " + vars[i].ref + '</div>';
- Read upRead up
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
- 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 (syms[i].indexOf('sym.imp.')) {
return '<span class=\'ec_offset addr addr_' + address_canonicalize(a) + '\'>' + syms[i] + '</span>';
}
- Read upRead up
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
- 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 (syms[i].indexOf('fcn.')) {
return '<span class=\'ec_offset addr addr_' + address_canonicalize(a) + '\'>' + syms[i] + '</span>';
}
- Read upRead up
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
- 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