File Hexdump.js
has 939 lines of code (exceeds 250 allowed). Consider refactoring. Open
import {HexPairNavigator} from './HexPairNavigator';
import {NavigatorDirection} from '../../core/NavigatorDirection';
import {RadareInfiniteBlock} from '../../layout/RadareInfiniteBlock';
import {FlexContainer} from '../../layout/FlexContainer';
import {WordSizes} from './WordSizes';
Function drawContextualMenu
has 159 lines of code (exceeds 25 allowed). Consider refactoring. Open
drawContextualMenu() {
var exportOp = (name, range, command, ext) => {
var output;
r2.cmd(command + ' ' + (range.to - range.from) + ' @' + range.from, (d) => { output = d; });
Function drawPairs_
has 152 lines of code (exceeds 25 allowed). Consider refactoring. Open
drawPairs_(hexpairs, asciis, pairs, chars, modifications, offset) {
hexpairs.classList.add('pairs');
var editableHexEvent = {
keydown: (evt) => evt.keyCode === 13 && collectHexpair(evt.target),
Function drawControls
has 123 lines of code (exceeds 25 allowed). Consider refactoring. Open
drawControls(dom) {
dom.innerHTML = '';
var controlList = document.createElement('ul');
controlList.classList.add('controlList');
Hexdump
has 28 functions (exceeds 20 allowed). Consider refactoring. Open
export class Hexdump extends RadareInfiniteBlock {
constructor(containerElement, lineHeight, isBigEndian) {
super();
this.container = new FlexContainer(containerElement, 'hex');
Function drawPairs_
has a Cognitive Complexity of 21 (exceeds 5 allowed). Consider refactoring. Open
drawPairs_(hexpairs, asciis, pairs, chars, modifications, offset) {
hexpairs.classList.add('pairs');
var editableHexEvent = {
keydown: (evt) => evt.keyCode === 13 && collectHexpair(evt.target),
- 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 processSelection
has a Cognitive Complexity of 20 (exceeds 5 allowed). Consider refactoring. Open
processSelection(isPrev) {
if (isPrev) {
this.cleanSelection(true);
}
- 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 drawChunk
has 60 lines of code (exceeds 25 allowed). Consider refactoring. Open
drawChunk(chunk, where) {
if (chunk.offset === 0 && chunk.hex.length === 0) {
return this.firstElement;
}
Function processSelection
has 46 lines of code (exceeds 25 allowed). Consider refactoring. Open
processSelection(isPrev) {
if (isPrev) {
this.cleanSelection(true);
}
Function drawContent
has 40 lines of code (exceeds 25 allowed). Consider refactoring. Open
drawContent(dom, callback) {
dom.innerHTML = '';
this.listContent = document.createElement('ul');
this.listContent.className = 'listContent';
Function colorizeFlag
has 37 lines of code (exceeds 25 allowed). Consider refactoring. Open
colorizeFlag(reset) {
if (!this.showFlags) {
return;
}
Function createExportDialog
has 36 lines of code (exceeds 25 allowed). Consider refactoring. Open
createExportDialog(label, output, save) {
var dialog = document.createElement('dialog');
dialog.className = 'mdl-dialog';
if (!dialog.showModal) {
Function drawContextualMenu
has a Cognitive Complexity of 11 (exceeds 5 allowed). Consider refactoring. Open
drawContextualMenu() {
var exportOp = (name, range, command, ext) => {
var output;
r2.cmd(command + ' ' + (range.to - range.from) + ' @' + range.from, (d) => { output = d; });
- 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 drawChunk
has a Cognitive Complexity of 11 (exceeds 5 allowed). Consider refactoring. Open
drawChunk(chunk, where) {
if (chunk.offset === 0 && chunk.hex.length === 0) {
return this.firstElement;
}
- 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 applyFlags
has 30 lines of code (exceeds 25 allowed). Consider refactoring. Open
applyFlags(lines, blockInitialOffset, flags) {
if (!this.showFlags) {
return;
}
Function infiniteDrawingContent
has 30 lines of code (exceeds 25 allowed). Consider refactoring. Open
infiniteDrawingContent(where, pos, endCallback) {
this.nav.get(where, (chunk) => {
if (where === NavigatorDirection.BEFORE) {
this.isTopMax = chunk.offset === 0;
} else {
Function collectHexpair
has 27 lines of code (exceeds 25 allowed). Consider refactoring. Open
var collectHexpair = (target) => {
if (target.busy) {
return; // Event has been already triggered elsewhere
}
// Don't need to set to false, in each case we remove the node
Function applyFlags
has a Cognitive Complexity of 9 (exceeds 5 allowed). Consider refactoring. Open
applyFlags(lines, blockInitialOffset, flags) {
if (!this.showFlags) {
return;
}
- 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 drawWords_
has a Cognitive Complexity of 8 (exceeds 5 allowed). Consider refactoring. Open
drawWords_(hexpairs, asciis, pairs, chars, modifications, offset, size) {
var words = this.pairs2words(pairs, size);
hexpairs.classList.add('words');
for (var x = 0 ; x < pairs.length ; 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
Function drawControls
has a Cognitive Complexity of 6 (exceeds 5 allowed). Consider refactoring. Open
drawControls(dom) {
dom.innerHTML = '';
var controlList = document.createElement('ul');
controlList.classList.add('controlList');
- 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
'int2fixedHex' is not defined. Open
const hex = int2fixedHex(chunk.offset + (i * this.nbColumns), 8);
- Read upRead up
- Exclude checks
Disallow Undeclared Variables (no-undef)
This rule can help you locate potential ReferenceErrors resulting from misspellings of variable and parameter names, or accidental implicit globals (for example, from forgetting the var
keyword in a for
loop initializer).
Rule Details
Any reference to an undeclared variable causes a warning, unless the variable is explicitly mentioned in a /*global ...*/
comment.
Examples of incorrect code for this rule:
/*eslint no-undef: "error"*/
var a = someFunction();
b = 10;
Examples of correct code for this rule with global
declaration:
/*global someFunction b:true*/
/*eslint no-undef: "error"*/
var a = someFunction();
b = 10;
The b:true
syntax in /*global */
indicates that assignment to b
is correct.
Examples of incorrect code for this rule with global
declaration:
/*global b*/
/*eslint no-undef: "error"*/
b = 10;
By default, variables declared in /*global */
are read-only, therefore assignment is incorrect.
Options
-
typeof
set to true will warn for variables used inside typeof check (Default false).
typeof
Examples of correct code for the default { "typeof": false }
option:
/*eslint no-undef: "error"*/
if (typeof UndefinedIdentifier === "undefined") {
// do something ...
}
You can use this option if you want to prevent typeof
check on a variable which has not been declared.
Examples of incorrect code for the { "typeof": true }
option:
/*eslint no-undef: ["error", { "typeof": true }] */
if(typeof a === "string"){}
Examples of correct code for the { "typeof": true }
option with global
declaration:
/*global a*/
/*eslint no-undef: ["error", { "typeof": true }] */
if(typeof a === "string"){}
Environments
For convenience, ESLint provides shortcuts that pre-define global variables exposed by popular libraries and runtime environments. This rule supports these environments, as listed in Specifying Environments. A few examples are given below.
browser
Examples of correct code for this rule with browser
environment:
/*eslint no-undef: "error"*/
/*eslint-env browser*/
setTimeout(function() {
alert("Hello");
});
node
Examples of correct code for this rule with node
environment:
/*eslint no-undef: "error"*/
/*eslint-env node*/
var fs = require("fs");
module.exports = function() {
console.log(fs);
};
When Not To Use It
If explicit declaration of global variables is not to your taste.
Compatibility
This rule provides compatibility with treatment of global variables in JSHint and JSLint. Source: http://eslint.org/docs/rules/
'hexPairToASCII' is not defined. Open
chars[x] = hexPairToASCII(checkModification);
- Read upRead up
- Exclude checks
Disallow Undeclared Variables (no-undef)
This rule can help you locate potential ReferenceErrors resulting from misspellings of variable and parameter names, or accidental implicit globals (for example, from forgetting the var
keyword in a for
loop initializer).
Rule Details
Any reference to an undeclared variable causes a warning, unless the variable is explicitly mentioned in a /*global ...*/
comment.
Examples of incorrect code for this rule:
/*eslint no-undef: "error"*/
var a = someFunction();
b = 10;
Examples of correct code for this rule with global
declaration:
/*global someFunction b:true*/
/*eslint no-undef: "error"*/
var a = someFunction();
b = 10;
The b:true
syntax in /*global */
indicates that assignment to b
is correct.
Examples of incorrect code for this rule with global
declaration:
/*global b*/
/*eslint no-undef: "error"*/
b = 10;
By default, variables declared in /*global */
are read-only, therefore assignment is incorrect.
Options
-
typeof
set to true will warn for variables used inside typeof check (Default false).
typeof
Examples of correct code for the default { "typeof": false }
option:
/*eslint no-undef: "error"*/
if (typeof UndefinedIdentifier === "undefined") {
// do something ...
}
You can use this option if you want to prevent typeof
check on a variable which has not been declared.
Examples of incorrect code for the { "typeof": true }
option:
/*eslint no-undef: ["error", { "typeof": true }] */
if(typeof a === "string"){}
Examples of correct code for the { "typeof": true }
option with global
declaration:
/*global a*/
/*eslint no-undef: ["error", { "typeof": true }] */
if(typeof a === "string"){}
Environments
For convenience, ESLint provides shortcuts that pre-define global variables exposed by popular libraries and runtime environments. This rule supports these environments, as listed in Specifying Environments. A few examples are given below.
browser
Examples of correct code for this rule with browser
environment:
/*eslint no-undef: "error"*/
/*eslint-env browser*/
setTimeout(function() {
alert("Hello");
});
node
Examples of correct code for this rule with node
environment:
/*eslint no-undef: "error"*/
/*eslint-env node*/
var fs = require("fs");
module.exports = function() {
console.log(fs);
};
When Not To Use It
If explicit declaration of global variables is not to your taste.
Compatibility
This rule provides compatibility with treatment of global variables in JSHint and JSLint. Source: http://eslint.org/docs/rules/
'isAsciiVisible' is not defined. Open
} else if (isAsciiVisible(parseInt(val, 16))) {
- Read upRead up
- Exclude checks
Disallow Undeclared Variables (no-undef)
This rule can help you locate potential ReferenceErrors resulting from misspellings of variable and parameter names, or accidental implicit globals (for example, from forgetting the var
keyword in a for
loop initializer).
Rule Details
Any reference to an undeclared variable causes a warning, unless the variable is explicitly mentioned in a /*global ...*/
comment.
Examples of incorrect code for this rule:
/*eslint no-undef: "error"*/
var a = someFunction();
b = 10;
Examples of correct code for this rule with global
declaration:
/*global someFunction b:true*/
/*eslint no-undef: "error"*/
var a = someFunction();
b = 10;
The b:true
syntax in /*global */
indicates that assignment to b
is correct.
Examples of incorrect code for this rule with global
declaration:
/*global b*/
/*eslint no-undef: "error"*/
b = 10;
By default, variables declared in /*global */
are read-only, therefore assignment is incorrect.
Options
-
typeof
set to true will warn for variables used inside typeof check (Default false).
typeof
Examples of correct code for the default { "typeof": false }
option:
/*eslint no-undef: "error"*/
if (typeof UndefinedIdentifier === "undefined") {
// do something ...
}
You can use this option if you want to prevent typeof
check on a variable which has not been declared.
Examples of incorrect code for the { "typeof": true }
option:
/*eslint no-undef: ["error", { "typeof": true }] */
if(typeof a === "string"){}
Examples of correct code for the { "typeof": true }
option with global
declaration:
/*global a*/
/*eslint no-undef: ["error", { "typeof": true }] */
if(typeof a === "string"){}
Environments
For convenience, ESLint provides shortcuts that pre-define global variables exposed by popular libraries and runtime environments. This rule supports these environments, as listed in Specifying Environments. A few examples are given below.
browser
Examples of correct code for this rule with browser
environment:
/*eslint no-undef: "error"*/
/*eslint-env browser*/
setTimeout(function() {
alert("Hello");
});
node
Examples of correct code for this rule with node
environment:
/*eslint no-undef: "error"*/
/*eslint-env node*/
var fs = require("fs");
module.exports = function() {
console.log(fs);
};
When Not To Use It
If explicit declaration of global variables is not to your taste.
Compatibility
This rule provides compatibility with treatment of global variables in JSHint and JSLint. Source: http://eslint.org/docs/rules/
'basename' is not defined. Open
r2.cmdj('ij', (d) => { fileName = basename(d.core.file); });
- Read upRead up
- Exclude checks
Disallow Undeclared Variables (no-undef)
This rule can help you locate potential ReferenceErrors resulting from misspellings of variable and parameter names, or accidental implicit globals (for example, from forgetting the var
keyword in a for
loop initializer).
Rule Details
Any reference to an undeclared variable causes a warning, unless the variable is explicitly mentioned in a /*global ...*/
comment.
Examples of incorrect code for this rule:
/*eslint no-undef: "error"*/
var a = someFunction();
b = 10;
Examples of correct code for this rule with global
declaration:
/*global someFunction b:true*/
/*eslint no-undef: "error"*/
var a = someFunction();
b = 10;
The b:true
syntax in /*global */
indicates that assignment to b
is correct.
Examples of incorrect code for this rule with global
declaration:
/*global b*/
/*eslint no-undef: "error"*/
b = 10;
By default, variables declared in /*global */
are read-only, therefore assignment is incorrect.
Options
-
typeof
set to true will warn for variables used inside typeof check (Default false).
typeof
Examples of correct code for the default { "typeof": false }
option:
/*eslint no-undef: "error"*/
if (typeof UndefinedIdentifier === "undefined") {
// do something ...
}
You can use this option if you want to prevent typeof
check on a variable which has not been declared.
Examples of incorrect code for the { "typeof": true }
option:
/*eslint no-undef: ["error", { "typeof": true }] */
if(typeof a === "string"){}
Examples of correct code for the { "typeof": true }
option with global
declaration:
/*global a*/
/*eslint no-undef: ["error", { "typeof": true }] */
if(typeof a === "string"){}
Environments
For convenience, ESLint provides shortcuts that pre-define global variables exposed by popular libraries and runtime environments. This rule supports these environments, as listed in Specifying Environments. A few examples are given below.
browser
Examples of correct code for this rule with browser
environment:
/*eslint no-undef: "error"*/
/*eslint-env browser*/
setTimeout(function() {
alert("Hello");
});
node
Examples of correct code for this rule with node
environment:
/*eslint no-undef: "error"*/
/*eslint-env node*/
var fs = require("fs");
module.exports = function() {
console.log(fs);
};
When Not To Use It
If explicit declaration of global variables is not to your taste.
Compatibility
This rule provides compatibility with treatment of global variables in JSHint and JSLint. Source: http://eslint.org/docs/rules/
'dialogPolyfill' is not defined. Open
dialogPolyfill.registerDialog(dialog);
- Read upRead up
- Exclude checks
Disallow Undeclared Variables (no-undef)
This rule can help you locate potential ReferenceErrors resulting from misspellings of variable and parameter names, or accidental implicit globals (for example, from forgetting the var
keyword in a for
loop initializer).
Rule Details
Any reference to an undeclared variable causes a warning, unless the variable is explicitly mentioned in a /*global ...*/
comment.
Examples of incorrect code for this rule:
/*eslint no-undef: "error"*/
var a = someFunction();
b = 10;
Examples of correct code for this rule with global
declaration:
/*global someFunction b:true*/
/*eslint no-undef: "error"*/
var a = someFunction();
b = 10;
The b:true
syntax in /*global */
indicates that assignment to b
is correct.
Examples of incorrect code for this rule with global
declaration:
/*global b*/
/*eslint no-undef: "error"*/
b = 10;
By default, variables declared in /*global */
are read-only, therefore assignment is incorrect.
Options
-
typeof
set to true will warn for variables used inside typeof check (Default false).
typeof
Examples of correct code for the default { "typeof": false }
option:
/*eslint no-undef: "error"*/
if (typeof UndefinedIdentifier === "undefined") {
// do something ...
}
You can use this option if you want to prevent typeof
check on a variable which has not been declared.
Examples of incorrect code for the { "typeof": true }
option:
/*eslint no-undef: ["error", { "typeof": true }] */
if(typeof a === "string"){}
Examples of correct code for the { "typeof": true }
option with global
declaration:
/*global a*/
/*eslint no-undef: ["error", { "typeof": true }] */
if(typeof a === "string"){}
Environments
For convenience, ESLint provides shortcuts that pre-define global variables exposed by popular libraries and runtime environments. This rule supports these environments, as listed in Specifying Environments. A few examples are given below.
browser
Examples of correct code for this rule with browser
environment:
/*eslint no-undef: "error"*/
/*eslint-env browser*/
setTimeout(function() {
alert("Hello");
});
node
Examples of correct code for this rule with node
environment:
/*eslint no-undef: "error"*/
/*eslint-env node*/
var fs = require("fs");
module.exports = function() {
console.log(fs);
};
When Not To Use It
If explicit declaration of global variables is not to your taste.
Compatibility
This rule provides compatibility with treatment of global variables in JSHint and JSLint. Source: http://eslint.org/docs/rules/
'int2fixedHex' is not defined. Open
const theOffset = int2fixedHex(flag.offset, 8);
- Read upRead up
- Exclude checks
Disallow Undeclared Variables (no-undef)
This rule can help you locate potential ReferenceErrors resulting from misspellings of variable and parameter names, or accidental implicit globals (for example, from forgetting the var
keyword in a for
loop initializer).
Rule Details
Any reference to an undeclared variable causes a warning, unless the variable is explicitly mentioned in a /*global ...*/
comment.
Examples of incorrect code for this rule:
/*eslint no-undef: "error"*/
var a = someFunction();
b = 10;
Examples of correct code for this rule with global
declaration:
/*global someFunction b:true*/
/*eslint no-undef: "error"*/
var a = someFunction();
b = 10;
The b:true
syntax in /*global */
indicates that assignment to b
is correct.
Examples of incorrect code for this rule with global
declaration:
/*global b*/
/*eslint no-undef: "error"*/
b = 10;
By default, variables declared in /*global */
are read-only, therefore assignment is incorrect.
Options
-
typeof
set to true will warn for variables used inside typeof check (Default false).
typeof
Examples of correct code for the default { "typeof": false }
option:
/*eslint no-undef: "error"*/
if (typeof UndefinedIdentifier === "undefined") {
// do something ...
}
You can use this option if you want to prevent typeof
check on a variable which has not been declared.
Examples of incorrect code for the { "typeof": true }
option:
/*eslint no-undef: ["error", { "typeof": true }] */
if(typeof a === "string"){}
Examples of correct code for the { "typeof": true }
option with global
declaration:
/*global a*/
/*eslint no-undef: ["error", { "typeof": true }] */
if(typeof a === "string"){}
Environments
For convenience, ESLint provides shortcuts that pre-define global variables exposed by popular libraries and runtime environments. This rule supports these environments, as listed in Specifying Environments. A few examples are given below.
browser
Examples of correct code for this rule with browser
environment:
/*eslint no-undef: "error"*/
/*eslint-env browser*/
setTimeout(function() {
alert("Hello");
});
node
Examples of correct code for this rule with node
environment:
/*eslint no-undef: "error"*/
/*eslint-env node*/
var fs = require("fs");
module.exports = function() {
console.log(fs);
};
When Not To Use It
If explicit declaration of global variables is not to your taste.
Compatibility
This rule provides compatibility with treatment of global variables in JSHint and JSLint. Source: http://eslint.org/docs/rules/
'saveAs' is not defined. Open
saveAs(blob, fileName);
- Read upRead up
- Exclude checks
Disallow Undeclared Variables (no-undef)
This rule can help you locate potential ReferenceErrors resulting from misspellings of variable and parameter names, or accidental implicit globals (for example, from forgetting the var
keyword in a for
loop initializer).
Rule Details
Any reference to an undeclared variable causes a warning, unless the variable is explicitly mentioned in a /*global ...*/
comment.
Examples of incorrect code for this rule:
/*eslint no-undef: "error"*/
var a = someFunction();
b = 10;
Examples of correct code for this rule with global
declaration:
/*global someFunction b:true*/
/*eslint no-undef: "error"*/
var a = someFunction();
b = 10;
The b:true
syntax in /*global */
indicates that assignment to b
is correct.
Examples of incorrect code for this rule with global
declaration:
/*global b*/
/*eslint no-undef: "error"*/
b = 10;
By default, variables declared in /*global */
are read-only, therefore assignment is incorrect.
Options
-
typeof
set to true will warn for variables used inside typeof check (Default false).
typeof
Examples of correct code for the default { "typeof": false }
option:
/*eslint no-undef: "error"*/
if (typeof UndefinedIdentifier === "undefined") {
// do something ...
}
You can use this option if you want to prevent typeof
check on a variable which has not been declared.
Examples of incorrect code for the { "typeof": true }
option:
/*eslint no-undef: ["error", { "typeof": true }] */
if(typeof a === "string"){}
Examples of correct code for the { "typeof": true }
option with global
declaration:
/*global a*/
/*eslint no-undef: ["error", { "typeof": true }] */
if(typeof a === "string"){}
Environments
For convenience, ESLint provides shortcuts that pre-define global variables exposed by popular libraries and runtime environments. This rule supports these environments, as listed in Specifying Environments. A few examples are given below.
browser
Examples of correct code for this rule with browser
environment:
/*eslint no-undef: "error"*/
/*eslint-env browser*/
setTimeout(function() {
alert("Hello");
});
node
Examples of correct code for this rule with node
environment:
/*eslint no-undef: "error"*/
/*eslint-env node*/
var fs = require("fs");
module.exports = function() {
console.log(fs);
};
When Not To Use It
If explicit declaration of global variables is not to your taste.
Compatibility
This rule provides compatibility with treatment of global variables in JSHint and JSLint. Source: http://eslint.org/docs/rules/
'hexPairToASCII' is not defined. Open
target.assoc.innerHTML = hexPairToASCII(value);
- Read upRead up
- Exclude checks
Disallow Undeclared Variables (no-undef)
This rule can help you locate potential ReferenceErrors resulting from misspellings of variable and parameter names, or accidental implicit globals (for example, from forgetting the var
keyword in a for
loop initializer).
Rule Details
Any reference to an undeclared variable causes a warning, unless the variable is explicitly mentioned in a /*global ...*/
comment.
Examples of incorrect code for this rule:
/*eslint no-undef: "error"*/
var a = someFunction();
b = 10;
Examples of correct code for this rule with global
declaration:
/*global someFunction b:true*/
/*eslint no-undef: "error"*/
var a = someFunction();
b = 10;
The b:true
syntax in /*global */
indicates that assignment to b
is correct.
Examples of incorrect code for this rule with global
declaration:
/*global b*/
/*eslint no-undef: "error"*/
b = 10;
By default, variables declared in /*global */
are read-only, therefore assignment is incorrect.
Options
-
typeof
set to true will warn for variables used inside typeof check (Default false).
typeof
Examples of correct code for the default { "typeof": false }
option:
/*eslint no-undef: "error"*/
if (typeof UndefinedIdentifier === "undefined") {
// do something ...
}
You can use this option if you want to prevent typeof
check on a variable which has not been declared.
Examples of incorrect code for the { "typeof": true }
option:
/*eslint no-undef: ["error", { "typeof": true }] */
if(typeof a === "string"){}
Examples of correct code for the { "typeof": true }
option with global
declaration:
/*global a*/
/*eslint no-undef: ["error", { "typeof": true }] */
if(typeof a === "string"){}
Environments
For convenience, ESLint provides shortcuts that pre-define global variables exposed by popular libraries and runtime environments. This rule supports these environments, as listed in Specifying Environments. A few examples are given below.
browser
Examples of correct code for this rule with browser
environment:
/*eslint no-undef: "error"*/
/*eslint-env browser*/
setTimeout(function() {
alert("Hello");
});
node
Examples of correct code for this rule with node
environment:
/*eslint no-undef: "error"*/
/*eslint-env node*/
var fs = require("fs");
module.exports = function() {
console.log(fs);
};
When Not To Use It
If explicit declaration of global variables is not to your taste.
Compatibility
This rule provides compatibility with treatment of global variables in JSHint and JSLint. Source: http://eslint.org/docs/rules/
'basename' is not defined. Open
r2.cmdj('ij', (d) => { fileName = basename(d.core.file); });
- Read upRead up
- Exclude checks
Disallow Undeclared Variables (no-undef)
This rule can help you locate potential ReferenceErrors resulting from misspellings of variable and parameter names, or accidental implicit globals (for example, from forgetting the var
keyword in a for
loop initializer).
Rule Details
Any reference to an undeclared variable causes a warning, unless the variable is explicitly mentioned in a /*global ...*/
comment.
Examples of incorrect code for this rule:
/*eslint no-undef: "error"*/
var a = someFunction();
b = 10;
Examples of correct code for this rule with global
declaration:
/*global someFunction b:true*/
/*eslint no-undef: "error"*/
var a = someFunction();
b = 10;
The b:true
syntax in /*global */
indicates that assignment to b
is correct.
Examples of incorrect code for this rule with global
declaration:
/*global b*/
/*eslint no-undef: "error"*/
b = 10;
By default, variables declared in /*global */
are read-only, therefore assignment is incorrect.
Options
-
typeof
set to true will warn for variables used inside typeof check (Default false).
typeof
Examples of correct code for the default { "typeof": false }
option:
/*eslint no-undef: "error"*/
if (typeof UndefinedIdentifier === "undefined") {
// do something ...
}
You can use this option if you want to prevent typeof
check on a variable which has not been declared.
Examples of incorrect code for the { "typeof": true }
option:
/*eslint no-undef: ["error", { "typeof": true }] */
if(typeof a === "string"){}
Examples of correct code for the { "typeof": true }
option with global
declaration:
/*global a*/
/*eslint no-undef: ["error", { "typeof": true }] */
if(typeof a === "string"){}
Environments
For convenience, ESLint provides shortcuts that pre-define global variables exposed by popular libraries and runtime environments. This rule supports these environments, as listed in Specifying Environments. A few examples are given below.
browser
Examples of correct code for this rule with browser
environment:
/*eslint no-undef: "error"*/
/*eslint-env browser*/
setTimeout(function() {
alert("Hello");
});
node
Examples of correct code for this rule with node
environment:
/*eslint no-undef: "error"*/
/*eslint-env node*/
var fs = require("fs");
module.exports = function() {
console.log(fs);
};
When Not To Use It
If explicit declaration of global variables is not to your taste.
Compatibility
This rule provides compatibility with treatment of global variables in JSHint and JSLint. Source: http://eslint.org/docs/rules/
'saveAs' is not defined. Open
saveAs(blob, fileName);
- Read upRead up
- Exclude checks
Disallow Undeclared Variables (no-undef)
This rule can help you locate potential ReferenceErrors resulting from misspellings of variable and parameter names, or accidental implicit globals (for example, from forgetting the var
keyword in a for
loop initializer).
Rule Details
Any reference to an undeclared variable causes a warning, unless the variable is explicitly mentioned in a /*global ...*/
comment.
Examples of incorrect code for this rule:
/*eslint no-undef: "error"*/
var a = someFunction();
b = 10;
Examples of correct code for this rule with global
declaration:
/*global someFunction b:true*/
/*eslint no-undef: "error"*/
var a = someFunction();
b = 10;
The b:true
syntax in /*global */
indicates that assignment to b
is correct.
Examples of incorrect code for this rule with global
declaration:
/*global b*/
/*eslint no-undef: "error"*/
b = 10;
By default, variables declared in /*global */
are read-only, therefore assignment is incorrect.
Options
-
typeof
set to true will warn for variables used inside typeof check (Default false).
typeof
Examples of correct code for the default { "typeof": false }
option:
/*eslint no-undef: "error"*/
if (typeof UndefinedIdentifier === "undefined") {
// do something ...
}
You can use this option if you want to prevent typeof
check on a variable which has not been declared.
Examples of incorrect code for the { "typeof": true }
option:
/*eslint no-undef: ["error", { "typeof": true }] */
if(typeof a === "string"){}
Examples of correct code for the { "typeof": true }
option with global
declaration:
/*global a*/
/*eslint no-undef: ["error", { "typeof": true }] */
if(typeof a === "string"){}
Environments
For convenience, ESLint provides shortcuts that pre-define global variables exposed by popular libraries and runtime environments. This rule supports these environments, as listed in Specifying Environments. A few examples are given below.
browser
Examples of correct code for this rule with browser
environment:
/*eslint no-undef: "error"*/
/*eslint-env browser*/
setTimeout(function() {
alert("Hello");
});
node
Examples of correct code for this rule with node
environment:
/*eslint no-undef: "error"*/
/*eslint-env node*/
var fs = require("fs");
module.exports = function() {
console.log(fs);
};
When Not To Use It
If explicit declaration of global variables is not to your taste.
Compatibility
This rule provides compatibility with treatment of global variables in JSHint and JSLint. Source: http://eslint.org/docs/rules/
'ASCIIToHexpair' is not defined. Open
var hex = ASCIIToHexpair(value);
- Read upRead up
- Exclude checks
Disallow Undeclared Variables (no-undef)
This rule can help you locate potential ReferenceErrors resulting from misspellings of variable and parameter names, or accidental implicit globals (for example, from forgetting the var
keyword in a for
loop initializer).
Rule Details
Any reference to an undeclared variable causes a warning, unless the variable is explicitly mentioned in a /*global ...*/
comment.
Examples of incorrect code for this rule:
/*eslint no-undef: "error"*/
var a = someFunction();
b = 10;
Examples of correct code for this rule with global
declaration:
/*global someFunction b:true*/
/*eslint no-undef: "error"*/
var a = someFunction();
b = 10;
The b:true
syntax in /*global */
indicates that assignment to b
is correct.
Examples of incorrect code for this rule with global
declaration:
/*global b*/
/*eslint no-undef: "error"*/
b = 10;
By default, variables declared in /*global */
are read-only, therefore assignment is incorrect.
Options
-
typeof
set to true will warn for variables used inside typeof check (Default false).
typeof
Examples of correct code for the default { "typeof": false }
option:
/*eslint no-undef: "error"*/
if (typeof UndefinedIdentifier === "undefined") {
// do something ...
}
You can use this option if you want to prevent typeof
check on a variable which has not been declared.
Examples of incorrect code for the { "typeof": true }
option:
/*eslint no-undef: ["error", { "typeof": true }] */
if(typeof a === "string"){}
Examples of correct code for the { "typeof": true }
option with global
declaration:
/*global a*/
/*eslint no-undef: ["error", { "typeof": true }] */
if(typeof a === "string"){}
Environments
For convenience, ESLint provides shortcuts that pre-define global variables exposed by popular libraries and runtime environments. This rule supports these environments, as listed in Specifying Environments. A few examples are given below.
browser
Examples of correct code for this rule with browser
environment:
/*eslint no-undef: "error"*/
/*eslint-env browser*/
setTimeout(function() {
alert("Hello");
});
node
Examples of correct code for this rule with node
environment:
/*eslint no-undef: "error"*/
/*eslint-env node*/
var fs = require("fs");
module.exports = function() {
console.log(fs);
};
When Not To Use It
If explicit declaration of global variables is not to your taste.
Compatibility
This rule provides compatibility with treatment of global variables in JSHint and JSLint. Source: http://eslint.org/docs/rules/
TODO found Open
* TODO: save DOM/Events when quitting widget to reload it faster
- Exclude checks
TODO found Open
TODO
- Exclude checks
TODO found Open
// TODO: cache, faster
- Exclude checks
Missing JSDoc comment. Open
getCurrentSelection() {
- Read upRead up
- Exclude checks
require JSDoc comments (require-jsdoc)
JSDoc is a JavaScript API documentation generator. It uses specially-formatted comments inside of code to generate API documentation automatically. For example, this is what a JSDoc comment looks like for a function:
/**
* Adds two numbers together.
* @param {int} num1 The first number.
* @param {int} num2 The second number.
* @returns {int} The sum of the two numbers.
*/
function sum(num1, num2) {
return num1 + num2;
}
Some style guides require JSDoc comments for all functions as a way of explaining function behavior.
Rule Details
This rule requires JSDoc comments for specified nodes. Supported nodes:
"FunctionDeclaration"
"ClassDeclaration"
"MethodDefinition"
"ArrowFunctionExpression"
Options
This rule has a single object option:
-
"require"
requires JSDoc comments for the specified nodes
Default option settings are:
{
"require-jsdoc": ["error", {
"require": {
"FunctionDeclaration": true,
"MethodDefinition": false,
"ClassDeclaration": false,
"ArrowFunctionExpression": false
}
}]
}
require
Examples of incorrect code for this rule with the { "require": { "FunctionDeclaration": true, "MethodDefinition": true, "ClassDeclaration": true, "ArrowFunctionExpression": true } }
option:
/*eslint "require-jsdoc": ["error", {
"require": {
"FunctionDeclaration": true,
"MethodDefinition": true,
"ClassDeclaration": true
}
}]*/
function foo() {
return 10;
}
var foo = () => {
return 10;
}
class Test{
getDate(){}
}
Examples of correct code for this rule with the { "require": { "FunctionDeclaration": true, "MethodDefinition": true, "ClassDeclaration": true, "ArrowFunctionExpression": true } }
option:
/*eslint "require-jsdoc": ["error", {
"require": {
"FunctionDeclaration": true,
"MethodDefinition": true,
"ClassDeclaration": true
}
}]*/
/**
* It returns 10
*/
function foo() {
return 10;
}
/**
* It returns test + 10
* @params {int} test - some number
* @returns {int} sum of test and 10
*/
var foo = (test) => {
return test + 10;
}
/**
* It returns 10
*/
var foo = () => {
return 10;
}
/**
* It returns 10
*/
var foo = function() {
return 10;
}
var array = [1,2,3];
array.filter(function(item) {
return item > 2;
});
/**
* It returns 10
*/
class Test{
/**
* returns the date
*/
getDate(){}
}
setTimeout(() => {}, 10); // since it's an anonymous arrow function
When Not To Use It
If you do not require JSDoc for your functions, then you can leave this rule off.
Related Rules
- [valid-jsdoc](valid-jsdoc.md) Source: http://eslint.org/docs/rules/
Missing JSDoc comment. Open
constructor(containerElement, lineHeight, isBigEndian) {
- Read upRead up
- Exclude checks
require JSDoc comments (require-jsdoc)
JSDoc is a JavaScript API documentation generator. It uses specially-formatted comments inside of code to generate API documentation automatically. For example, this is what a JSDoc comment looks like for a function:
/**
* Adds two numbers together.
* @param {int} num1 The first number.
* @param {int} num2 The second number.
* @returns {int} The sum of the two numbers.
*/
function sum(num1, num2) {
return num1 + num2;
}
Some style guides require JSDoc comments for all functions as a way of explaining function behavior.
Rule Details
This rule requires JSDoc comments for specified nodes. Supported nodes:
"FunctionDeclaration"
"ClassDeclaration"
"MethodDefinition"
"ArrowFunctionExpression"
Options
This rule has a single object option:
-
"require"
requires JSDoc comments for the specified nodes
Default option settings are:
{
"require-jsdoc": ["error", {
"require": {
"FunctionDeclaration": true,
"MethodDefinition": false,
"ClassDeclaration": false,
"ArrowFunctionExpression": false
}
}]
}
require
Examples of incorrect code for this rule with the { "require": { "FunctionDeclaration": true, "MethodDefinition": true, "ClassDeclaration": true, "ArrowFunctionExpression": true } }
option:
/*eslint "require-jsdoc": ["error", {
"require": {
"FunctionDeclaration": true,
"MethodDefinition": true,
"ClassDeclaration": true
}
}]*/
function foo() {
return 10;
}
var foo = () => {
return 10;
}
class Test{
getDate(){}
}
Examples of correct code for this rule with the { "require": { "FunctionDeclaration": true, "MethodDefinition": true, "ClassDeclaration": true, "ArrowFunctionExpression": true } }
option:
/*eslint "require-jsdoc": ["error", {
"require": {
"FunctionDeclaration": true,
"MethodDefinition": true,
"ClassDeclaration": true
}
}]*/
/**
* It returns 10
*/
function foo() {
return 10;
}
/**
* It returns test + 10
* @params {int} test - some number
* @returns {int} sum of test and 10
*/
var foo = (test) => {
return test + 10;
}
/**
* It returns 10
*/
var foo = () => {
return 10;
}
/**
* It returns 10
*/
var foo = function() {
return 10;
}
var array = [1,2,3];
array.filter(function(item) {
return item > 2;
});
/**
* It returns 10
*/
class Test{
/**
* returns the date
*/
getDate(){}
}
setTimeout(() => {}, 10); // since it's an anonymous arrow function
When Not To Use It
If you do not require JSDoc for your functions, then you can leave this rule off.
Related Rules
- [valid-jsdoc](valid-jsdoc.md) Source: http://eslint.org/docs/rules/
Identical blocks of code found in 2 locations. Consider refactoring. Open
for (var j = 0 ; j < items[i].expand.length ; j++) {
var subLi = document.createElement('li');
subUl.appendChild(subLi);
subLi.appendChild(document.createTextNode(items[i].expand[j].name));
bindAction(subLi, items[i].expand[j].fct);
- 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 120.
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
Identical blocks of code found in 2 locations. Consider refactoring. Open
li.addEventListener('mouseenter', (evt) => {
// Cleaning old "active"
var subactives = Array.prototype.slice.call(evt.target.parentNode.getElementsByClassName('subactive'));
for (var x = 0 ; x < subactives.length ; x++) {
subactives[x].classList.remove('subactive');
- 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 106.
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 3 locations. Consider refactoring. Open
for (var i = 0 ; i < this.flagColorAssociation.length ; i++) {
if (this.flagColorAssociation[i].name === flagName) {
return this.flagColorAssociation[i].color;
}
}
- 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
hexpairEl.addEventListener('mouseover', (evt) => {
if (!this.beingSelected) {
return;
}
this.selectionEnd = evt.target;
- 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 58.
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
hexpairEl.addEventListener('mouseup', (evt) => {
if (!this.beingSelected) {
return;
}
this.selectionEnd = evt.target;
- 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 58.
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
var editableHexEvent = {
keydown: (evt) => evt.keyCode === 13 && collectHexpair(evt.target),
blur: (evt) => collectHexpair(evt.target)
};
- 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
var editableAsciiEvent = {
keydown: (evt) => evt.keyCode === 13 && collectAscii(evt.target),
blur: (evt) => collectAscii(evt.target)
};
- 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
Identical blocks of code found in 2 locations. Consider refactoring. Open
var indexOf = Array.prototype.slice.call(evt.target.parentNode.children).indexOf(evt.target);
- 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 47.
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
checboxSelection.addEventListener('change', () => {
this.selectionMode = !this.selectionMode;
this.draw();
});
- 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
checkboxBigEndian.addEventListener('change', () => {
this.bigEndian = !this.bigEndian;
this.draw();
});
- 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