reactrb/reactive-record

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lib/reactive_record/active_record/reactive_record/collection.rb

Summary

Maintainability
B
4 hrs
Test Coverage

Cyclomatic complexity for << is too high. [13/6]
Open

    def <<(item)
      return delete(item) if item.destroyed? # pushing a destroyed item is the same as removing it
      backing_record = item.backing_record
      all << item unless all.include? item # does this use == if so we are okay...
      if backing_record and @owner and @association and inverse_of = @association.inverse_of and item.attributes[inverse_of] != @owner

This cop checks that the cyclomatic complexity of methods is not higher than the configured maximum. The cyclomatic complexity is the number of linearly independent paths through a method. The algorithm counts decision points and adds one.

An if statement (or unless or ?:) increases the complexity by one. An else branch does not, since it doesn't add a decision point. The && operator (or keyword and) can be converted to a nested if statement, and ||/or is shorthand for a sequence of ifs, so they also add one. Loops can be said to have an exit condition, so they add one.

Cyclomatic complexity for replace is too high. [10/6]
Open

    def replace(new_array)

      # not tested if you do all[n] where n > 0... this will create additional dummy items, that this will not sync up.
      # probably just moving things around so the @dummy_collection and @dummy_record are updated AFTER the new items are pushed
      # should work.

This cop checks that the cyclomatic complexity of methods is not higher than the configured maximum. The cyclomatic complexity is the number of linearly independent paths through a method. The algorithm counts decision points and adds one.

An if statement (or unless or ?:) increases the complexity by one. An else branch does not, since it doesn't add a decision point. The && operator (or keyword and) can be converted to a nested if statement, and ||/or is shorthand for a sequence of ifs, so they also add one. Loops can be said to have an exit condition, so they add one.

Method replace has a Cognitive Complexity of 13 (exceeds 5 allowed). Consider refactoring.
Open

    def replace(new_array)

      # not tested if you do all[n] where n > 0... this will create additional dummy items, that this will not sync up.
      # probably just moving things around so the @dummy_collection and @dummy_record are updated AFTER the new items are pushed
      # should work.
Severity: Minor
Found in lib/reactive_record/active_record/reactive_record/collection.rb - About 1 hr to fix

Cognitive Complexity

Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.

A method's cognitive complexity is based on a few simple rules:

  • Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
  • Code is considered more complex for each "break in the linear flow of the code"
  • Code is considered more complex when "flow breaking structures are nested"

Further reading

Method << has a Cognitive Complexity of 11 (exceeds 5 allowed). Consider refactoring.
Open

    def <<(item)
      return delete(item) if item.destroyed? # pushing a destroyed item is the same as removing it
      backing_record = item.backing_record
      all << item unless all.include? item # does this use == if so we are okay...
      if backing_record and @owner and @association and inverse_of = @association.inverse_of and item.attributes[inverse_of] != @owner
Severity: Minor
Found in lib/reactive_record/active_record/reactive_record/collection.rb - About 1 hr to fix

Cognitive Complexity

Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.

A method's cognitive complexity is based on a few simple rules:

  • Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
  • Code is considered more complex for each "break in the linear flow of the code"
  • Code is considered more complex when "flow breaking structures are nested"

Further reading

Method [] has a Cognitive Complexity of 6 (exceeds 5 allowed). Consider refactoring.
Open

    def [](index)
      observed
      if (@collection || all).length <= index and @dummy_collection
        (@collection.length..index).each do |i|
          new_dummy_record = ReactiveRecord::Base.new_from_vector(@target_klass, nil, *@vector, "*#{i}")
Severity: Minor
Found in lib/reactive_record/active_record/reactive_record/collection.rb - About 25 mins to fix

Cognitive Complexity

Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.

A method's cognitive complexity is based on a few simple rules:

  • Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
  • Code is considered more complex for each "break in the linear flow of the code"
  • Code is considered more complex when "flow breaking structures are nested"

Further reading

Method all has a Cognitive Complexity of 6 (exceeds 5 allowed). Consider refactoring.
Open

    def all
      observed
      @dummy_collection.notify if @dummy_collection
      unless @collection
        @collection = []
Severity: Minor
Found in lib/reactive_record/active_record/reactive_record/collection.rb - About 25 mins to fix

Cognitive Complexity

Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.

A method's cognitive complexity is based on a few simple rules:

  • Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
  • Code is considered more complex for each "break in the linear flow of the code"
  • Code is considered more complex when "flow breaking structures are nested"

Further reading

Method == has a Cognitive Complexity of 6 (exceeds 5 allowed). Consider refactoring.
Open

    def ==(other_collection)
      observed
      return !@collection unless other_collection.is_a? Collection
      other_collection.observed
      my_collection = (@collection || []).select { |target| target != @dummy_record }
Severity: Minor
Found in lib/reactive_record/active_record/reactive_record/collection.rb - About 25 mins to fix

Cognitive Complexity

Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.

A method's cognitive complexity is based on a few simple rules:

  • Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
  • Code is considered more complex for each "break in the linear flow of the code"
  • Code is considered more complex when "flow breaking structures are nested"

Further reading

end at 162, 6 is not aligned with if at 154, 23.
Open

      end)

This cop checks whether the end keywords are aligned properly.

Three modes are supported through the EnforcedStyleAlignWith configuration parameter:

If it's set to keyword (which is the default), the end shall be aligned with the start of the keyword (if, class, etc.).

If it's set to variable the end shall be aligned with the left-hand-side of the variable assignment, if there is one.

If it's set to start_of_line, the end shall be aligned with the start of the line where the matching keyword appears.

Example: EnforcedStyleAlignWith: keyword (default)

# bad

variable = if true
    end

# good

variable = if true
           end

Example: EnforcedStyleAlignWith: variable

# bad

variable = if true
    end

# good

variable = if true
end

Example: EnforcedStyleAlignWith: startofline

# bad

variable = if true
    end

# good

puts(if true
end)

Use == if you meant to do a comparison or wrap the expression in parentheses to indicate you meant to assign in a condition.
Open

        if backing_record = item.backing_record and backing_record.attributes[inverse_of] == @owner

This cop checks for assignments in the conditions of if/while/until.

Example:

# bad

if some_var = true
  do_something
end

Example:

# good

if some_var == true
  do_something
end

Use == if you meant to do a comparison or wrap the expression in parentheses to indicate you meant to assign in a condition.
Open

      notify_of_change(if @owner and @association and inverse_of = @association.inverse_of

This cop checks for assignments in the conditions of if/while/until.

Example:

# bad

if some_var = true
  do_something
end

Example:

# good

if some_var == true
  do_something
end

Use == if you meant to do a comparison or wrap the expression in parentheses to indicate you meant to assign in a condition.
Open

      if backing_record and @owner and @association and inverse_of = @association.inverse_of and item.attributes[inverse_of] != @owner

This cop checks for assignments in the conditions of if/while/until.

Example:

# bad

if some_var = true
  do_something
end

Example:

# good

if some_var == true
  do_something
end

Use == if you meant to do a comparison or wrap the expression in parentheses to indicate you meant to assign in a condition.
Open

        if ids = ReactiveRecord::Base.fetch_from_db([*@vector, "*all"])

This cop checks for assignments in the conditions of if/while/until.

Example:

# bad

if some_var = true
  do_something
end

Example:

# good

if some_var == true
  do_something
end

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