Showing 44 of 44 total issues
Function rootEntity
has a Cognitive Complexity of 27 (exceeds 10 allowed). Consider refactoring. Open
export function rootEntity<STORE, ENTITY, TRANSFORMED>(
featureSelector: FEATURE_SELECTOR<STORE, ENTITY>,
guess1?: TRANSFORMER<ENTITY, TRANSFORMED> | SELECTOR_META | HANDLER_RELATED_ENTITY<STORE, ENTITY>,
guess2?: SELECTOR_META | HANDLER_RELATED_ENTITY<STORE, ENTITY>,
): HANDLER_ROOT_ENTITY<STORE, ENTITY, ENTITY | TRANSFORMED, ID_TYPES> {
- 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 childEntity
has a Cognitive Complexity of 25 (exceeds 10 allowed). Consider refactoring. Open
export function childEntity<
STORE,
PARENT_ENTITY,
RELATED_ENTITY,
RELATED_KEY_IDS extends ID_FILTER_PROPS<RELATED_ENTITY, ID_TYPES>,
- 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
Identical blocks of code found in 2 locations. Consider refactoring. Open
for (const relationship of relationships) {
const cacheRelLevel = `${cacheLevel}:${cacheRelLevelIndex}`;
const cacheRelHash = relationship(cacheRelLevel, state, cache, value, idSelector);
cacheRelLevelIndex += 1;
if (cacheRelHash) {
- 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 90.
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
for (const relationship of relationships) {
const cacheRelLevel = `${cacheLevel}:${cacheRelLevelIndex}`;
const cacheRelHash = relationship(cacheRelLevel, state, cache, value, idSelector);
cacheRelLevelIndex += 1;
if (cacheRelHash) {
- 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 90.
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
Function resolveGraphQL
has 66 lines of code (exceeds 25 allowed). Consider refactoring. Open
const resolveGraphQL = (
selector: ENTITY_SELECTOR,
options: {
include: Array<keyof any>;
prefix: string;
Function toGraphQL
has 61 lines of code (exceeds 25 allowed). Consider refactoring. Open
export function toGraphQL(...queries: Array<any>): string {
const prefix = (window as any).ngrxGraphqlPrefix || '';
let query: string | undefined = '';
let selector: ENTITY_SELECTOR | undefined;
let params: Record<string, any> | null | string | undefined;
Function callback
has 60 lines of code (exceeds 25 allowed). Consider refactoring. Open
const callback = (
cacheLevel: string,
state: STORE,
cache: CACHE<STORE>,
source: PARENT_ENTITY,
Function func
has 51 lines of code (exceeds 25 allowed). Consider refactoring. Open
export const func = (state: any, selector: ENTITY_SELECTOR, entity: any, meta?: {skipFields?: Array<keyof any>}) => {
if (typeof entity !== 'object') {
throw new Error('Entity is not an object');
}
const id = selector.idSelector(entity);
Function rootEntities
has 48 lines of code (exceeds 25 allowed). Consider refactoring. Open
export function rootEntities<STORE, ENTITY, TRANSFORMED>(
rootSelector: HANDLER_ROOT_ENTITY<STORE, ENTITY, TRANSFORMED, ID_TYPES>,
): HANDLER_ROOT_ENTITIES<STORE, ENTITY, ENTITY | TRANSFORMED, ID_TYPES> {
const cacheMap = new Map<string, Array<ENTITY | TRANSFORMED>>();
const emptyResult: Array<ENTITY | TRANSFORMED> = [];
Function rootEntities
has a Cognitive Complexity of 20 (exceeds 10 allowed). Consider refactoring. Open
export function rootEntities<STORE, ENTITY, TRANSFORMED>(
rootSelector: HANDLER_ROOT_ENTITY<STORE, ENTITY, TRANSFORMED, ID_TYPES>,
): HANDLER_ROOT_ENTITIES<STORE, ENTITY, ENTITY | TRANSFORMED, ID_TYPES> {
const cacheMap = new Map<string, Array<ENTITY | TRANSFORMED>>();
const emptyResult: Array<ENTITY | TRANSFORMED> = [];
- 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 callback
has 44 lines of code (exceeds 25 allowed). Consider refactoring. Open
const callback = (
state: STORE,
idOrSelector: undefined | null | ID_TYPES | STORE_SELECTOR<STORE, undefined | null | ID_TYPES>,
) => {
const id = typeof idOrSelector === 'function' ? idOrSelector(state) : idOrSelector;
Function func
has a Cognitive Complexity of 19 (exceeds 10 allowed). Consider refactoring. Open
export const func = (state: any, selector: ENTITY_SELECTOR, entity: any, meta?: {skipFields?: Array<keyof any>}) => {
if (typeof entity !== 'object') {
throw new Error('Entity is not an object');
}
const id = selector.idSelector(entity);
- 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 normalizeSelector
has 32 lines of code (exceeds 25 allowed). Consider refactoring. Open
export function normalizeSelector<S, E>(
selector: FEATURE_SELECTOR<S, E>,
): {
collection: STORE_SELECTOR<S, ENTITY_STATE<E>>;
id: ID_SELECTOR<E>;
Function rootEntitySelector
has a Cognitive Complexity of 16 (exceeds 10 allowed). Consider refactoring. Open
export function rootEntitySelector<STORE, ENTITY, TRANSFORMED>(
featureSelector: FEATURE_SELECTOR<STORE, ENTITY>,
guess1?: SELECTOR_META | TRANSFORMER<ENTITY, TRANSFORMED>,
guess2?: SELECTOR_META,
): (
- 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 verifyCache
has a Cognitive Complexity of 16 (exceeds 10 allowed). Consider refactoring. Open
export function verifyCache<S>(state: S, checks: CACHE_CHECKS_SET<S>): boolean {
if (!checks.size) {
return false;
}
const checksData: Array<[STORE_SELECTOR<S, ENTITY_STATE<UNKNOWN>>, CACHE_CHECKS]> = [];
- 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 callback
has 31 lines of code (exceeds 25 allowed). Consider refactoring. Open
const callback = (
state: STORE,
idsOrSelector: undefined | null | Array<ID_TYPES> | STORE_SELECTOR<STORE, undefined | null | Array<ID_TYPES>>,
) => {
const ids = typeof idsOrSelector === 'function' ? idsOrSelector(state) : idsOrSelector;
Function verifyCache
has 29 lines of code (exceeds 25 allowed). Consider refactoring. Open
export function verifyCache<S>(state: S, checks: CACHE_CHECKS_SET<S>): boolean {
if (!checks.size) {
return false;
}
const checksData: Array<[STORE_SELECTOR<S, ENTITY_STATE<UNKNOWN>>, CACHE_CHECKS]> = [];
Similar blocks of code found in 2 locations. Consider refactoring. Open
export function childrenEntities<
STORE,
PARENT_ENTITY,
RELATED_ENTITY,
RELATED_KEY_IDS extends ID_FILTER_PROPS<RELATED_ENTITY, ID_TYPES> = ID_FILTER_PROPS<RELATED_ENTITY, ID_TYPES>,
- 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 76.
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
export function childEntity<
STORE,
PARENT_ENTITY,
RELATED_ENTITY,
RELATED_KEY_IDS extends ID_FILTER_PROPS<RELATED_ENTITY, ID_TYPES> = ID_FILTER_PROPS<RELATED_ENTITY, ID_TYPES>,
- 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 76.
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 4 locations. Consider refactoring. Open
export function rootEntitySelector<STORE, ENTITY>(
featureSelector: FEATURE_SELECTOR<STORE, ENTITY>,
meta: SELECTOR_META,
): (
metaOrRelationship?: SELECTOR_META | HANDLER_RELATED_ENTITY<STORE, ENTITY>,
- 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 71.
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