schahriar/supertask

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Function ST__CREATE_CONTEXT_P has a Cognitive Complexity of 50 (exceeds 5 allowed). Consider refactoring.
Open

module.exports = function ST__CREATE_CONTEXT_P(context, type) {
    if (type === ST_NONE) return context;
    switch(type) {
        case ST_RESTRICTED:
            // Allow stream module
Severity: Minor
Found in lib/ContextPermissions.js - About 7 hrs to fix

Cognitive Complexity

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

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

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

Further reading

Function 'ST__CREATE_CONTEXT_P' has a complexity of 29.
Open

module.exports = function ST__CREATE_CONTEXT_P(context, type) {
Severity: Minor
Found in lib/ContextPermissions.js by eslint

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 _next has a Cognitive Complexity of 18 (exceeds 5 allowed). Consider refactoring.
Open

    _next() {
        // Allow _next_ to be called
        this._busy_ = false;
        
        /* At this point the source is fully compiled
Severity: Minor
Found in lib/SuperTask.js - About 2 hrs to fix

Cognitive Complexity

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

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

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

Further reading

Function apply has a Cognitive Complexity of 16 (exceeds 5 allowed). Consider refactoring.
Open

    apply(name, context, args, callback) {
        
        // Check for mapped task
        if (!this.map.has(name)) {
            callback(new Error('Task not found!'));
Severity: Minor
Found in interface.js - About 2 hrs 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 'apply' has a complexity of 13.
Open

    apply(name, context, args, callback) {
Severity: Minor
Found in interface.js by eslint

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 apply has 38 lines of code (exceeds 25 allowed). Consider refactoring.
Open

    apply(name, context, args, callback) {
        
        // Check for mapped task
        if (!this.map.has(name)) {
            callback(new Error('Task not found!'));
Severity: Minor
Found in interface.js - About 1 hr to fix

    Function ST__CREATE_CONTEXT_P has 35 lines of code (exceeds 25 allowed). Consider refactoring.
    Open

    module.exports = function ST__CREATE_CONTEXT_P(context, type) {
        if (type === ST_NONE) return context;
        switch(type) {
            case ST_RESTRICTED:
                // Allow stream module
    Severity: Minor
    Found in lib/ContextPermissions.js - About 1 hr to fix

      Function _next has 33 lines of code (exceeds 25 allowed). Consider refactoring.
      Open

          _next() {
              // Allow _next_ to be called
              this._busy_ = false;
              
              /* At this point the source is fully compiled
      Severity: Minor
      Found in lib/SuperTask.js - About 1 hr to fix

        Function _compile has a Cognitive Complexity of 9 (exceeds 5 allowed). Consider refactoring.
        Open

            _compile(task, context) {        
                // Check if script is not compiled
                if (typeof task.func === 'string') {
                    // Compile script using VM
                    task.func = new vm.Script(task.func);
        Severity: Minor
        Found in lib/SuperTask.js - About 55 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

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

            globals(_globals_) {
                if(_globals_ !== undefined) this.model.globals = _globals_;
                return this.model.globals;
            }
        Severity: Minor
        Found in lib/TaskObject.js and 1 other location - About 35 mins to fix
        lib/TaskObject.js on lines 66..69

        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

        Further Reading

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

            permission(_permission_) {
                if(_permission_ !== undefined) this.model.access = _permission_;
                return this.model.access;
            }
        Severity: Minor
        Found in lib/TaskObject.js and 1 other location - About 35 mins to fix
        lib/TaskObject.js on lines 89..92

        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

        Further Reading

        Avoid too many return statements within this function.
        Open

                        else return callback(new Error("Unknown error occurred. Failed to compile and execution was halted."));
        Severity: Major
        Found in interface.js - About 30 mins to fix

          Avoid too many return statements within this function.
          Open

                          return callback(e);
          Severity: Major
          Found in interface.js - About 30 mins to fix

            The body of a for-in should be wrapped in an if statement to filter unwanted properties from the prototype.
            Open

                    for (let key in task.context) {
            Severity: Minor
            Found in interface.js by eslint

            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

            Unexpected require().
            Open

                        return require(name);
            Severity: Minor
            Found in lib/ContextPermissions.js by eslint

            Enforce require() on the top-level module scope (global-require)

            In Node.js, module dependencies are included using the require() function, such as:

            var fs = require("fs");

            While require() may be called anywhere in code, some style guides prescribe that it should be called only in the top level of a module to make it easier to identify dependencies. For instance, it's arguably harder to identify dependencies when they are deeply nested inside of functions and other statements:

            function foo() {
            
                if (condition) {
                    var fs = require("fs");
                }
            }

            Since require() does a synchronous load, it can cause performance problems when used in other locations.

            Further, ES6 modules mandate that import and export statements can only occur in the top level of the module's body.

            Rule Details

            This rule requires all calls to require() to be at the top level of the module, similar to ES6 import and export statements, which also can occur only at the top level.

            Examples of incorrect code for this rule:

            /*eslint global-require: "error"*/
            /*eslint-env es6*/
            
            // calling require() inside of a function is not allowed
            function readFile(filename, callback) {
                var fs = require('fs');
                fs.readFile(filename, callback)
            }
            
            // conditional requires like this are also not allowed
            if (DEBUG) { require('debug'); }
            
            // a require() in a switch statement is also flagged
            switch(x) { case '1': require('1'); break; }
            
            // you may not require() inside an arrow function body
            var getModule = (name) => require(name);
            
            // you may not require() inside of a function body as well
            function getModule(name) { return require(name); }
            
            // you may not require() inside of a try/catch block
            try {
                require(unsafeModule);
            } catch(e) {
                console.log(e);
            }

            Examples of correct code for this rule:

            /*eslint global-require: "error"*/
            
            // all these variations of require() are ok
            require('x');
            var y = require('y');
            var z;
            z = require('z').initialize();
            
            // requiring a module and using it in a function is ok
            var fs = require('fs');
            function readFile(filename, callback) {
                fs.readFile(filename, callback)
            }
            
            // you can use a ternary to determine which module to require
            var logger = DEBUG ? require('dev-logger') : require('logger');
            
            // if you want you can require() at the end of your module
            function doSomethingA() {}
            function doSomethingB() {}
            var x = require("x"),
                z = require("z");

            When Not To Use It

            If you have a module that must be initialized with information that comes from the file-system or if a module is only used in very rare situations and will cause significant overhead to load it may make sense to disable the rule. If you need to require() an optional dependency inside of a try/catch, you can disable this rule for just that dependency using the // eslint-disable-line global-require comment. Source: http://eslint.org/docs/rules/

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