code-complexity | Higher values mean hotspots | Functional Programming library

 by   simonrenoult TypeScript Version: 4.4.4 License: MIT

kandi X-RAY | code-complexity Summary

kandi X-RAY | code-complexity Summary

code-complexity is a TypeScript library typically used in Programming Style, Functional Programming applications. code-complexity has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Measure the churn/complexity ratio. Higher values mean hotspots where refactorings should happen.
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              code-complexity has a low active ecosystem.
              It has 190 star(s) with 13 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 6 open issues and 7 have been closed. On average issues are closed in 267 days. There are 5 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of code-complexity is 4.4.4

            kandi-Quality Quality

              code-complexity has no bugs reported.

            kandi-Security Security

              code-complexity has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              code-complexity is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              code-complexity releases are available to install and integrate.
              Installation instructions are not available. Examples and code snippets are available.

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            code-complexity Key Features

            No Key Features are available at this moment for code-complexity.

            code-complexity Examples and Code Snippets

            Records a snapshot .
            pythondot img1Lines of Code : 13dot img1License : Non-SPDX (Apache License 2.0)
            copy iconCopy
            def record_snapshot(self):
                """Take a memory snapshot for later analysis.
            
                `record_snapshot()` must be called once every iteration at the same
                location. This is because the detection algorithm relies on the assumption
                that if there is   

            Community Discussions

            QUESTION

            How to allow a std::unique_ptr to access a class's private destructor or implement a C++ factory class with a private destructor?
            Asked 2021-Mar-18 at 04:14

            I'm quite far into the development of a game using SDL, OpenGL and C++ and am looking for ways to optimize the way the game switches between GLSL shaders for lots of different objects of different types. This is much more of a C++ question than an OpenGL question. However, I still want to provide as much context as I can, as I feel some justification is needed as to why the proposed Shader class I need, needs to be created / deleted the way that it is.

            The first four sections are my justifications, journey & attempts leading up to this point, however my question can likely be answered by just the final section alone and I've intentionally written it as a bit of a tldr.

            The necessity for a Shader class:

            I've seen many implementations online of OpenGL shaders being created, compiled and deleted all in the same function when game objects are created during gameplay. This has proven to be inefficient and far too slow in particular sections of my game. Thus, I've required a system that creates and compiles shaders during a load-time and then intermittently uses/swaps between them during game-time before being deleted later.

            This has lead to the creation of a class(Shader) that manages OpenGL shaders. Each instance of the class should manage one unique OpenGL shader each and contains some complex behavior around the shader type, where it's loaded in from, where it's used, the uniform variables it takes, etc.

            With this said, the most important role of this class is to store the GLuint variable id that is returned from glCreateShader(), and manage all OpenGL calls that relate to the OpenGL shader with this id. I understand that this is effectively futile given the global nature of OpenGL(as anywhere in the program could technically call glDeleteShader() with the matching id and break the class), however for the purposes of intentionally encapsulating all OpenGL calls to very specific areas throughout the entire codebase this system will drastically reduce code-complexity.

            Where the problems start...

            The most "automatic" way to manage this GLuint id, would be to invoke glCreateShader() on the object's construction and glDeleteShader() on the object's destruction. This guarantees(within OpenGL limits) that the OpenGL shader will exist for the entire lifetime of the C++ Shader object and eliminates the need to call some void createShader() and deleteShader() functions.

            This is all well and good, however problems soon arise when considering what happens if this object is copied. What if a copy of this object is destructed? That means that glDeleteShader() will be called and effectively break all copies of the shader object.

            What about simple mistakes like accidentally invoking std::vector::push_back() in a vector of Shaders? Various std::vector methods can invoke the constructor / copy constructor / destructor of their type, which can result in the same problem as above.

            Okay then... how about we do create some void createShader() and deleteShader() methods even if it's messy? Unfortunately this just defers the above problem, as once again any calls that modify the OpenGL shader will desynchronize / outright break all copies of a shader class with the same id. I've limited the OpenGL calls to glCreateShader() and glDeleteShader() in this example to keep things simple, however I should note that there are many other OpenGL calls in the class that would make creating various instance/static variables that keep track of instance copies far too complicated to justify doing it this way.

            The last point I want to make before jumping into the class design below is that for a project as large as a raw C++, OpenGL and SDL Game, I'd prefer if any potential OpenGL mistakes I make generate compiler errors versus graphical issues that are harder to track down. This can be reflected in the class design below.

            The first version of the Shader class:

            It is for the above reasons that I have elected to:

            • Make the constructor private.
            • Provide a public static create function that returns a pointer to a new Shader object in place of a constructor.
            • Make the copy constructor private.
            • Make the operator= private (Although this might not be necessary).
            • Make the destructor private.
            • Put calls to glCreateShader() in the constructor and glDeleteShader() in the destructor, to have OpenGL shaders exist for the lifetime of this object.
            • As the create function invokes the new keyword(and returns the pointer to it), the place with the outside call to Shader::create() must then invoke delete manually (more on this in a second).

            To my understanding, the first two bullet points utilize a factory pattern and will generate a compiler error should a non-pointer type of the class be attempted to be created. The third, fourth and fifth bullet points then prevent the object from being copied. The seventh bullet point then ensures that the OpenGL Shader will exist for the same lifetime of the C++ Shader object.

            Smart Pointers and the main problem:

            The only thing I'm not a huge fan of in the above, is the new/delete calls. They also make the glDeleteShader() calls in the destructor of the object feel inappropriate given the encapsulation that the class is trying to achieve. Given this, I opted to:

            • change the create function to return a std::unique_ptr of the Shader type instead of a Shader pointer.

            The create function then looked like this:

            ...

            ANSWER

            Answered 2021-Mar-04 at 08:29

            Implement a deleter yourself, and let the deleter be a friend of your class. Then edit your declaration like this:

            Source https://stackoverflow.com/questions/66470815

            QUESTION

            How do I efficiently use the same interrupt handler for every (identical) peripheral port?
            Asked 2020-Jul-03 at 08:51

            (Hopefully) simplified version of my problem:

            Say I'm using every GPIO port of my cortex M-4 mcu to do the exact same thing, like read the port on a pin-level change. I've simplified my code so it's port-agnostic, but I'm having issues with a nice solution for re-using the same interrupt handler function.

            1. Is there a way I can use the same interrupt handler function while having a method of finding which port triggered the interrupt? Ideally some O(1)/doesn't scale up depending on how many ports the board has.
            2. Should I just have different handlers for each port that call the same function that takes in a "port" parameter? (Best I could come up with so far)

            So like:

            ...

            ANSWER

            Answered 2020-Jul-03 at 08:51
            1. Is there a way I can use the same interrupt handler function while having a method of finding which port triggered the interrupt?

            Only if the different interrupts are cleared in the same way and your application doesn't care which pin that triggered the interrupt. Quite unlikely use-case.

            1. Should I just have different handlers for each port that call the same function that takes in a "port" parameter?

            Yeah that's usually what I do. You should pass on the parameters from the ISR to the function, that are unique to the specific interrupt. Important: note that the function should be inline static! A fast ISR is significantly more important than saving a tiny bit of flash by re-using the same function. So in the machine code you'll have 4 different ISRs with the worker function inlined. (Might want to disable inlining in debug build though.)

            Am I going about this all wrong and should just "keep it simple stupid"

            Sounds like you are doing it right. A properly written driver should be able to handle multiple hardware peripheral instances with the same code. That being said, C programmers have a tendency to obsess about avoiding code repetition. "KISS" is often far more sound than avoiding code repetition. Avoiding repetition is of course nice, but not your top priority here.

            Priorities in this case should be, most important first:

            1. As fast, slim interrupts as possible.
            2. Readable code.
            3. Flash size used.
            4. Avoiding code repetition.

            Source https://stackoverflow.com/questions/62707753

            QUESTION

            jQuery: How to distinguish between classes used for CSS and ones used for jQuery manipulation?
            Asked 2017-Jan-04 at 23:15

            Let's say I've the following code:

            HTML:

            ...

            ANSWER

            Answered 2017-Jan-04 at 11:34

            As you stated, there is no right or wrong. With that being said, you could e.g. use the data attribute (jQuery data()) for jQuery-related stuff and use classes for css styling only.

            Source https://stackoverflow.com/questions/41462740

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install code-complexity

            You can download it from GitHub.

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          • npm

            npm i code-complexity

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            gh repo clone simonrenoult/code-complexity

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            git@github.com:simonrenoult/code-complexity.git

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