Dependency Graph

Online documentation:

Dependency Matrix

Online documentation:

Visualizing Code Metrics through Treemaping

With the Online documentation, understand how Treemaping can help you see patterns in your code base, that would be hard to spot with other ways.

Abstractness versus Instability Diagram

The Abstractness versus Instability Diagram helps to detect which Projects are potentially painful to maintain (i.e concrete and stable) and which Projects are potentially useless (i.e abstract and instable).

Online documentation:

For beginners: Where to start

Code queries and rules results are truncated to list a maximum of 100 code elements in this report

Does this report gets too large?

The list contains only code elements refactored or added since the baseline for comparison.

The setting Recent Violations Only is enabled

Why should I enable the setting Recent Violations Only ?

Quick Tips

Main
Main \ Rules
Main \ Rules \ Project Rules
Main \ Rules \ Project Rules \ Code Quality
Main \ Rules \ Project Rules \ Object Oriented Design
Main \ Rules \ Project Rules \ Design
Main \ Rules \ Project Rules \ Architecture and Layering
Main \ Rules \ Project Rules \ CppCheck Queries
Main \ Rules \ Project Rules \ Diagnostics Queries
Main \ Rules \ Project Rules \ Dead Code
Main \ Rules \ Project Rules \ Visibility
Main \ Rules \ Project Rules \ Purity - Immutability - Constness
Main \ Rules \ Project Rules \ Naming Conventions
Main \ Rules \ Project Rules \ Source Files Organization
Main \ Group of Queries \ Object Oriented Design
Main \ Group of Queries \ API Breaking Changes
Main \ Group of Queries \ Code Diff Summary
Main \ Group of Queries \ Test and Code Coverage
Main \ Group of Queries \ Dead Code
Main \ Metrics \ Application Statistics
Main \ Metrics \ Projects Metrics
Main \ Metrics \ Namespaces Metrics
Main \ Metrics \ Types Metrics
Main \ Projects Dependencies
Main \ Namespaces Dependencies
Main \ Types Dependencies
Main \ Build Order
Main \ Analysis Log
Main \ Trend Charts
cppdepend report summary application nameGamePlay (v1.0.0.0)report build date07/15/2015 11:12:43analysis duration20:22cppdepend version 6.0.0.8890baseline for comparison Not Defined. To define a Baseline for Comparison, please read this online documentation.
Get started.Quick tips.Back to CppDepend. The present HTML report is a summary of data gathered by the analysis.
It is recommended to use the CppDepend interactive UI capabilities
to make the most of CppDepend by mastering all aspects of your code.

Diagrams

C/C++ Projects Dependency Graph
Dependency Graph
View as ?fullscaled
C/C++ Projects Dependency Matrix
Dependency Matrix
View as ?fullscaled
Treemap View
Treemap Metric View
View as ?fullscaled
Abstractness versus Instability
Abstractness vs. Instability
View as ?fullscaled

Application Metrics

Note: Further Application Statistics are available.
# Lines of Code
27 167      
0 (NotMyCode)
# Types
365      
5   Projects      
6   Namespaces      
3 951   Methods      
1 632   Fields      
431   Source Files      
Comment
43.97%      
21 366   Lines of Comment      
Method Complexity
158   Max      
2.27   Average      
Code Coverage by TestsN/A because no coverage data specified
Third-Party Usage
2   Projects used      
6   Namespaces used      
60   Types used      
281   Methods used      
40   Fields used      

Rules summary

42420This section lists all Rules violated, and Rules or Queries with Error
  • Number of Rules or Queries with Error (syntax error, exception thrown, time-out): 0
  • Number of Rules violated: 45

Summary of Rules violated

graphHelp Rules can be checked live at
development-time, from within Visual
Studio. Online documentation.
graphHelp CppDepend rules report too many flaws
on existing code base? Use the option
Recent Violations Only!
warningCritical Some Critical Rules are violated. Critical Rules
can be used to break the build process if
violated. Online documentation.
Name # Matches Elements Group
warningCritical   Types too big - critical
10 typesCode Quality
warningCritical   Methods too complex - critical
25 methodsCode Quality
warningCritical   Methods with too many parameters - critical
25 methodsCode Quality
warning   Quick summary of methods to refactor
502 methodsCode Quality
warning   Methods too big
170 methodsCode Quality
warning   Methods too complex
95 methodsCode Quality
warning   Methods potentially poorly commented
162 methodsCode Quality
warning   Methods with too many parameters
83 methodsCode Quality
warning   Methods with too many local variables
34 methodsCode Quality
warning   Methods with too many overloads
212 methodsCode Quality
warning   Types with too many methods
54 typesCode Quality
warning   Types with too many fields
10 typesCode Quality
warning   Types with poor cohesion
22 typesCode Quality
warning   Base class should not use derivatives
4 typesObject Oriented Design
warning   Constructor should not call a virtual methods
1 methodsObject Oriented Design
warning   Avoid the Singleton pattern
2 typesObject Oriented Design
warning   Don't assign static fields from instance methods
9 fieldsObject Oriented Design
warning   Avoid Abstract Classes with too many methods
4 typesObject Oriented Design
warning   Nested types should not be visible
131 typesDesign
warning   Projects with poor cohesion (RelationalCohesion)
1 projectsArchitecture and Layering
warning   All CppCheck Violations
265 fieldsCppCheck Queries
warning   All diagnostics
3166 fieldsDiagnostics Queries
warning   Cast issues
2424 fieldsDiagnostics Queries
warning   Deprecated Usage
59 fieldsDiagnostics Queries
warning   Unused Symbols
203 fieldsDiagnostics Queries
warning   Switch Issues
49 fieldsDiagnostics Queries
warning   Delete Issues
2 fieldsDiagnostics Queries
warning   Enum Issues
2 fieldsDiagnostics Queries
warning   Template Issues
1 fieldsDiagnostics Queries
warning   Comparison Issues
1 fieldsDiagnostics Queries
warning   Potentially dead Types
5 typesDead Code
warning   Potentially dead Methods
507 methodsDead Code
warning   Potentially dead Fields
53 fieldsDead Code
warning   Fields should be declared as private
595 fieldsVisibility
warning   Constructors of abstract classes should be declared as protected or private
12 typesVisibility
warning   Structures should be immutable
40 typesPurity - Immutability - Constness
warning   Avoid static fields with a mutable field type
24 fieldsPurity - Immutability - Constness
warning   Use const_cast carrefully
10 methodsPurity - Immutability - Constness
warning   Instance fields should be prefixed with a 'm_'
10 fieldsNaming Conventions
warning   Static fields should be prefixed with a 's_'
10 fieldsNaming Conventions
warning   Types name should begin with an Upper character
10 typesNaming Conventions
warning   Avoid methods with name too long
14 methodsNaming Conventions
warning   Namespace name should correspond to file location
1 typesNaming Conventions
warning   Avoid defining multiple types in a source file
5 typesSource Files Organization
warning   Types declared in the same namespace, should have their source files stored in the same directory
4 namespacesSource Files Organization

Application Statistics

Stat # Occurences Avg StdDev Max
Public properties on classes 203 Classes 00.071 public properties on __Globals
Public methods on classes 203 classes 14.3127.26334 public methods on gameplay.__Globals
Arguments on public methods on classes 2,905 methods 1.171.4516 arguments on gameplay.Matrix.Matrix(float,float,float,float,float,float,float,float,float,float,float,float,float,float,float,float)
Cyclomatic complexity on non abstract Methods 4,500 Methods 0.41.65 CC = 56 for gameplay.__Globals.luaRegister_lua_Global()

Projects Metrics

If you wish to define thresholds on Projects' Code Metrics, consider writing some Rules.
Clicking column header arrows sorts values.
Clicking column header title text redirect to the online Code Metric definition.
Projects # lines of code # Types # Abstract Types # lines of comment% CommentAfferent CouplingEfferent CouplingRelational CohesionInstabilityAbstractnessDistance
gameplay v1.0.0.02189430214205064833696.10.680.050.19
sample-browser v1.0.0.043235605521101382.3110.020.01
sample-spaceship v1.0.0.024020126340380.5100
sample-character v1.0.0.03532091200500.5100
sample-racer v1.0.0.03573091200580.8100

Types Metrics : Code Quality

For a particular Code Metric defined for types, values in red represent the 15% highest values.
If you wish to define thresholds on types' Code Metrics, consider writing some Rule.
Clicking column header arrows sorts values.
Clicking column header title text redirect to the online Code Metric definition.
Type Name Type Rank# Lines Of Code# Lines Of Comment% CommentCyclomatic ComplexityAfferent CouplingEfferent Coupling Type Namespace
ScriptTarget+EventRegistry14.311623870.37111-346gameplay
ScriptTarget+Event12.59201386.6770-281gameplay
Vector39.89155134669.066916-723gameplay
__Globals8.715364447.5921329-3477
SamplesGame8.1414555025.646412-2136
Ref7.18604086.9680-961gameplay
GameScriptTarget+ScriptEvents6.32100050-1716gameplay
Node4.425091255852.322834-5661gameplay
Logger+Level4.37--0-0--580gameplay
Matrix4.25463072360.9610931-4510gameplay
Game4.17325356863.6115713-4961gameplay
Logger3.883017872.22151-578gameplay
MathUtil3.6412403220.51160-31gameplay
Vector43.6179132864.697117-602gameplay
Transform3.26492354152.3720430-3425gameplay
PhysicsCollisionObject3.226329961.11356-1822gameplay
__Globals3.1522731729411.45539267-41219gameplay
Node+ScriptEvents2.54100050-86gameplay
Vector22.49127032271.716213-372gameplay
NodeCloneContext2.431204277.78102-2110gameplay
Quaternion2.23216029757.89518-214gameplay
Properties2.235152050949.7119520-3930gameplay
MaterialParameter2.15484624133.241781-3127gameplay
Control2.088492289851.437231-2969gameplay
Camera1.99200225556.047514-2931gameplay
Rectangle1.9564015871.17291-373gameplay
Model1.941721014846.25701-2716gameplay
Effect1.85161321356.954310-1624gameplay
PhysicsController1.843701031145.6711345-1468gameplay
MeshSkin1.77104812153.78481-812gameplay
PhysicsRigidBody1.56119328670.627711-1131gameplay
Control+Listener+EventType1.51--0-0--190gameplay
BoundingSphere1.51141113548.91402-179gameplay
Font1.458591926823.7825047-3337gameplay
Script1.42904382.6980-66gameplay
Plane1.39108017762.11373-79gameplay
AnimationClip+ScriptEvents1.37100050-44gameplay
Container1.367672034531.0327648-1952gameplay
AIMessage1.3471015768.86262-48gameplay
RenderState1.32156915049.029718-2736gameplay
Drawable1.31303191.1880-272gameplay
VertexFormat+Usage1.28--0-0--90gameplay
BoundingBox1.26122118159.74366-119gameplay
Mesh1.26117222465.693814-2017gameplay
Texture+Sampler1.22005510090-214gameplay
Transform+Listener1.1800910050-81gameplay
Ray1.1871013365.2376-1111gameplay
TimeListener1.15001210050-50gameplay
PhysicsConstraint1.155507457.361617-713gameplay
ScriptController1.14224662073.4610615-1037gameplay
Sample1.12470611.32590-2319
Material1.06183815846.337318-2430gameplay
Mesh+PrimitiveType1.05--0-0--140gameplay
AnimationClip1.05296724345.0810134-938gameplay
Layout+Type1.05--0-0--90gameplay
Curve+InterpolationType1.03--0-0--90gameplay
Form1.034611526836.7620419-2151gameplay
MaterialParameter+MethodBinding1.02201285.7150-54gameplay
Texture1.0178123775.24427-1424gameplay
Frustum0.9956015573.46290-67gameplay
PhysicsCharacter0.9979118469.96466-219gameplay
Gamepad0.9917669334.57789-1526gameplay
Keyboard+KeyEvent0.98--0-0--230gameplay
PhysicsCollisionObject+Type0.97--0-0--130gameplay
ScriptTarget0.961671315147.486414-833gameplay
AIAgent0.943308772.5212-511gameplay
Texture+Filter0.94--0-0--120gameplay
AnimationTarget0.93276815936.559458-1624gameplay
TerrainPatch+Layer0.93500040-22gameplay
Transform+ScriptEvents+SCRIPT_EVENT_tran sformChanged0.93100050-23gameplay
FileSystem0.92107320665.813930-1428gameplay
Scene0.921721320954.86967-2825gameplay
HeightField0.9195210752.97352-715gameplay
Texture+Wrap0.9--0-0--100gameplay
Theme+SideRegions0.87601368.4251-121gameplay
Label0.854908563.43282-1518gameplay
AIMessage+ParameterType0.85--0-0--20gameplay
AIMessage+Parameter+Anonymous0.85000-00-26gameplay
Animation0.84215813338.227216-1123gameplay
SpriteBatch0.84229133159.114819-2129gameplay
Curve0.83713722724.152442-117gameplay
Control+Listener0.82001310040-172gameplay
Theme0.8132988720.918328-1336gameplay
AnimationClip+Listener+EventType0.78--0-0--30gameplay
AIState0.782004669.7161-312gameplay
Control+ScriptEvents+SCRIPT_EVENT_contro lEvent0.76100050-23gameplay
Transform+ScriptEvents0.76100050-22gameplay
Keyboard+Key0.76--0-0--190gameplay
Theme+Style0.753725157.95141-138gameplay
Node+ScriptEvents+SCRIPT_EVENT_messageRe ceived0.75100050-23gameplay
Gamepad+GamepadEvent0.74--0-0--110gameplay
Theme+UVs0.731202365.7192-121gameplay
Node+ScriptEvents+SCRIPT_EVENT_stateUpda te0.72100050-23gameplay
Node+ScriptEvents+SCRIPT_EVENT_stateExit0.72100050-23gameplay
Node+ScriptEvents+SCRIPT_EVENT_stateEnte r0.72100050-23gameplay
PhysicsController+ScriptEvents+SCRIPT_EV ENT_statusEvent0.71100050-13gameplay
PhysicsCollisionShape+HeightfieldData0.7000-40-34gameplay
Node+ScriptEvents+SCRIPT_EVENT_update0.69100050-23gameplay
VertexFormat+Element0.68603183.7860-82gameplay
Button0.671705476.06132-127gameplay
PhysicsController+HitResult0.6700310050-43gameplay
PhysicsCollisionShape+Definition0.6615914522.06579-922gameplay
Terrain0.66240726552.489515-930gameplay
RenderState+StateBlock0.66268014535.11841-1415gameplay
VertexFormat0.655124848.48291-105gameplay
AnimationValue0.642704562.5110-93gameplay
Gamepad+ButtonMapping0.64--0-0--100gameplay
Logger+State0.64300030-12gameplay
PhysicsCollisionShape+MeshData0.64000-40-22gameplay
AnimationClip+ScriptEvents+SCRIPT_EVENT_ clipUpdate0.64100050-23gameplay
AnimationClip+ScriptEvents+SCRIPT_EVENT_ clipEnd0.64100050-23gameplay
AnimationClip+ScriptEvents+SCRIPT_EVENT_ clipBegin0.64100050-23gameplay
Mesh+IndexFormat0.63--0-0--60gameplay
Control+ScriptEvents0.61100050-22gameplay
Game+ClearFlags0.6--0-0--80gameplay
Script+Scope0.6--0-0--40gameplay
AnimationClip+Listener0.6001210040-32gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_gamepadEvent0.59100050-23gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_gestureDropEvent0.59100050-23gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_resizeEvent0.59100050-23gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_keyEvent0.59100050-23gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_touchEvent0.59100050-23gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_render0.59100050-23gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_initialize0.59100050-23gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_finalize0.59100050-23gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_update0.59100050-23gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_gestureTapEvent0.59100050-23gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_gestureLongTapevent0.59100050-23gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_gestureDragEvent0.59100050-23gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_mouseEvent0.59100050-23gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_gestureSwipeEvent0.59100050-23gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_gesturePinchEvent0.59100050-23gameplay
PhysicsGenericConstraint0.5944010670.67238-44gameplay
PhysicsCollisionObject+CollisionPair0.58901562.570-41gameplay
PhysicsCollisionObject+CollisionListener +EventType0.58--0-0--40gameplay
Pass0.573506665.35201-710gameplay
ScriptUtil+LuaArray+Data0.57200010-11gameplay
AIMessage+MessageType0.57--0-0--30gameplay
PhysicsController+ScriptEvents0.56100050-12gameplay
PhysicsCollisionShape0.5659010664.241418-713gameplay
Technique0.552944661.33162-613gameplay
PhysicsCollisionShape+Type0.54--0-0--50gameplay
ClosestNotMeRayResultCallback0.5300710020-11gameplay
Platform0.53209335262.759315-427gameplay
Control+State0.52--0-0--100gameplay
Layout0.52102996.6780-54gameplay
Theme+ThemeImage0.522102048.78114-108gameplay
Font+Justify0.48--0-0--100gameplay
Light+Directional0.481037550-21gameplay
Light+Point0.483035050-22gameplay
Light+Spot0.487033050-23gameplay
VertexAttributeBinding0.477628452.5368-320gameplay
Container+Scroll0.46--0-0--40gameplay
MeshPart0.466206250221-59gameplay
AnimationTarget+TargetType0.45--0-0--50gameplay
PhysicsCollisionShape+Definition+BoxData0.4500110030-31gameplay
PhysicsCollisionShape+Definition+Capsule Data0.45000-30-31gameplay
PhysicsCollisionShape+Definition+SphereD ata0.45000-30-31gameplay
Light0.441810181506911-1218gameplay
Image+Format0.43--0-0--40gameplay
PhysicsRigidBody+Parameters0.43180933.3360-63gameplay
Control+AutoSize0.43--0-0--70gameplay
__Globals0.414701625.4291-312
PhysicsCollisionObject+CollisionListener0.41001710050-43gameplay
AnimationController0.456444442411-410gameplay
AudioSource0.39113114055.34514-723gameplay
RenderState+Blend0.39--0-0--70gameplay
Theme+Style+OverlayType0.39--0-0--30gameplay
AIStateMachine0.3950210567.742514-214gameplay
Theme+Style+Overlay0.3815301911.05784-321gameplay
PhysicsController+Listener+EventType0.38--0-0--20gameplay
Uniform0.38403188.5770-34gameplay
AIMessage+Parameter0.3750337.550-12gameplay
Properties+Type0.37--0-0--50gameplay
SamplesGame+SampleRecord0.361000060-15
AIController0.368066745.58330-38gameplay
PhysicsCollisionObject+PhysicsMotionStat e0.36803179.4981-27gameplay
Transform+MatrixDirtyBits0.36--0-0--20gameplay
Camera+Listener0.3600810040-31gameplay
Texture+Type0.36--0-0--50gameplay
Image0.354316359.43153-311gameplay
AudioListener0.3445011371.52271-48gameplay
AudioController0.345932630.592218-318gameplay
Joint0.345837255.38263-212gameplay
Game+State0.34--0-0--30gameplay
Curve+Point0.3480126060-12gameplay
Theme+Skin+SkinArea0.34--0-0--30gameplay
PhysicsController+HitFilter0.34203594.5960-22gameplay
PhysicsCollisionShape+Anonymous0.3300110000-32gameplay
MeshBatch0.33161411942.5471-414gameplay
FrameBuffer0.3298216562.74477-422gameplay
PhysicsCollisionShape+Definition+Anonymo us0.32000-00-35gameplay
Texture+Format0.32--0-0--40gameplay
Bundle0.329152338529.6227447-564gameplay
Node+Type0.31--0-0--30gameplay
Animation+Channel0.31260925.7170-37gameplay
CollidesWithCallback0.320777.7840-11gameplay
PhysicsCollisionObject+ScriptListener0.31802153.8593-115gameplay
RenderState+AutoBindingResolver0.3405493.166-39gameplay
DepthStencilTarget+Format0.29--0-0--40gameplay
Light+Type0.29--0-0--30gameplay
MaterialParameter+AnonymousEnum0.29--0-0--20gameplay
MaterialParameter+Anonymous0.29000-10-24gameplay
Transform+TransformListener0.2900310030-12gameplay
CheckBox0.286008959.73285-525gameplay
PhysicsSpringConstraint+SpringProperty0.28--0-0--10gameplay
AIAgent+Listener0.28002010030-11gameplay
PhysicsVehicleWheel0.28131427167.41649-215gameplay
RenderState+DepthFunction0.28--0-0--20gameplay
SceneLoader+SceneNodeProperty+Type0.28--0-0--20gameplay
TerrainPatch0.27330119923.0811624-253gameplay
RenderTarget0.273016869.39168-315gameplay
Slider0.27220017844.72688-435gameplay
Theme+ImageList0.273641123.4144-312gameplay
Theme+Skin0.275703638.71121-38gameplay
AIState+Listener0.26002710050-12gameplay
ControlFactory0.253305160.711431-229gameplay
RadioButton0.2584110154.593812-535gameplay
AnimationController+State0.25--0-0--10gameplay
ScriptUtil+LuaArray0.252104769.12110-12gameplay
MaterialParameter+LOGGER_DIRTYBITS0.24--0-0--10gameplay
Camera+Type0.24--0-0--20gameplay
DepthStencilTarget0.243316465.98179-315gameplay
RenderState+AutoBinding0.24--0-0--30gameplay
JoystickControl0.24230015339.958921-224gameplay
Properties+Property0.232036050-12gameplay
AudioBuffer+AnonymousEnum0.23--0-0--20gameplay
RenderState+CullFaceSide0.23--0-0--10gameplay
RenderState+StencilOperation0.23--0-0--10gameplay
RenderState+StencilFunction0.23--0-0--10gameplay
RenderState+FrontFace0.23--0-0--10gameplay
PhysicsGhostObject0.232804662.16113-115gameplay
PhysicsCharacter+ActionInterface0.231048050-11gameplay
Joint+SkinReference0.233035030-11gameplay
AudioSource+State0.22--0-0--30gameplay
Terrain+Flags0.22--0-0--30gameplay
PhysicsVehicle0.22124227969.23632-215gameplay
GameScriptTarget0.222036070-12gameplay
Game+TimeEvent0.224045040-12gameplay
Font+Format0.21--0-0--20gameplay
Font+Glyph0.2100310030-23gameplay
Font+Style0.21--0-0--20gameplay
FileSystem+StreamMode0.21--0-0--20gameplay
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VertexAttributeBinding+VertexAttribute0.2000-30-13gameplay
FileStream0.252158.77321-13gameplay
ScreenDisplayer0.21403269.5781-34gameplay
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PhysicsSocketConstraint0.2110337564-23gameplay
PhysicsHingeConstraint0.2904081.6354-24gameplay
Sprite+FlipFlags0.2--0-0--20gameplay
SpriteBatch+SpriteVertex0.200310030-11gameplay
Bundle+MeshPartData0.2500030-24gameplay
Bundle+MeshData0.2710040-27gameplay
MeshBatchSample+Vertex0.19200060-11
ScriptTarget+RegistryEntry0.193077030-11gameplay
ScriptTarget+ScriptEntry0.1930872.7330-11gameplay
ScriptTarget+CallbackFunction0.192088050-13gameplay
ScriptUtil+LuaObject0.1900510000-11gameplay
ScriptController+ScriptTimeListener0.19901765.3866-114gameplay
ImageControl0.196308557.43286-217gameplay
TextBox0.19224014038.468612-234gameplay
AudioBuffer0.195332935.37308-120gameplay
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AnimationClip+ListenerEvent0.19201588.2440-12gameplay
WindowCreationParams0.19000-50-14gameplay
AudioBuffer+AudioStreamStateWav0.19000-40-13gameplay
AudioBuffer+AnonymousEnum0.19--0-0--10gameplay
AudioBuffer+AudioStreamStateOgg0.19000-40-13gameplay
ParticleEmitter+BlendMode0.19--0-0--20gameplay
FirstPersonCamera0.192904560.81171-27
VerticalLayout0.183215563.22143-110gameplay
FlowLayout0.184214652.27162-112gameplay
AbsoluteLayout0.18703282.0581-15gameplay
PhysicsController+Listener0.1820981.8230-14gameplay
PhysicsFixedConstraint0.18003110070-13gameplay
PhysicsController+CollisionInfo0.181015050-12gameplay
PhysicsController+CollisionCallback0.18101191.6740-11gameplay
PhysicsController+DebugDrawer0.182401335.14122-117gameplay
ParticleEmitter0.18521861854.2614222-232gameplay
PostProcessSample+Compositor0.18240825121-113
SpriteSample+Movement0.18--0-0--10
ParticleEmitter+Particle0.1700310050-15gameplay
TextBox+InputMode0.17--0-0--10gameplay
PhysicsCollisionObjectSample+ObjectsType s0.17--0-0--10
Sprite+Offset0.17--0-0--10gameplay
Sprite+BlendMode0.17--0-0--10gameplay
WaterSample+CameraMovement0.17--0-0--10
TerrainPatch+Level0.17100030-11gameplay
InputSample+TouchPoint0.17000-50-13
TerrainHitFilter0.1720133.3370-15
TerrainSample+Mode0.17--0-0--10
SceneLoader+SceneAnimation0.163035050-15gameplay
SceneLoader+SceneNodeProperty0.16400050-17gameplay
SceneLoader+SceneNode0.16300050-15gameplay
TileSet0.16143313047.624114-123gameplay
Bundle+MeshSkinData0.16000-50-12gameplay
Bundle+Reference0.162067530-12gameplay
RenderQueue0.16--0-0--10
__Globals0.16000-10-12
PhysicsCollisionObjectSample0.1512301410.22507-036
_fooMeshPrimitiveSample0.15000-30-02
MeshPrimitiveSample0.158401313.4242-018
PhysicsController+DebugDrawer+DebugVerte x0.15000-30-01gameplay
_fooSpriteBatchSample0.15000-30-02
SpriteBatchSample0.155721520.83182-010
_fooPhysicsCollisionObjectSample0.15000-30-02
TriangleSample0.153001634.78160-012
MaterialParameter+MethodArrayBinding0.15400020-03gameplay
_fooTerrainSample0.15000-30-02
_fooTriangleSample0.15000-30-02
_fooInputSample0.15000-30-02
MaterialParameter+MethodValueBinding0.15300020-03gameplay
InputSample0.1524122810.416513-047
TextureSample0.157302525.51190-020
CharacterGame0.1535319120.510728-050
__Globals0.15000-10-01
SpaceshipGame0.15240112634.43688-038
__Globals0.15000-10-01
TerrainAutoBindingResolver0.15220518.52150-09gameplay
ScriptUtil0.1536420885.25300-08gameplay
RacerGame0.1535739120.3112811-059
Game+ShutdownListener0.15100040-02gameplay
MeshBatchSample0.155201117.46174-017
_fooTextureSample0.15000-30-02
_fooMeshBatchSample0.15000-30-02
_fooWaterSample0.15000-30-02
FormInit0.151048030-02gameplay
WaterSample0.152390207.72698-042
_fooFormsSample0.15000-30-02
FormsSample0.151712137.07504-034
_fooFontSample0.15000-30-02
GamepadSample0.1579144.82401-011
LightSample0.152740155.19675-036
GestureSample0.15108165.26398-019
_fooGamepadSample0.15000-30-02
AudioSample0.15124132.36430-014
_fooAudio3DSample0.15000-30-02
Audio3DSample0.152041198.52638-043
_fooAudioSample0.15000-30-02
FontSample0.15172294.97453-027
_fooBillboardSample0.15000-30-02
BillboardSample0.1520032410.71665-043
_fooLightSample0.15000-30-02
SpriteSample0.1511701813.33330-029
_fooSceneLoadSample0.15000-30-02
SceneLoadSample0.154101019.61240-017
Keyboard0.1500610010-00gameplay
TerrainPatch+LayerCompare0.15100040-01gameplay
TerrainSample0.152052177.666614-049
_fooSpriteSample0.15000-30-02
VehicleNotMeRaycaster0.152036020-02gameplay
_fooParticlesSample0.15000-30-02
ParticlesSample0.157781779.0116476-056
ClosestNotMeConvexResultCallback0.1550964.2930-04gameplay
_fooSceneCreateSample0.15000-30-02
SceneCreateSample0.155502329.49190-021
_fooPostProcessSample0.15000-30-02

Types Metrics : Code Members and Inheritance

Type Name # Instance Methods Nb Static Methods # Fields# Children ClassesDepth Of Inheritance Tree Type Namespace
ScriptTarget+EventRegistry700100gameplay
ScriptTarget+Event700200gameplay
Vector338120300gameplay
__Globals73105900
SamplesGame2720501
Ref7001610gameplay
GameScriptTarget+ScriptEvents3201500gameplay
Node72101912gameplay
Logger+Level------gameplay
Matrix70240100gameplay
Game85502340gameplay
Logger450100gameplay
MathUtil1120000gameplay
Vector436120400gameplay
Transform92402221gameplay
PhysicsCollisionObject1901750gameplay
__Globals15517904700gameplay
Node+ScriptEvents320500gameplay
Vector23990200gameplay
NodeCloneContext800200gameplay
Quaternion26100400gameplay
Properties37701000gameplay
MaterialParameter4600801gameplay
Control1304041101gameplay
Camera38301501gameplay
Rectangle2230400gameplay
Model1910501gameplay
Effect2440501gameplay
PhysicsController39201801gameplay
MeshSkin2100601gameplay
PhysicsRigidBody4310401gameplay
Control+Listener+EventType------gameplay
BoundingSphere1910200gameplay
Font28301401gameplay
Script800301gameplay
Plane2210500gameplay
AnimationClip+ScriptEvents320300gameplay
Container58504212gameplay
AIMessage2320800gameplay
RenderState3320631gameplay
Drawable802170gameplay
VertexFormat+Usage------gameplay
BoundingBox2210200gameplay
Mesh20601001gameplay
Texture+Sampler720601gameplay
Transform+Listener501070gameplay
Ray2000300gameplay
TimeListener501020gameplay
PhysicsConstraint760350gameplay
ScriptController4630600gameplay
Sample545410220
Material1190202gameplay
Mesh+PrimitiveType------gameplay
AnimationClip40003101gameplay
Layout+Type------gameplay
Curve+InterpolationType------gameplay
Form17250303gameplay
MaterialParameter+MethodBinding501221gameplay
Texture14901401gameplay
Frustum2300700gameplay
PhysicsCharacter29101602gameplay
Gamepad20901100gameplay
Keyboard+KeyEvent------gameplay
PhysicsCollisionObject+Type------gameplay
ScriptTarget16013170gameplay
AIAgent1310501gameplay
Texture+Filter------gameplay
AnimationTarget24022180gameplay
TerrainPatch+Layer4007--gameplay
Transform+ScriptEvents+SCRIPT_EVENT_tran sformChanged5001--gameplay
FileSystem3170000gameplay
Scene3030901gameplay
HeightField840301gameplay
Texture+Wrap------gameplay
Theme+SideRegions4104--gameplay
Label1420452gameplay
AIMessage+ParameterType------gameplay
AIMessage+Parameter+Anonymous00-6--gameplay
Animation2700601gameplay
SpriteBatch2620600gameplay
Curve2630501gameplay
Control+Listener4010100gameplay
Theme940901gameplay
AnimationClip+Listener+EventType------gameplay
AIState910301gameplay
Control+ScriptEvents+SCRIPT_EVENT_contro lEvent5001--gameplay
Transform+ScriptEvents320100gameplay
Keyboard+Key------gameplay
Theme+Style1100700gameplay
Node+ScriptEvents+SCRIPT_EVENT_messageRe ceived5001--gameplay
Gamepad+GamepadEvent------gameplay
Theme+UVs7204--gameplay
Node+ScriptEvents+SCRIPT_EVENT_stateUpda te5001--gameplay
Node+ScriptEvents+SCRIPT_EVENT_stateExit5001--gameplay
Node+ScriptEvents+SCRIPT_EVENT_stateEnte r5001--gameplay
PhysicsController+ScriptEvents+SCRIPT_EV ENT_statusEvent5001--gameplay
PhysicsCollisionShape+HeightfieldData4005--gameplay
Node+ScriptEvents+SCRIPT_EVENT_update5001--gameplay
VertexFormat+Element600200gameplay
Button820123gameplay
PhysicsController+HitResult5004--gameplay
PhysicsCollisionShape+Definition5104--gameplay
Terrain1750901gameplay
RenderState+StateBlock21301901gameplay
VertexFormat810200gameplay
AnimationValue900300gameplay
Gamepad+ButtonMapping------gameplay
Logger+State3003--gameplay
PhysicsCollisionShape+MeshData4002--gameplay
AnimationClip+ScriptEvents+SCRIPT_EVENT_ clipUpdate5001--gameplay
AnimationClip+ScriptEvents+SCRIPT_EVENT_ clipEnd5001--gameplay
AnimationClip+ScriptEvents+SCRIPT_EVENT_ clipBegin5001--gameplay
Mesh+IndexFormat------gameplay
Control+ScriptEvents320100gameplay
Game+ClearFlags------gameplay
Script+Scope------gameplay
AnimationClip+Listener401010gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_gamepadEvent5001--gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_gestureDropEvent5001--gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_resizeEvent5001--gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_keyEvent5001--gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_touchEvent5001--gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_render5001--gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_initialize5001--gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_finalize5001--gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_update5001--gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_gestureTapEvent5001--gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_gestureLongTapevent5001--gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_gestureDragEvent5001--gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_mouseEvent5001--gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_gestureSwipeEvent5001--gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_gesturePinchEvent5001--gameplay
PhysicsGenericConstraint1700421gameplay
PhysicsCollisionObject+CollisionPair400200gameplay
PhysicsCollisionObject+CollisionListener +EventType------gameplay
Pass1200402gameplay
ScriptUtil+LuaArray+Data1002--gameplay
AIMessage+MessageType------gameplay
PhysicsController+ScriptEvents320100gameplay
PhysicsCollisionShape590401gameplay
Technique1000302gameplay
PhysicsCollisionShape+Type------gameplay
ClosestNotMeRayResultCallback200100gameplay
Platform4490100gameplay
Control+State------gameplay
Layout802031gameplay
Theme+ThemeImage810401gameplay
Font+Justify------gameplay
Light+Directional500100gameplay
Light+Point500300gameplay
Light+Spot500700gameplay
VertexAttributeBinding730401gameplay
Container+Scroll------gameplay
MeshPart1010700gameplay
AnimationTarget+TargetType------gameplay
PhysicsCollisionShape+Definition+BoxData3002--gameplay
PhysicsCollisionShape+Definition+Capsule Data3003--gameplay
PhysicsCollisionShape+Definition+SphereD ata3002--gameplay
Light2270201gameplay
Image+Format------gameplay
PhysicsRigidBody+Parameters6009--gameplay
Control+AutoSize------gameplay
__Globals151112300
PhysicsCollisionObject+CollisionListener501020gameplay
AnimationController1200200gameplay
AudioSource2620701gameplay
RenderState+Blend------gameplay
Theme+Style+OverlayType------gameplay
AIStateMachine1600300gameplay
Theme+Style+Overlay43101001gameplay
PhysicsController+Listener+EventType------gameplay
Uniform700500gameplay
AIMessage+Parameter4001--gameplay
Properties+Type------gameplay
SamplesGame+SampleRecord6003--
AIController1300300gameplay
PhysicsCollisionObject+PhysicsMotionStat e700400gameplay
Transform+MatrixDirtyBits------gameplay
Camera+Listener401020gameplay
Texture+Type------gameplay
Image820401gameplay
AudioListener2010501gameplay
AudioController1010800gameplay
Joint1310303gameplay
Game+State------gameplay
Curve+Point400500gameplay
Theme+Skin+SkinArea------gameplay
PhysicsController+HitFilter600010gameplay
PhysicsCollisionShape+Anonymous00-2--gameplay
MeshBatch16201500gameplay
FrameBuffer15110901gameplay
PhysicsCollisionShape+Definition+Anonymo us00-5--gameplay
Texture+Format------gameplay
Bundle4420801gameplay
Node+Type------gameplay
Animation+Channel600500gameplay
CollidesWithCallback4001--gameplay
PhysicsCollisionObject+ScriptListener510301gameplay
RenderState+AutoBindingResolver501020gameplay
DepthStencilTarget+Format------gameplay
Light+Type------gameplay
MaterialParameter+AnonymousEnum------gameplay
MaterialParameter+Anonymous10-7--gameplay
Transform+TransformListener3002--gameplay
CheckBox1520204gameplay
PhysicsSpringConstraint+SpringProperty------gameplay
AIAgent+Listener301000gameplay
PhysicsVehicleWheel4210501gameplay
RenderState+DepthFunction------gameplay
SceneLoader+SceneNodeProperty+Type------gameplay
TerrainPatch20201201gameplay
RenderTarget830201gameplay
Slider31201503gameplay
Theme+ImageList610301gameplay
Theme+Skin1010701gameplay
AIState+Listener500000gameplay
ControlFactory820100gameplay
RadioButton1730304gameplay
AnimationController+State------gameplay
ScriptUtil+LuaArray800100gameplay
MaterialParameter+LOGGER_DIRTYBITS------gameplay
Camera+Type------gameplay
DepthStencilTarget920701gameplay
RenderState+AutoBinding------gameplay
JoystickControl28201302gameplay
Properties+Property5002--gameplay
AudioBuffer+AnonymousEnum------gameplay
RenderState+CullFaceSide------gameplay
RenderState+StencilOperation------gameplay
RenderState+StencilFunction------gameplay
RenderState+FrontFace------gameplay
PhysicsGhostObject610111gameplay
PhysicsCharacter+ActionInterface500100gameplay
Joint+SkinReference3002--gameplay
AudioSource+State------gameplay
Terrain+Flags------gameplay
PhysicsVehicle41101801gameplay
GameScriptTarget700001gameplay
Game+TimeEvent400300gameplay
Font+Format------gameplay
Font+Glyph300500gameplay
Font+Style------gameplay
FileSystem+StreamMode------gameplay
Container+Direction------gameplay
PostProcessSample1300801
Control+Alignment------gameplay
SceneLoader2510700gameplay
Light+Anonymous10-3--gameplay
FileSystem+DialogMode------gameplay
VertexAttributeBinding+VertexAttribute300600gameplay
FileStream1610301gameplay
ScreenDisplayer420300gameplay
PhysicsSpringConstraint1800002gameplay
PhysicsSocketConstraint400001gameplay
PhysicsHingeConstraint400001gameplay
Sprite+FlipFlags------gameplay
SpriteBatch+SpriteVertex3009--gameplay
Bundle+MeshPartData3004--gameplay
Bundle+MeshData3007--gameplay
MeshBatchSample+Vertex6002--
ScriptTarget+RegistryEntry3003--gameplay
ScriptTarget+ScriptEntry3003--gameplay
ScriptTarget+CallbackFunction5002--gameplay
ScriptUtil+LuaObject0002--gameplay
ScriptController+ScriptTimeListener5002--gameplay
ImageControl1520602gameplay
TextBox2330903gameplay
AudioBuffer630701gameplay
Texture+CubeFace------gameplay
Text29201401gameplay
Sprite35301701gameplay
AnimationClip+ListenerEvent4002--gameplay
WindowCreationParams5005--gameplay
AudioBuffer+AudioStreamStateWav4004--gameplay
AudioBuffer+AnonymousEnum------gameplay
AudioBuffer+AudioStreamStateOgg4005--gameplay
ParticleEmitter+BlendMode------gameplay
FirstPersonCamera1400200
VerticalLayout1010202gameplay
FlowLayout910202gameplay
AbsoluteLayout610002gameplay
PhysicsController+Listener301000gameplay
PhysicsFixedConstraint700002gameplay
PhysicsController+CollisionInfo5002--gameplay
PhysicsController+CollisionCallback400100gameplay
PhysicsController+DebugDrawer1100300gameplay
ParticleEmitter78504901gameplay
PostProcessSample+Compositor910400
SpriteSample+Movement------
ParticleEmitter+Particle5001700gameplay
TextBox+InputMode------gameplay
PhysicsCollisionObjectSample+ObjectsType s------
Sprite+Offset------gameplay
Sprite+BlendMode------gameplay
WaterSample+CameraMovement------
TerrainPatch+Level3001--gameplay
InputSample+TouchPoint500300
TerrainHitFilter7001--
TerrainSample+Mode------
SceneLoader+SceneAnimation5003--gameplay
SceneLoader+SceneNodeProperty5004--gameplay
SceneLoader+SceneNode5007--gameplay
TileSet18201001gameplay
Bundle+MeshSkinData5003--gameplay
Bundle+Reference300300gameplay
RenderQueue------
__Globals100700
PhysicsCollisionObjectSample18001201
_fooMeshPrimitiveSample3000--
MeshPrimitiveSample11201001
PhysicsController+DebugDrawer+DebugVerte x3007--gameplay
_fooSpriteBatchSample3000--
SpriteBatchSample1100301
_fooPhysicsCollisionObjectSample3000--
TriangleSample1100401
MaterialParameter+MethodArrayBinding200302gameplay
_fooTerrainSample3000--
_fooTriangleSample3000--
_fooInputSample3000--
MaterialParameter+MethodValueBinding200202gameplay
InputSample16002001
TextureSample1200301
CharacterGame29002501
__Globals100100
SpaceshipGame19002601
__Globals100100
TerrainAutoBindingResolver700001gameplay
ScriptUtil0210000gameplay
RacerGame24001701
Game+ShutdownListener4000--gameplay
MeshBatchSample1200501
_fooTextureSample3000--
_fooMeshBatchSample3000--
_fooWaterSample3000--
FormInit3000--gameplay
WaterSample18001701
_fooFormsSample3000--
FormsSample15001401
_fooFontSample3000--
GamepadSample1300301
LightSample21003101
GestureSample1700201
_fooGamepadSample3000--
AudioSample1100601
_fooAudio3DSample3000--
Audio3DSample19001001
_fooAudioSample3000--
FontSample14001501
_fooBillboardSample3000--
BillboardSample17001001
_fooLightSample3000--
SpriteSample1400701
_fooSceneLoadSample3000--
SceneLoadSample1400301
Keyboard100000gameplay
TerrainPatch+LayerCompare4000--gameplay
TerrainSample18001601
_fooSpriteSample3000--
VehicleNotMeRaycaster200200gameplay
_fooParticlesSample3000--
ParticlesSample31006801
ClosestNotMeConvexResultCallback200300gameplay
_fooSceneCreateSample3000--
SceneCreateSample1200301
_fooPostProcessSample3000--

Types Metrics : Lack Of Cohesion Of Methods and Association Between Classes

Type Name Lack Of Cohesion Of MethodsLack Of Cohesion Of Methods HSAssociation Between Classes Type Namespace
ScriptTarget+EventRegistry0.170.211gameplay
ScriptTarget+Event0.511gameplay
Vector30.420.437gameplay
__Globals11.03276
SamplesGame0.620.6588
Ref0.170.20gameplay
GameScriptTarget+ScriptEvents11.51gameplay
Node0.930.95139gameplay
Logger+Level--0gameplay
Matrix0.580.5947gameplay
Game0.940.95148gameplay
Logger0013gameplay
MathUtil003gameplay
Vector40.40.416gameplay
Transform0.820.8393gameplay
PhysicsCollisionObject0.860.9128gameplay
__Globals00648gameplay
Node+ScriptEvents11.51gameplay
Vector20.360.378gameplay
NodeCloneContext0.750.868gameplay
Quaternion0.510.5317gameplay
Properties0.850.8793gameplay
MaterialParameter0.640.6587gameplay
Control0.960.96220gameplay
Camera0.880.963gameplay
Rectangle0.30.315gameplay
Model0.60.6336gameplay
Effect0.930.9637gameplay
PhysicsController0.960.98155gameplay
MeshSkin0.790.8329gameplay
PhysicsRigidBody0.950.9771gameplay
Control+Listener+EventType--0gameplay
BoundingSphere0.40.4231gameplay
Font0.860.89100gameplay
Script0.810.949gameplay
Plane0.50.5223gameplay
AnimationClip+ScriptEvents11.51gameplay
Container0.930.94200gameplay
AIMessage0.770.8122gameplay
RenderState0.790.8176gameplay
Drawable0.50.60gameplay
VertexFormat+Usage--0gameplay
BoundingBox0.430.4537gameplay
Mesh0.870.931gameplay
Texture+Sampler11.122gameplay
Transform+Listener000gameplay
Ray0.570.6133gameplay
TimeListener000gameplay
PhysicsConstraint0.890.9738gameplay
ScriptController0.970.9964gameplay
Sample0044
Material0.580.6185gameplay
Mesh+PrimitiveType--0gameplay
AnimationClip0.880.975gameplay
Layout+Type--0gameplay
Curve+InterpolationType--0gameplay
Form0.90.93193gameplay
MaterialParameter+MethodBinding0.7512gameplay
Texture0.930.9841gameplay
Frustum0.760.813gameplay
PhysicsCharacter0.950.9844gameplay
Gamepad0.850.8861gameplay
Keyboard+KeyEvent--0gameplay
PhysicsCollisionObject+Type--0gameplay
ScriptTarget0.520.5664gameplay
AIAgent0.740.817gameplay
Texture+Filter--0gameplay
AnimationTarget0.780.8272gameplay
TerrainPatch+Layer0.821.10gameplay
Transform+ScriptEvents+SCRIPT_EVENT_tran sformChanged002gameplay
FileSystem0056gameplay
Scene0.880.9155gameplay
HeightField0.670.7420gameplay
Texture+Wrap--0gameplay
Theme+SideRegions0.511gameplay
Label0.770.8260gameplay
AIMessage+ParameterType--0gameplay
AIMessage+Parameter+Anonymous000gameplay
Animation0.770.7969gameplay
SpriteBatch0.810.8489gameplay
Curve0.70.7270gameplay
Control+Listener000gameplay
Theme0.740.81111gameplay
AnimationClip+Listener+EventType--0gameplay
AIState0.650.7219gameplay
Control+ScriptEvents+SCRIPT_EVENT_contro lEvent002gameplay
Transform+ScriptEvents11.51gameplay
Keyboard+Key--0gameplay
Theme+Style0.710.7916gameplay
Node+ScriptEvents+SCRIPT_EVENT_messageRe ceived002gameplay
Gamepad+GamepadEvent--0gameplay
Theme+UVs0.50.671gameplay
Node+ScriptEvents+SCRIPT_EVENT_stateUpda te002gameplay
Node+ScriptEvents+SCRIPT_EVENT_stateExit002gameplay
Node+ScriptEvents+SCRIPT_EVENT_stateEnte r002gameplay
PhysicsController+ScriptEvents+SCRIPT_EV ENT_statusEvent002gameplay
PhysicsCollisionShape+HeightfieldData000gameplay
Node+ScriptEvents+SCRIPT_EVENT_update002gameplay
VertexFormat+Element0.250.331gameplay
Button0.560.628gameplay
PhysicsController+HitResult000gameplay
PhysicsCollisionShape+Definition0.540.6553gameplay
Terrain0.850.8994gameplay
RenderState+StateBlock0.730.7625gameplay
VertexFormat0.620.7124gameplay
AnimationValue0.330.383gameplay
Gamepad+ButtonMapping--0gameplay
Logger+State000gameplay
PhysicsCollisionShape+MeshData000gameplay
AnimationClip+ScriptEvents+SCRIPT_EVENT_ clipUpdate002gameplay
AnimationClip+ScriptEvents+SCRIPT_EVENT_ clipEnd002gameplay
AnimationClip+ScriptEvents+SCRIPT_EVENT_ clipBegin002gameplay
Mesh+IndexFormat--0gameplay
Control+ScriptEvents11.51gameplay
Game+ClearFlags--0gameplay
Script+Scope--0gameplay
AnimationClip+Listener000gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_gamepadEvent002gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_gestureDropEvent002gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_resizeEvent002gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_keyEvent002gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_touchEvent002gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_render002gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_initialize002gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_finalize002gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_update002gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_gestureTapEvent002gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_gestureLongTapevent002gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_gestureDragEvent002gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_mouseEvent002gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_gestureSwipeEvent002gameplay
GameScriptTarget+ScriptEvents+SCRIPT_EVE NT_gesturePinchEvent002gameplay
PhysicsGenericConstraint0.690.7310gameplay
PhysicsCollisionObject+CollisionPair000gameplay
PhysicsCollisionObject+CollisionListener +EventType--0gameplay
Pass0.670.7315gameplay
ScriptUtil+LuaArray+Data000gameplay
AIMessage+MessageType--0gameplay
PhysicsController+ScriptEvents11.51gameplay
PhysicsCollisionShape0.981.0631gameplay
Technique0.70.7822gameplay
PhysicsCollisionShape+Type--0gameplay
ClosestNotMeRayResultCallback120gameplay
Platform0.960.9889gameplay
Control+State--0gameplay
Layout001gameplay
Theme+ThemeImage0.710.8327gameplay
Font+Justify--0gameplay
Light+Directional001gameplay
Light+Point001gameplay
Light+Spot002gameplay
VertexAttributeBinding0.720.8139gameplay
Container+Scroll--0gameplay
MeshPart0.730.810gameplay
AnimationTarget+TargetType--0gameplay
PhysicsCollisionShape+Definition+BoxData000gameplay
PhysicsCollisionShape+Definition+Capsule Data000gameplay
PhysicsCollisionShape+Definition+SphereD ata000gameplay
Light0.570.5943gameplay
Image+Format--0gameplay
PhysicsRigidBody+Parameters002gameplay
Control+AutoSize--0gameplay
__Globals11.0411
PhysicsCollisionObject+CollisionListener001gameplay
AnimationController0.380.4126gameplay
AudioSource0.920.9543gameplay
RenderState+Blend--0gameplay
Theme+Style+OverlayType--0gameplay
AIStateMachine0.730.7833gameplay
Theme+Style+Overlay0.850.8747gameplay
PhysicsController+Listener+EventType--0gameplay
Uniform0.891.031gameplay
AIMessage+Parameter0.330.53gameplay
Properties+Type--0gameplay
SamplesGame+SampleRecord0.250.332
AIController0.620.6720gameplay
PhysicsCollisionObject+PhysicsMotionStat e0.881.056gameplay
Transform+MatrixDirtyBits--0gameplay
Camera+Listener000gameplay
Texture+Type--0gameplay
Image0.580.6616gameplay
AudioListener0.810.8625gameplay
AudioController0.750.8330gameplay
Joint0.740.7923gameplay
Game+State--0gameplay
Curve+Point0.470.71gameplay
Theme+Skin+SkinArea--0gameplay
PhysicsController+HitFilter000gameplay
PhysicsCollisionShape+Anonymous000gameplay
MeshBatch0.780.8328gameplay
FrameBuffer0.850.8840gameplay
PhysicsCollisionShape+Definition+Anonymo us000gameplay
Texture+Format--0gameplay
Bundle0.810.83174gameplay
Node+Type--0gameplay
Animation+Channel0.570.686gameplay
CollidesWithCallback000gameplay
PhysicsCollisionObject+ScriptListener0.50.6715gameplay
RenderState+AutoBindingResolver007gameplay
DepthStencilTarget+Format--0gameplay
Light+Type--0gameplay
MaterialParameter+AnonymousEnum--0gameplay
MaterialParameter+Anonymous000gameplay
Transform+TransformListener000gameplay
CheckBox0.660.772gameplay
PhysicsSpringConstraint+SpringProperty--0gameplay
AIAgent+Listener000gameplay
PhysicsVehicleWheel0.810.8346gameplay
RenderState+DepthFunction--0gameplay
SceneLoader+SceneNodeProperty+Type--0gameplay
TerrainPatch0.80.83127gameplay
RenderTarget0.60.6728gameplay
Slider0.820.8599gameplay
Theme+ImageList0.570.6731gameplay
Theme+Skin0.840.9428gameplay
AIState+Listener000gameplay
ControlFactory0.70.7825gameplay
RadioButton0.680.7286gameplay
AnimationController+State--0gameplay
ScriptUtil+LuaArray003gameplay
MaterialParameter+LOGGER_DIRTYBITS--0gameplay
Camera+Type--0gameplay
DepthStencilTarget0.80.8918gameplay
RenderState+AutoBinding--0gameplay
JoystickControl0.840.8781gameplay
Properties+Property001gameplay
AudioBuffer+AnonymousEnum--0gameplay
RenderState+CullFaceSide--0gameplay
RenderState+StencilOperation--0gameplay
RenderState+StencilFunction--0gameplay
RenderState+FrontFace--0gameplay
PhysicsGhostObject11.226gameplay
PhysicsCharacter+ActionInterface0.6710gameplay
Joint+SkinReference0.250.50gameplay
AudioSource+State--0gameplay
Terrain+Flags--0gameplay
PhysicsVehicle0.920.9528gameplay
GameScriptTarget005gameplay
Game+TimeEvent0.330.670gameplay
Font+Format--0gameplay
Font+Glyph000gameplay
Font+Style--0gameplay
FileSystem+StreamMode--0gameplay
Container+Direction--0gameplay
PostProcessSample0.480.5566
Control+Alignment--0gameplay
SceneLoader0.840.88189gameplay
Light+Anonymous000gameplay
FileSystem+DialogMode--0gameplay
VertexAttributeBinding+VertexAttribute000gameplay
FileStream0.580.6211gameplay
ScreenDisplayer0.20.255gameplay
PhysicsSpringConstraint0016gameplay
PhysicsSocketConstraint008gameplay
PhysicsHingeConstraint008gameplay
Sprite+FlipFlags--0gameplay
SpriteBatch+SpriteVertex000gameplay
Bundle+MeshPartData0.380.752gameplay
Bundle+MeshData0.571.144gameplay
MeshBatchSample+Vertex0.511
ScriptTarget+RegistryEntry000gameplay
ScriptTarget+ScriptEntry000gameplay
ScriptTarget+CallbackFunction001gameplay
ScriptUtil+LuaObject000gameplay
ScriptController+ScriptTimeListener0.170.2514gameplay
ImageControl0.780.8354gameplay
TextBox0.870.91106gameplay
AudioBuffer0.86133gameplay
Texture+CubeFace--0gameplay
Text0.810.8475gameplay
Sprite0.830.86127gameplay
AnimationClip+ListenerEvent0.6710gameplay
WindowCreationParams000gameplay
AudioBuffer+AudioStreamStateWav000gameplay
AudioBuffer+AnonymousEnum--0gameplay
AudioBuffer+AudioStreamStateOgg000gameplay
ParticleEmitter+BlendMode--0gameplay
FirstPersonCamera0.350.3821
VerticalLayout0.60.6721gameplay
FlowLayout0.560.6224gameplay
AbsoluteLayout005gameplay
PhysicsController+Listener005gameplay
PhysicsFixedConstraint002gameplay
PhysicsController+CollisionInfo0.500gameplay
PhysicsController+CollisionCallback0.510gameplay
PhysicsController+DebugDrawer0.730.8124gameplay
ParticleEmitter0.940.95128gameplay
PostProcessSample+Compositor0.690.7816
SpriteSample+Movement--0
ParticleEmitter+Particle000gameplay
TextBox+InputMode--0gameplay
PhysicsCollisionObjectSample+ObjectsType s--0
Sprite+Offset--0gameplay
Sprite+BlendMode--0gameplay
WaterSample+CameraMovement--0
TerrainPatch+Level000gameplay
InputSample+TouchPoint000
TerrainHitFilter004
TerrainSample+Mode--0
SceneLoader+SceneAnimation001gameplay
SceneLoader+SceneNodeProperty001gameplay
SceneLoader+SceneNode0.5700gameplay
TileSet0.70.7477gameplay
Bundle+MeshSkinData000gameplay
Bundle+Reference0.671.330gameplay
RenderQueue--0
__Globals101
PhysicsCollisionObjectSample0.730.7983
_fooMeshPrimitiveSample003
MeshPrimitiveSample0.640.7343
PhysicsController+DebugDrawer+DebugVerte x000gameplay
_fooSpriteBatchSample003
SpriteBatchSample0.50.632
_fooPhysicsCollisionObjectSample003
TriangleSample0.420.527
MaterialParameter+MethodArrayBinding002gameplay
_fooTerrainSample003
_fooTriangleSample003
_fooInputSample003
MaterialParameter+MethodValueBinding002gameplay
InputSample0.730.8144
TextureSample0.520.6147
CharacterGame0.850.89184
__Globals101
SpaceshipGame0.80.85122
__Globals101
TerrainAutoBindingResolver0017gameplay
ScriptUtil0011gameplay
RacerGame0.810.86197
Game+ShutdownListener003gameplay
MeshBatchSample0.540.6351
_fooTextureSample003
_fooMeshBatchSample003
_fooWaterSample003
FormInit002gameplay
WaterSample0.710.77135
_fooFormsSample003
FormsSample0.710.7986
_fooFontSample003
GamepadSample0.460.5253
LightSample0.760.81102
GestureSample0.540.5949
_fooGamepadSample003
AudioSample0.250.337
_fooAudio3DSample003
Audio3DSample0.740.8131
_fooAudioSample003
FontSample0.650.7363
_fooBillboardSample003
BillboardSample0.710.77126
_fooLightSample003
SpriteSample0.60.6871
_fooSceneLoadSample003
SceneLoadSample0.590.6729
Keyboard000gameplay
TerrainPatch+LayerCompare001gameplay
TerrainSample0.740.79126
_fooSpriteSample003
VehicleNotMeRaycaster120gameplay
_fooParticlesSample003
ParticlesSample0.850.88236
ClosestNotMeConvexResultCallback0.671.334gameplay
_fooSceneCreateSample003
SceneCreateSample0.480.5648
_fooPostProcessSample003

Namespaces Metrics

If you wish to define thresholds on namespaces' Code Metrics, consider writing some Rules.
Clicking column header arrows sorts values.
Clicking column header title text redirect to the online Code Metric definition.
Namespaces # lines of code # Types # lines of comment% CommentAfferent CouplingEfferent Coupling
gameplay::GlobalNamespace4710013
gameplay::gameplay218473010057
sample-browser::GlobalNamespace4323560005
sample-spaceship::GlobalNamespace24020004
sample-character::GlobalNamespace35320003
sample-racer::GlobalNamespace35730004

169440
Project Rules  

  • 169 validated Rule(s)
  • 44 Rule(s) violated
  • 0 Rules or Queries with Error (syntax error, exception thrown, time-out)

3100
Code Quality  

warningCritical    Critical Rule warning: Types too big - critical
• Rule Description:

This rule matches types with more than 500 lines of code.

Types where NbLinesOfCode > 500 are extremely complex to develop and maintain. See the definition of the NbLinesOfCode metric here http://www.cppdepend.com/Metrics.aspx#NbLinesOfCode

Maybe you are facing the God Class phenomenon: A God Class is a class that controls way too many other classes in the system and has grown beyond all logic to become The Class That Does Everything.


• How to Fix Violations:

Types with many lines of code should be split in a group of smaller types.

To refactor a God Class you'll need patience, and you might even need to recreate everything from scratch. Here are a few advices:

• Think before pulling out methods: on what data does this method operate? What responsibility does it have?

• Try to maintain the interface of the god class at first and delegate calls to the new extracted classes. In the end the god class should be a pure facade without own logic. Then you can keep it for convenience or throw it away and start to use the new classes only.

• Unit Tests can help: write tests for each method before extracting it to ensure you don't break functionality.

10 types matched

types# lines of code (LOC)# Methods# FieldsFull Name
Bundle915468gameplay.Bundle
Font8593114gameplay.Font
Control84913441gameplay.Control
ParticlesSample7783168ParticlesSample
Container7676342gameplay.Container
Curve713295gameplay.Curve
SceneLoader612267gameplay.SceneLoader
ParticleEmitter5218349gameplay.ParticleEmitter
Properties5154410gameplay.Properties
Node5097319gameplay.Node

Statistics

Stat   # lines of code (LOC)   # Methods   # Fields
Sum:7 038560263
Average:703.85626.3
Minimum:509265
Maximum:91513468
Standard deviation:146.5632.0520.85
Variance:21 4791 027434.81
warningCritical    Critical Rule warning: Methods too complex - critical
• Rule Description:

This rule matches methods where CyclomaticComplexity > 30 or ILCyclomaticComplexity > 60 or ILNestingDepth > 6. Such method is typically hard to understand and maintain.

Maybe you are facing the God Method phenomenon. A "God Method" is a method that does way too many processes in the system and has grown beyond all logic to become The Method That Does Everything. When need for new processes increases suddenly some programmers realize: why should I create a new method for each processe if I can only add an if.

See the definition of the CyclomaticComplexity metric here: http://www.cppdepend.com/Metrics.aspx#CC

See the definition of the NestingDepth metric here http://www.cppdepend.com/Metrics.aspx#NestingDepth


• How to Fix Violations:

A large and complex method should be split in smaller methods, or even one or several classes can be created for that.

During this process it is important to question the scope of each variable local to the method. This can be an indication if such local variable will become an instance field of the newly created class(es).

Large switch…case structures might be refactored through the help of a set of types that implement a common interface, the interface polymorphism playing the role of the switch cases tests.

Unit Tests can help: write tests for each method before extracting it to ensure you don't break functionality.

25 methods matched

methodsCyclomatic Complexity (CC)NestingDepthFull Name
evaluate(float,float,float,float,float*)1038gameplay.Curve.evaluate(float,float,float,float,float*)
measureText(constchar*,constgameplay::Rectangle&,unsignedint ,gameplay::Rectangle*,gameplay::Font::Justify,bool,bool)497gameplay.Font.measureText(constchar*,constgameplay::Rectangle& ,unsignedint,gameplay::Rectangle*,gameplay::Font::Justify,bool,bool)
create(constchar*)489gameplay.Theme.create(constchar*)
create(gameplay::Node*,gameplay::Properties*)438gameplay.PhysicsCollisionShape+Definition.create(gameplay::Node* ,gameplay::Properties*)
readProperties(gameplay::Stream*)359gameplay.Properties.readProperties(gameplay::Stream*)
parseNode(gameplay::Properties*,gameplay::SceneLoader::SceneNode* ,conststd::string&)357gameplay.SceneLoader.parseNode(gameplay::Properties* ,gameplay::SceneLoader::SceneNode*,conststd::string&)
keyEvent(Keyboard::KeyEvent,int)337gameplay.TextBox.keyEvent(Keyboard::KeyEvent,int)
create(constchar*,gameplay::Properties*)3215gameplay.Terrain.create(constchar*,gameplay::Properties*)
applyNodeProperty(gameplay::SceneLoader::SceneNode&,gameplay::Node* ,constgameplay::Properties* ,constgameplay::SceneLoader::SceneNodeProperty&)3110gameplay.SceneLoader.applyNodeProperty (gameplay::SceneLoader::SceneNode&,gameplay::Node* ,constgameplay::Properties* ,constgameplay::SceneLoader::SceneNodeProperty&)
pointerEventInternal(bool,int,int,int,int)299gameplay.Form.pointerEventInternal(bool,int,int,int,int)
drawText(constchar*,constgameplay::Rectangle&,constgameplay::Vector4& ,unsignedint,gameplay::Font::Justify,bool,bool ,constgameplay::Rectangle&)297gameplay.Font.drawText(constchar*,constgameplay::Rectangle& ,constgameplay::Vector4&,unsignedint,gameplay::Font::Justify,bool,bool ,constgameplay::Rectangle&)
loadFont(constchar*)2840gameplay.Bundle.loadFont(constchar*)
applyNodeUrls(gameplay::SceneLoader::SceneNode&,gameplay::Node*)2715gameplay.SceneLoader.applyNodeUrls(gameplay::SceneLoader::SceneNode& ,gameplay::Node*)
getIndexOrLocation(constchar*,constgameplay::Rectangle&,unsignedint ,constgameplay::Vector2&,gameplay::Vector2*,constint ,gameplay::Font::Justify,bool,bool)277gameplay.Font.getIndexOrLocation(constchar*,constgameplay::Rectangle& ,unsignedint,constgameplay::Vector2&,gameplay::Vector2*,constint ,gameplay::Font::Justify,bool,bool)
getMeasurementInfo(constchar*,constgameplay::Rectangle&,unsignedint ,gameplay::Font::Justify,bool,bool,std::vector<int>*,int*,std::vector <unsignedint>*)267gameplay.Font.getMeasurementInfo(constchar*,constgameplay::Rectangle& ,unsignedint,gameplay::Font::Justify,bool,bool,std::vector<int>*,int* ,std::vector<unsignedint>*)
executeFunctionHelper(int,constchar*,constchar*,va_list* ,gameplay::Script*)247gameplay.ScriptController.executeFunctionHelper(int,constchar* ,constchar*,va_list*,gameplay::Script*)
drawText(constchar*,int,int,constgameplay::Vector4&,unsignedint,bool)246gameplay.Font.drawText(constchar*,int,int,constgameplay::Vector4& ,unsignedint,bool)
createAnimation(constchar*,gameplay::Properties*)2315gameplay.AnimationTarget.createAnimation(constchar* ,gameplay::Properties*)
readNode(gameplay::Scene*,gameplay::Node*)238gameplay.Bundle.readNode(gameplay::Scene*,gameplay::Node*)
create(gameplay::HeightField*,constgameplay::Vector3&,unsignedint ,unsignedint,float,constchar*,constchar*,gameplay::Properties*)237gameplay.Terrain.create(gameplay::HeightField*,constgameplay::Vector3& ,unsignedint,unsignedint,float,constchar*,constchar* ,gameplay::Properties*)
create(gameplay::Properties*)236gameplay.Sprite.create(gameplay::Properties*)
loadPhysics(gameplay::Properties*)236gameplay.SceneLoader.loadPhysics(gameplay::Properties*)
update(float)227RacerGame.update(float)
pollGamepad(gameplay::Gamepad*)226gameplay.Form.pollGamepad(gameplay::Gamepad*)
readMeshData()2129gameplay.Bundle.readMeshData()

Statistics

Stat   Cyclomatic Complexity (CC)   NestingDepth
Sum:803262
Average:32.1210.48
Minimum:216
Maximum:10340
Standard deviation:16.377.72
Variance:268.0359.61
warningCritical    Critical Rule warning: Methods with too many parameters - critical
• Rule Description:

This rule matches methods with more than 8 parameters. Such method is painful to call and might degrade performance. See the definition of the NbParameters metric here: http://www.cppdepend.com/Metrics.aspx#NbParameters


• How to Fix Violations:

More properties/fields can be added to the declaring type to handle numerous states. An alternative is to provide a class or a structure dedicated to handle arguments passing.

25 methods matched

methods# ParametersFull Name
Matrix(float,float,float,float,float,float,float,float,float,float ,float,float,float,float,float,float)16gameplay.Matrix.Matrix(float,float,float,float,float,float,float,float ,float,float,float,float,float,float,float,float)
set(float,float,float,float,float,float,float,float,float,float,float ,float,float,float,float,float)16gameplay.Matrix.set(float,float,float,float,float,float,float,float ,float,float,float,float,float,float,float,float)
create(gameplay::Terrain*,unsignedint,unsignedint,unsignedint,float* ,unsignedint,unsignedint,unsignedint,unsignedint,unsignedint ,unsignedint,float,float,unsignedint,float)15gameplay.TerrainPatch.create(gameplay::Terrain*,unsignedint ,unsignedint,unsignedint,float*,unsignedint,unsignedint,unsignedint ,unsignedint,unsignedint,unsignedint,float,float,unsignedint,float)
draw(float,float,float,float,float,float,float,float,float ,constgameplay::Vector4&,constgameplay::Vector2&,float,bool)13gameplay.SpriteBatch.draw(float,float,float,float,float,float,float ,float,float,constgameplay::Vector4&,constgameplay::Vector2&,float ,bool)
handleDelimiters(constchar**,constunsignedint,constint,constint,int* ,int*,unsignedint*,std::vector<int>::const_iterator*,std::vector<int >::const_iterator,unsignedint*,constgameplay::Vector2*,constint ,constint)13gameplay.Font.handleDelimiters(constchar**,constunsignedint,constint ,constint,int*,int*,unsignedint*,std::vector<int>::const_iterator* ,std::vector<int>::const_iterator,unsignedint*,constgameplay::Vector2* ,constint,constint)
slerp(float,float,float,float,float,float,float,float,float,float* ,float*,float*,float*)13gameplay.Quaternion.slerp(float,float,float,float,float,float,float ,float,float,float*,float*,float*,float*)
draw(constgameplay::Vector3&,constgameplay::Vector3& ,constgameplay::Vector3&,float,float,float,float,float,float ,constgameplay::Vector4&,constgameplay::Vector2&,float)12gameplay.SpriteBatch.draw(constgameplay::Vector3& ,constgameplay::Vector3&,constgameplay::Vector3&,float,float,float ,float,float,float,constgameplay::Vector4&,constgameplay::Vector2& ,float)
draw(constgameplay::Vector3&,float,float,float,float,float,float ,constgameplay::Vector4&,constgameplay::Vector2&,float,bool)11gameplay.SpriteBatch.draw(constgameplay::Vector3&,float,float,float ,float,float,float,constgameplay::Vector4&,constgameplay::Vector2& ,float,bool)
draw(float,float,float,float,float,float,float,float,float ,constgameplay::Vector4&,constgameplay::Rectangle&)11gameplay.SpriteBatch.draw(float,float,float,float,float,float,float ,float,float,constgameplay::Vector4&,constgameplay::Rectangle&)
draw(float,float,float,float,float,float,float,float,float ,constgameplay::Vector4&,bool)11gameplay.SpriteBatch.draw(float,float,float,float,float,float,float ,float,float,constgameplay::Vector4&,bool)
addSprite(float,float,float,float,float,float,float,float ,constgameplay::Vector4&,constgameplay::Rectangle& ,SpriteBatch::SpriteVertex*)11gameplay.SpriteBatch.addSprite(float,float,float,float,float,float ,float,float,constgameplay::Vector4&,constgameplay::Rectangle& ,SpriteBatch::SpriteVertex*)
Style(gameplay::Theme*,constchar*,float,float,constTheme::Margin& ,constTheme::Padding&,gameplay::Theme::Style::Overlay* ,gameplay::Theme::Style::Overlay*,gameplay::Theme::Style::Overlay* ,gameplay::Theme::Style::Overlay*,gameplay::Theme::Style::Overlay*)11gameplay.Theme+Style.Style(gameplay::Theme*,constchar*,float,float ,constTheme::Margin&,constTheme::Padding& ,gameplay::Theme::Style::Overlay*,gameplay::Theme::Style::Overlay* ,gameplay::Theme::Style::Overlay*,gameplay::Theme::Style::Overlay* ,gameplay::Theme::Style::Overlay*)
addLOD(float*,unsignedint,unsignedint,unsignedint,unsignedint ,unsignedint,unsignedint,float,float,unsignedint,float)11gameplay.TerrainPatch.addLOD(float*,unsignedint,unsignedint ,unsignedint,unsignedint,unsignedint,unsignedint,float,float ,unsignedint,float)
draw(float,float,float,float,float,float,float,float ,constgameplay::Vector4&,constgameplay::Rectangle&)10gameplay.SpriteBatch.draw(float,float,float,float,float,float,float ,float,constgameplay::Vector4&,constgameplay::Rectangle&)
addSprite(float,float,float,float,float,float,float,float ,constgameplay::Vector4&,SpriteBatch::SpriteVertex*)10gameplay.SpriteBatch.addSprite(float,float,float,float,float,float ,float,float,constgameplay::Vector4&,SpriteBatch::SpriteVertex*)
createLookAt(float,float,float,float,float,float,float,float,float ,gameplay::Matrix*)10gameplay.Matrix.createLookAt(float,float,float,float,float,float,float ,float,float,gameplay::Matrix*)
bullet_new<T,T1,T2,T3,T4,T5,T6,T7,T8,T9>(constT1&,constT2&,constT3& ,constT4&,constT5&,constT6&,constT7&,constT8&,constT9&)9__Globals.bullet_new<T,T1,T2,T3,T4,T5,T6,T7,T8,T9>(constT1&,constT2& ,constT3&,constT4&,constT5&,constT6&,constT7&,constT8&,constT9&)
draw(float,float,float,float,float,float,float,float ,constgameplay::Vector4&)9gameplay.SpriteBatch.draw(float,float,float,float,float,float,float ,float,constgameplay::Vector4&)
clipSprite(constgameplay::Rectangle&,float&,float&,float&,float& ,float&,float&,float&,float&)9gameplay.SpriteBatch.clipSprite(constgameplay::Rectangle&,float& ,float&,float&,float&,float&,float&,float&,float&)
drawText(constchar*,int,int,float,float,float,float,unsignedint,bool)9gameplay.Font.drawText(constchar*,int,int,float,float,float,float ,unsignedint,bool)
getMeasurementInfo(constchar*,constgameplay::Rectangle&,unsignedint ,gameplay::Font::Justify,bool,bool,std::vector<int>*,int*,std::vector <unsignedint>*)9gameplay.Font.getMeasurementInfo(constchar*,constgameplay::Rectangle& ,unsignedint,gameplay::Font::Justify,bool,bool,std::vector<int>*,int* ,std::vector<unsignedint>*)
getIndexOrLocation(constchar*,constgameplay::Rectangle&,unsignedint ,constgameplay::Vector2&,gameplay::Vector2*,constint ,gameplay::Font::Justify,bool,bool)9gameplay.Font.getIndexOrLocation(constchar*,constgameplay::Rectangle& ,unsignedint,constgameplay::Vector2&,gameplay::Vector2*,constint ,gameplay::Font::Justify,bool,bool)
Animation(constchar*,gameplay::AnimationTarget*,int,unsignedint ,unsignedint*,float*,float*,float*,unsignedint)9gameplay.Animation.Animation(constchar*,gameplay::AnimationTarget*,int ,unsignedint,unsignedint*,float*,float*,float*,unsignedint)
Parameters(float,float,float,float,float,bool,constgameplay::Vector3& ,constgameplay::Vector3&,constgameplay::Vector3&)9gameplay.PhysicsRigidBody+Parameters.Parameters(float,float,float ,float,float,bool,constgameplay::Vector3&,constgameplay::Vector3& ,constgameplay::Vector3&)
addQuadModelAndNode(gameplay::Scene*,float,float,float,float,float ,float,float,float)9__Globals.addQuadModelAndNode(gameplay::Scene*,float,float,float,float ,float,float,float,float)

Statistics

Stat   # Parameters
Sum:275
Average:11
Minimum:9
Maximum:16
Standard deviation:2.17
Variance:4.72
warningCritical    Rule warning: Quick summary of methods to refactor
• Rule Description:

Methods matched by this rule somehow violate one or several basic quality principles, whether it is too large (too many lines of code), too complex (too many if, switch case, loops…) has too many variables, too many parameters or has too many overloads.


• How to Fix Violations:

To refactor such method and increase code quality and maintainability, certainly you'll have to split the method into several smaller methods or even create one or several classes to implement the logic.

During this process it is important to question the scope of each variable local to the method. This can be an indication if such local variable will become an instance field of the newly created class(es).

Large switch…case structures might be refactored through the help of a set of types that implement a common interface, the interface polymorphism playing the role of the switch cases tests.

Unit Tests can help: write tests for each method before extracting it to ensure you don't break functionality.

502 methods matched

methods# lines of code (LOC)MaxNestedLoopCyclomatic Complexity (CC)NestingDepth# Parameters# Variables# OverloadsFull Name
bullet_new<T>()10110012__Globals.bullet_new<T>()
bullet_new<T,T1>(constT1&)10111012__Globals.bullet_new<T,T1>(constT1&)
bullet_new<T,T1,T2>(constT1&,constT2&)10112012__Globals.bullet_new<T,T1,T2>(constT1&,constT2&)
bullet_new<T,T1,T2>(T1&,constT2&)10112012__Globals.bullet_new<T,T1,T2>(T1&,constT2&)
bullet_new<T,T1,T2,T3>(constT1&,constT2&,constT3&)10113012__Globals.bullet_new<T,T1,T2,T3>(constT1&,constT2&,constT3&)
bullet_new<T,T1,T2,T3>(T1&,constT2&,constT3&)10113012__Globals.bullet_new<T,T1,T2,T3>(T1&,constT2&,constT3&)
bullet_new<T,T1,T2,T3,T4>(constT1&,constT2&,constT3&,constT4&)10114012__Globals.bullet_new<T,T1,T2,T3,T4>(constT1&,constT2&,constT3& ,constT4&)
bullet_new<T,T1,T2,T3,T4>(T1&,constT2&,constT3&,constT4&)10114012__Globals.bullet_new<T,T1,T2,T3,T4>(T1&,constT2&,constT3&,constT4&)
bullet_new<T,T1,T2,T3,T4>(T1&,T2&,constT3&,constT4&)10114012__Globals.bullet_new<T,T1,T2,T3,T4>(T1&,T2&,constT3&,constT4&)
bullet_new<T,T1,T2,T3,T4,T5>(constT1&,constT2&,constT3&,constT4& ,constT5&)10115012__Globals.bullet_new<T,T1,T2,T3,T4,T5>(constT1&,constT2&,constT3& ,constT4&,constT5&)
bullet_new<T,T1,T2,T3,T4,T5>(T1&,T2&,constT3&,constT4&,constT5&)10115012__Globals.bullet_new<T,T1,T2,T3,T4,T5>(T1&,T2&,constT3&,constT4& ,constT5&)
bullet_new<T,T1,T2,T3,T4,T5,T6,T7,T8,T9>(constT1&,constT2&,constT3& ,constT4&,constT5&,constT6&,constT7&,constT8&,constT9&)10119012__Globals.bullet_new<T,T1,T2,T3,T4,T5,T6,T7,T8,T9>(constT1&,constT2& ,constT3&,constT4&,constT5&,constT6&,constT7&,constT8&,constT9&)
bezier(float,float,float,float,float,float,float,float)1011801__Globals.bezier(float,float,float,float,float,float,float,float)
bspline(float,float,float,float,float,float,float,float)1011801__Globals.bspline(float,float,float,float,float,float,float,float)
hermite(float,float,float,float,float,float,float,float)1011801__Globals.hermite(float,float,float,float,float,float,float,float)
hermiteSmooth(float,float,float,float,float,float,float,float)1011801__Globals.hermiteSmooth(float,float,float,float,float,float,float ,float)
create(constgameplay::VertexFormat&,Mesh::PrimitiveType,constchar* ,bool,unsignedint,unsignedint)7022622gameplay.MeshBatch.create(constgameplay::VertexFormat& ,Mesh::PrimitiveType,constchar*,bool,unsignedint,unsignedint)
create(constgameplay::VertexFormat&,Mesh::PrimitiveType ,gameplay::Material*,bool,unsignedint,unsignedint)4011612gameplay.MeshBatch.create(constgameplay::VertexFormat& ,Mesh::PrimitiveType,gameplay::Material*,bool,unsignedint,unsignedint)
MeshBatch(constgameplay::VertexFormat&,Mesh::PrimitiveType ,gameplay::Material*,bool,unsignedint,unsignedint)16011602gameplay.MeshBatch.MeshBatch(constgameplay::VertexFormat& ,Mesh::PrimitiveType,gameplay::Material*,bool,unsignedint,unsignedint)
resize(unsignedint)610153171gameplay.MeshBatch.resize(unsignedint)
create(gameplay::Texture*,gameplay::Effect*,unsignedint)391843122gameplay.SpriteBatch.create(gameplay::Texture*,gameplay::Effect* ,unsignedint)
draw(constgameplay::Rectangle&,constgameplay::Rectangle& ,constgameplay::Vector4&)50113411gameplay.SpriteBatch.draw(constgameplay::Rectangle& ,constgameplay::Rectangle&,constgameplay::Vector4&)
draw(constgameplay::Vector3&,constgameplay::Rectangle& ,constgameplay::Vector2&,constgameplay::Vector4&)50114411gameplay.SpriteBatch.draw(constgameplay::Vector3& ,constgameplay::Rectangle&,constgameplay::Vector2& ,constgameplay::Vector4&)
draw(constgameplay::Vector3&,constgameplay::Rectangle& ,constgameplay::Vector2&,constgameplay::Vector4& ,constgameplay::Vector2&,float)50116411gameplay.SpriteBatch.draw(constgameplay::Vector3& ,constgameplay::Rectangle&,constgameplay::Vector2& ,constgameplay::Vector4&,constgameplay::Vector2&,float)
draw(constgameplay::Vector3&,float,float,float,float,float,float ,constgameplay::Vector4&,constgameplay::Vector2&,float,bool)101111011gameplay.SpriteBatch.draw(constgameplay::Vector3&,float,float,float ,float,float,float,constgameplay::Vector4&,constgameplay::Vector2& ,float,bool)
draw(float,float,float,float,float,float,float,float,float ,constgameplay::Vector4&,constgameplay::Vector2&,float,bool)2903213911gameplay.SpriteBatch.draw(float,float,float,float,float,float,float ,float,float,constgameplay::Vector4&,constgameplay::Vector2&,float ,bool)
draw(constgameplay::Vector3&,constgameplay::Vector3& ,constgameplay::Vector3&,float,float,float,float,float,float ,constgameplay::Vector4&,constgameplay::Vector2&,float)49022121111gameplay.SpriteBatch.draw(constgameplay::Vector3& ,constgameplay::Vector3&,constgameplay::Vector3&,float,float,float ,float,float,float,constgameplay::Vector4&,constgameplay::Vector2& ,float)
draw(float,float,float,float,float,float,float,float ,constgameplay::Vector4&)10119011gameplay.SpriteBatch.draw(float,float,float,float,float,float,float ,float,constgameplay::Vector4&)
draw(float,float,float,float,float,float,float,float ,constgameplay::Vector4&,constgameplay::Rectangle&)101110011gameplay.SpriteBatch.draw(float,float,float,float,float,float,float ,float,constgameplay::Vector4&,constgameplay::Rectangle&)
draw(float,float,float,float,float,float,float,float,float ,constgameplay::Vector4&,constgameplay::Rectangle&)202111011gameplay.SpriteBatch.draw(float,float,float,float,float,float,float ,float,float,constgameplay::Vector4&,constgameplay::Rectangle&)
draw(float,float,float,float,float,float,float,float,float ,constgameplay::Vector4&,bool)1502211411gameplay.SpriteBatch.draw(float,float,float,float,float,float,float ,float,float,constgameplay::Vector4&,bool)
draw(SpriteBatch::SpriteVertex*,unsignedint,unsignedshort*,unsignedint )30114011gameplay.SpriteBatch.draw(SpriteBatch::SpriteVertex*,unsignedint ,unsignedshort*,unsignedint)
addSprite(float,float,float,float,float,float,float,float ,constgameplay::Vector4&,SpriteBatch::SpriteVertex*)100111022gameplay.SpriteBatch.addSprite(float,float,float,float,float,float ,float,float,constgameplay::Vector4&,SpriteBatch::SpriteVertex*)
addSprite(float,float,float,float,float,float,float,float ,constgameplay::Vector4&,constgameplay::Rectangle& ,SpriteBatch::SpriteVertex*)110221122gameplay.SpriteBatch.addSprite(float,float,float,float,float,float ,float,float,constgameplay::Vector4&,constgameplay::Rectangle& ,SpriteBatch::SpriteVertex*)
clipSprite(constgameplay::Rectangle&,float&,float&,float&,float& ,float&,float&,float&,float&)330629141gameplay.SpriteBatch.clipSprite(constgameplay::Rectangle&,float& ,float&,float&,float&,float&,float&,float&,float&)
drawText(constchar*,int,int,constgameplay::Vector4&,unsignedint,bool)8522466153gameplay.Font.drawText(constchar*,int,int,constgameplay::Vector4& ,unsignedint,bool)
drawText(constchar*,int,int,float,float,float,float,unsignedint,bool)1011903gameplay.Font.drawText(constchar*,int,int,float,float,float,float ,unsignedint,bool)
drawText(constchar*,constgameplay::Rectangle&,constgameplay::Vector4& ,unsignedint,gameplay::Font::Justify,bool,bool ,constgameplay::Rectangle&)11222978253gameplay.Font.drawText(constchar*,constgameplay::Rectangle& ,constgameplay::Vector4&,unsignedint,gameplay::Font::Justify,bool,bool ,constgameplay::Rectangle&)
measureText(constchar*,constgameplay::Rectangle&,unsignedint ,gameplay::Rectangle*,gameplay::Font::Justify,bool,bool)17624977362gameplay.Font.measureText(constchar*,constgameplay::Rectangle& ,unsignedint,gameplay::Rectangle*,gameplay::Font::Justify,bool,bool)
getIndexAtLocation(constchar*,constgameplay::Rectangle&,unsignedint ,constgameplay::Vector2&,gameplay::Vector2*,gameplay::Font::Justify ,bool,bool)1011801gameplay.Font.getIndexAtLocation(constchar*,constgameplay::Rectangle& ,unsignedint,constgameplay::Vector2&,gameplay::Vector2* ,gameplay::Font::Justify,bool,bool)
getLocationAtIndex(constchar*,constgameplay::Rectangle&,unsignedint ,gameplay::Vector2*,constunsignedint,gameplay::Font::Justify,bool,bool )1011801gameplay.Font.getLocationAtIndex(constchar*,constgameplay::Rectangle& ,unsignedint,gameplay::Vector2*,constunsignedint ,gameplay::Font::Justify,bool,bool)
getJustify(constchar*)350172101gameplay.Font.getJustify(constchar*)
create(constchar*,gameplay::Font::Style,unsignedint ,gameplay::Font::Glyph*,int,gameplay::Texture*,Font::Format)33065742gameplay.Font.create(constchar*,gameplay::Font::Style,unsignedint ,gameplay::Font::Glyph*,int,gameplay::Texture*,Font::Format)
getMeasurementInfo(constchar*,constgameplay::Rectangle&,unsignedint ,gameplay::Font::Justify,bool,bool,std::vector<int>*,int*,std::vector <unsignedint>*)9622679191gameplay.Font.getMeasurementInfo(constchar*,constgameplay::Rectangle& ,unsignedint,gameplay::Font::Justify,bool,bool,std::vector<int>*,int* ,std::vector<unsignedint>*)
getIndexOrLocation(constchar*,constgameplay::Rectangle&,unsignedint ,constgameplay::Vector2&,gameplay::Vector2*,constint ,gameplay::Font::Justify,bool,bool)12522779271gameplay.Font.getIndexOrLocation(constchar*,constgameplay::Rectangle& ,unsignedint,constgameplay::Vector2&,gameplay::Vector2*,constint ,gameplay::Font::Justify,bool,bool)
handleDelimiters(constchar**,constunsignedint,constint,constint,int* ,int*,unsignedint*,std::vector<int>::const_iterator*,std::vector<int >::const_iterator,unsignedint*,constgameplay::Vector2*,constint ,constint)4311351321gameplay.Font.handleDelimiters(constchar**,constunsignedint,constint ,constint,int*,int*,unsignedint*,std::vector<int>::const_iterator* ,std::vector<int>::const_iterator,unsignedint*,constgameplay::Vector2* ,constint,constint)
addLineInfo(constgameplay::Rectangle&,int,int,gameplay::Font::Justify ,std::vector<int>*,std::vector<unsignedint>*,bool)10042711gameplay.Font.addLineInfo(constgameplay::Rectangle&,int,int ,gameplay::Font::Justify,std::vector<int>*,std::vector<unsignedint>* ,bool)
~Control()10156021gameplay.Control.~Control()
updateBounds()3701730101gameplay.Control.updateBounds()
updateAbsoluteBounds(constgameplay::Vector2&)160311111gameplay.Control.updateAbsoluteBounds(constgameplay::Vector2&)
drawBorder(gameplay::Form*,constgameplay::Rectangle&)5601132201gameplay.Control.drawBorder(gameplay::Form*,constgameplay::Rectangle&)
initialize(constchar*,Theme::Style*,gameplay::Properties*)9213243131gameplay.Control.initialize(constchar*,Theme::Style* ,gameplay::Properties*)
getAlignment(constchar*)350172102gameplay.Control.getAlignment(constchar*)
operator*(float,constgameplay::Vector3&)3011219gameplay.__Globals.operator*(float,constgameplay::Vector3&)
operator*(float,constgameplay::Vector4&)3011219gameplay.__Globals.operator*(float,constgameplay::Vector4&)
operator*(constgameplay::Matrix&,constgameplay::Vector3&)3011219gameplay.__Globals.operator*(constgameplay::Matrix& ,constgameplay::Vector3&)
operator*(constgameplay::Matrix&,constgameplay::Vector4&)3011219gameplay.__Globals.operator*(constgameplay::Matrix& ,constgameplay::Vector4&)
operator*(constgameplay::Matrix&,constgameplay::Plane&)3011219gameplay.__Globals.operator*(constgameplay::Matrix& ,constgameplay::Plane&)
operator*(float,constgameplay::Vector2&)3011219gameplay.__Globals.operator*(float,constgameplay::Vector2&)
operator*(constgameplay::Matrix&,constgameplay::Ray&)3011219gameplay.__Globals.operator*(constgameplay::Matrix& ,constgameplay::Ray&)
operator*(constgameplay::Matrix&,constgameplay::BoundingBox&)3011219gameplay.__Globals.operator*(constgameplay::Matrix& ,constgameplay::BoundingBox&)
operator*(constgameplay::Matrix&,constgameplay::BoundingSphere&)3011219gameplay.__Globals.operator*(constgameplay::Matrix& ,constgameplay::BoundingSphere&)
replaceIncludes(constchar*,constchar*,std::string&)361753121gameplay.__Globals.replaceIncludes(constchar*,constchar*,std::string&)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
lua_RegisterAllBindings()133011001gameplay.__Globals.lua_RegisterAllBindings()
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)
getInstance(int*)201111132gameplay.__Globals.getInstance(int*)

Statistics

Stat   # lines of code (LOC)   MaxNestedLoop   Cyclomatic Complexity (CC)   NestingDepth   # Parameters   # Variables   # Overloads
Sum:13 0561503 4621 4031 2592 38219 106
Average:26.010.36.92.792.514.7538.06
Minimum:0010001
Maximum:7644158401656132
Standard deviation:48.990.6512.13.472.827.2856.34
Variance:2 4000.42146.3912.087.9452.973 173
warningCritical    Rule warning: Methods too big
• Rule Description:

This rule matches methods where NbLinesOfCode > 30 or (commented per default) NbILInstructions > 200. Such method can be hard to understand and maintain.

However rules like Methods too complex or Methods with too many variables might be more relevant to detect painful to maintain methods, because complexity is more related to numbers of if, switch case, loops… than to just number of lines.

See the definition of the NbLinesOfCode metric here http://www.cppdepend.com/Metrics.aspx#NbLinesOfCode


• How to Fix Violations:

Usually too big methods should be split in smaller methods.

But long methods with no branch conditions, that typically initialize some data, are not necessarily a problem to maintain nor to test, and might not need refactoring.

170 methods matched

methods# lines of code (LOC)Full Name
luaRegister_lua_Global()764gameplay.__Globals.luaRegister_lua_Global()
evaluate(float,float,float,float,float*)336gameplay.Curve.evaluate(float,float,float,float,float*)
keyString(int)317__Globals.keyString(int)
create(constchar*)240gameplay.Theme.create(constchar*)
controlEvent(gameplay::Control*,gameplay::Control::Listener::EventType )208ParticlesSample.controlEvent(gameplay::Control* ,gameplay::Control::Listener::EventType)
measureText(constchar*,constgameplay::Rectangle&,unsignedint ,gameplay::Rectangle*,gameplay::Font::Justify,bool,bool)176gameplay.Font.measureText(constchar*,constgameplay::Rectangle& ,unsignedint,gameplay::Rectangle*,gameplay::Font::Justify,bool,bool)
addLOD(float*,unsignedint,unsignedint,unsignedint,unsignedint ,unsignedint,unsignedint,float,float,unsignedint,float)135gameplay.TerrainPatch.addLOD(float*,unsignedint,unsignedint ,unsignedint,unsignedint,unsignedint,unsignedint,float,float ,unsignedint,float)
lua_RegisterAllBindings()133gameplay.__Globals.lua_RegisterAllBindings()
initialize()127ParticlesSample.initialize()
getIndexOrLocation(constchar*,constgameplay::Rectangle&,unsignedint ,constgameplay::Vector2&,gameplay::Vector2*,constint ,gameplay::Font::Justify,bool,bool)125gameplay.Font.getIndexOrLocation(constchar*,constgameplay::Rectangle& ,unsignedint,constgameplay::Vector2&,gameplay::Vector2*,constint ,gameplay::Font::Justify,bool,bool)
create(gameplay::Node*,gameplay::Properties*)125gameplay.PhysicsCollisionShape+Definition.create(gameplay::Node* ,gameplay::Properties*)
readProperties(gameplay::Stream*)114gameplay.Properties.readProperties(gameplay::Stream*)
applyNodeProperty(gameplay::SceneLoader::SceneNode&,gameplay::Node* ,constgameplay::Properties* ,constgameplay::SceneLoader::SceneNodeProperty&)113gameplay.SceneLoader.applyNodeProperty (gameplay::SceneLoader::SceneNode&,gameplay::Node* ,constgameplay::Properties* ,constgameplay::SceneLoader::SceneNodeProperty&)
drawText(constchar*,constgameplay::Rectangle&,constgameplay::Vector4& ,unsignedint,gameplay::Font::Justify,bool,bool ,constgameplay::Rectangle&)112gameplay.Font.drawText(constchar*,constgameplay::Rectangle& ,constgameplay::Vector4&,unsignedint,gameplay::Font::Justify,bool,bool ,constgameplay::Rectangle&)
loadFont(constchar*)106gameplay.Bundle.loadFont(constchar*)
createAnimation(constchar*,gameplay::Properties*)104gameplay.AnimationTarget.createAnimation(constchar* ,gameplay::Properties*)
getMeasurementInfo(constchar*,constgameplay::Rectangle&,unsignedint ,gameplay::Font::Justify,bool,bool,std::vector<int>*,int*,std::vector <unsignedint>*)96gameplay.Font.getMeasurementInfo(constchar*,constgameplay::Rectangle& ,unsignedint,gameplay::Font::Justify,bool,bool,std::vector<int>*,int* ,std::vector<unsignedint>*)
parseNode(gameplay::Properties*,gameplay::SceneLoader::SceneNode* ,conststd::string&)96gameplay.SceneLoader.parseNode(gameplay::Properties* ,gameplay::SceneLoader::SceneNode*,conststd::string&)
getInterpolationType(constchar*)95gameplay.Curve.getInterpolationType(constchar*)
touchEventScroll(Touch::TouchEvent,int,int,unsignedint)95gameplay.Container.touchEventScroll(Touch::TouchEvent,int,int ,unsignedint)
create(constchar*,gameplay::Properties*)94gameplay.Terrain.create(constchar*,gameplay::Properties*)
initialize(constchar*,Theme::Style*,gameplay::Properties*)92gameplay.Control.initialize(constchar*,Theme::Style* ,gameplay::Properties*)
controlEvent(gameplay::Control*,gameplay::Control::Listener::EventType )92FontSample.controlEvent(gameplay::Control* ,gameplay::Control::Listener::EventType)
readMeshData()91gameplay.Bundle.readMeshData()
update(float)90CharacterGame.update(float)
keyEvent(Keyboard::KeyEvent,int)88gameplay.TextBox.keyEvent(Keyboard::KeyEvent,int)
create(gameplay::Properties*)87gameplay.ParticleEmitter.create(gameplay::Properties*)
update(float)86gameplay.AnimationClip.update(float)
drawText(constchar*,int,int,constgameplay::Vector4&,unsignedint,bool)85gameplay.Font.drawText(constchar*,int,int,constgameplay::Vector4& ,unsignedint,bool)
createMesh(gameplay::Mesh*,constgameplay::Vector3&,bool)82gameplay.PhysicsController.createMesh(gameplay::Mesh* ,constgameplay::Vector3&,bool)
initialize()79LightSample.initialize()
applyNodeUrls(gameplay::SceneLoader::SceneNode&,gameplay::Node*)76gameplay.SceneLoader.applyNodeUrls(gameplay::SceneLoader::SceneNode& ,gameplay::Node*)
emitterChanged()76ParticlesSample.emitterChanged()
update(float)75RacerGame.update(float)
keyEvent(Keyboard::KeyEvent,int)74RacerGame.keyEvent(Keyboard::KeyEvent,int)
updateScroll()73gameplay.Container.updateScroll()
create(gameplay::HeightField*,constgameplay::Vector3&,unsignedint ,unsignedint,float,constchar*,constchar*,gameplay::Properties*)72gameplay.Terrain.create(gameplay::HeightField*,constgameplay::Vector3& ,unsignedint,unsignedint,float,constchar*,constchar* ,gameplay::Properties*)
create(gameplay::Properties*)70gameplay.Sprite.create(gameplay::Properties*)
createShape(gameplay::Node*,constPhysicsCollisionShape::Definition& ,gameplay::Vector3*,bool)69gameplay.PhysicsController.createShape(gameplay::Node* ,constPhysicsCollisionShape::Definition&,gameplay::Vector3*,bool)
readNode(gameplay::Scene*,gameplay::Node*)69gameplay.Bundle.readNode(gameplay::Scene*,gameplay::Node*)
cloneInto(gameplay::MaterialParameter*)68gameplay.MaterialParameter.cloneInto(gameplay::MaterialParameter*)
loadRenderState(gameplay::RenderState*,gameplay::Properties*)67gameplay.Material.loadRenderState(gameplay::RenderState* ,gameplay::Properties*)
pointerEventInternal(bool,int,int,int,int)66gameplay.Form.pointerEventInternal(bool,int,int,int,int)
ParticlesSample()66ParticlesSample.ParticlesSample()
decompose(gameplay::Vector3*,gameplay::Quaternion*,gameplay::Vector3*)63gameplay.Matrix.decompose(gameplay::Vector3*,gameplay::Quaternion* ,gameplay::Vector3*)
interpolateHermiteSmooth(float,unsignedint,gameplay::Curve::Point* ,gameplay::Curve::Point*,float*)63gameplay.Curve.interpolateHermiteSmooth(float,unsignedint ,gameplay::Curve::Point*,gameplay::Curve::Point*,float*)
create(gameplay::Game*)63gameplay.Platform.create(gameplay::Game*)
executeFunctionHelper(int,constchar*,constchar*,va_list* ,gameplay::Script*)63gameplay.ScriptController.executeFunctionHelper(int,constchar* ,constchar*,va_list*,gameplay::Script*)
keyEvent(Keyboard::KeyEvent,int)63CharacterGame.keyEvent(Keyboard::KeyEvent,int)
slerp(float,float,float,float,float,float,float,float,float,float* ,float*,float*,float*)62gameplay.Quaternion.slerp(float,float,float,float,float,float,float ,float,float,float*,float*,float*,float*)
resize(unsignedint)61gameplay.MeshBatch.resize(unsignedint)
create(constchar*,unsignedint,unsignedint,float,float)61gameplay.HeightField.create(constchar*,unsignedint,unsignedint,float ,float)
moveFocusDirectional(gameplay::Container::Direction)60gameplay.Container.moveFocusDirectional(gameplay::Container::Direction )
bindNoRestore()59gameplay.RenderState+StateBlock.bindNoRestore()
draw(gameplay::Form*,constgameplay::Rectangle&)59gameplay.Container.draw(gameplay::Form*,constgameplay::Rectangle&)
drawImages(gameplay::Form*,constgameplay::Rectangle&)59gameplay.Slider.drawImages(gameplay::Form*,constgameplay::Rectangle&)
restore(long)58gameplay.RenderState+StateBlock.restore(long)
update(float)58gameplay.ParticleEmitter.update(float)
render(float)58InputSample.render(float)
initialize()58WaterSample.initialize()
touchEvent(Touch::TouchEvent,int,int,unsignedint)57gameplay.JoystickControl.touchEvent(Touch::TouchEvent,int,int ,unsignedint)
drawBorder(gameplay::Form*,constgameplay::Rectangle&)56gameplay.Control.drawBorder(gameplay::Form*,constgameplay::Rectangle&)
loadScene(constchar*)56gameplay.Bundle.loadScene(constchar*)
loadNode(constchar*,gameplay::Scene*)56gameplay.Bundle.loadNode(constchar*,gameplay::Scene*)
controlEvent(gameplay::Control*,gameplay::Control::Listener::EventType )56AudioSample.controlEvent(gameplay::Control* ,gameplay::Control::Listener::EventType)
create(gameplay::Mesh*,constgameplay::VertexFormat&,void* ,gameplay::Effect*)55gameplay.VertexAttributeBinding.create(gameplay::Mesh* ,constgameplay::VertexFormat&,void*,gameplay::Effect*)
createFromSource(constchar*,constchar*,constchar*,constchar* ,constchar*)54gameplay.Effect.createFromSource(constchar*,constchar*,constchar* ,constchar*,constchar*)
resolveJointReferences(gameplay::Scene*,gameplay::Node*)54gameplay.Bundle.resolveJointReferences(gameplay::Scene* ,gameplay::Node*)
update(float)54SpaceshipGame.update(float)
setAnimationPropertyValue(int,gameplay::AnimationValue*,float)53gameplay.Transform.setAnimationPropertyValue(int ,gameplay::AnimationValue*,float)
mouseEventScroll(Mouse::MouseEvent,int,int,int)53gameplay.Container.mouseEventScroll(Mouse::MouseEvent,int,int,int)
pollGamepad(gameplay::Gamepad*)53gameplay.Form.pollGamepad(gameplay::Gamepad*)
create(constchar*)52gameplay.Bundle.create(constchar*)
loadInternal(constchar*)52gameplay.SceneLoader.loadInternal(constchar*)
loadPhysics(gameplay::Properties*)52gameplay.SceneLoader.loadPhysics(gameplay::Properties*)
addGrid(unsignedint)52ParticlesSample.addGrid(unsignedint)
getAnimationPropertyValue(int,gameplay::AnimationValue*)51gameplay.Transform.getAnimationPropertyValue(int ,gameplay::AnimationValue*)
mouseEvent(Mouse::MouseEvent,int,int,int)51ParticlesSample.mouseEvent(Mouse::MouseEvent,int,int,int)
create(gameplay::Properties*)50gameplay.TileSet.create(gameplay::Properties*)
moveFocusNextPrevious(gameplay::Container::Direction)50gameplay.Container.moveFocusNextPrevious (gameplay::Container::Direction)
ParticleEmitter(unsignedint)50gameplay.ParticleEmitter.ParticleEmitter(unsignedint)
getBoundingSphere()50gameplay.Node.getBoundingSphere()
keyEvent(Keyboard::KeyEvent,int)50Audio3DSample.keyEvent(Keyboard::KeyEvent,int)
draw(constgameplay::Vector3&,constgameplay::Vector3& ,constgameplay::Vector3&,float,float,float,float,float,float ,constgameplay::Vector4&,constgameplay::Vector2&,float)49gameplay.SpriteBatch.draw(constgameplay::Vector3& ,constgameplay::Vector3&,constgameplay::Vector3&,float,float,float ,float,float,float,constgameplay::Vector4&,constgameplay::Vector2& ,float)
handlePointerPressRelease(int*,int*,bool,unsignedint)49gameplay.Form.handlePointerPressRelease(int*,int*,bool,unsignedint)
keyEvent(Keyboard::KeyEvent,int)49BillboardSample.keyEvent(Keyboard::KeyEvent,int)
bind(gameplay::Effect*)48gameplay.MaterialParameter.bind(gameplay::Effect*)
createGridMesh(unsignedint)47__Globals.createGridMesh(unsignedint)
draw(bool)46gameplay.Sprite.draw(bool)
create(gameplay::Properties*)46gameplay.Light.create(gameplay::Properties*)
create(gameplay::Node*,gameplay::Properties*,constchar*)46gameplay.PhysicsRigidBody.create(gameplay::Node*,gameplay::Properties* ,constchar*)
initialize()46AudioSample.initialize()
controlEvent(gameplay::Control*,gameplay::Control::Listener::EventType )46LightSample.controlEvent(gameplay::Control* ,gameplay::Control::Listener::EventType)
controlEvent(gameplay::Control*,gameplay::Control::Listener::EventType )46TerrainSample.controlEvent(gameplay::Control* ,gameplay::Control::Listener::EventType)
initialize()46TextureSample.initialize()
initialize()45SpriteSample.initialize()
intersects(constgameplay::Ray&)44gameplay.BoundingBox.intersects(constgameplay::Ray&)
setRegion(constgameplay::Rectangle&,float,float)44gameplay.Theme+Skin.setRegion(constgameplay::Rectangle&,float,float)
create(constchar*,bool)44gameplay.AudioBuffer.create(constchar*,bool)
handleDelimiters(constchar**,constunsignedint,constint,constint,int* ,int*,unsignedint*,std::vector<int>::const_iterator*,std::vector<int >::const_iterator,unsignedint*,constgameplay::Vector2*,constint ,constint)43gameplay.Font.handleDelimiters(constchar**,constunsignedint,constint ,constint,int*,int*,unsignedint*,std::vector<int>::const_iterator* ,std::vector<int>::const_iterator,unsignedint*,constgameplay::Vector2* ,constint,constint)

Statistics

Stat   # lines of code (LOC)
Sum:10 981
Average:64.59
Minimum:31
Maximum:764
Standard deviation:68.61
Variance:4 707
warningCritical    Rule warning: Methods too complex
• Rule Description:

This rule matches methods where CyclomaticComplexity > 20 or ILCyclomaticComplexity > 40 or ILNestingDepth > 4. Such method is typically hard to understand and maintain.

See the definition of the CyclomaticComplexity metric here: http://www.cppdepend.com/Metrics.aspx#CC

See the definition of the NestingDepth metric here: http://www.cppdepend.com/Metrics.aspx#NestingDepth


• How to Fix Violations:

A large and complex method should be split in smaller methods, or even one or several classes can be created for that.

During this process it is important to question the scope of each variable local to the method. This can be an indication if such local variable will become an instance field of the newly created class(es).

Large switch…case structures might be refactored through the help of a set of types that implement a common interface, the interface polymorphism playing the role of the switch cases tests.

Unit Tests can help: write tests for each method before extracting it to ensure you don't break functionality.

95 methods matched

methodsCyclomatic Complexity (CC)MaxNestedLoopNestingDepthFull Name
keyString(int)15802__Globals.keyString(int)
evaluate(float,float,float,float,float*)10308gameplay.Curve.evaluate(float,float,float,float,float*)
controlEvent(gameplay::Control*,gameplay::Control::Listener::EventType )6904ParticlesSample.controlEvent(gameplay::Control* ,gameplay::Control::Listener::EventType)
measureText(constchar*,constgameplay::Rectangle&,unsignedint ,gameplay::Rectangle*,gameplay::Font::Justify,bool,bool)4927gameplay.Font.measureText(constchar*,constgameplay::Rectangle& ,unsignedint,gameplay::Rectangle*,gameplay::Font::Justify,bool,bool)
create(constchar*)4829gameplay.Theme.create(constchar*)
getInterpolationType(constchar*)4802gameplay.Curve.getInterpolationType(constchar*)
addLOD(float*,unsignedint,unsignedint,unsignedint,unsignedint ,unsignedint,unsignedint,float,float,unsignedint,float)4724gameplay.TerrainPatch.addLOD(float*,unsignedint,unsignedint ,unsignedint,unsignedint,unsignedint,unsignedint,float,float ,unsignedint,float)
create(gameplay::Node*,gameplay::Properties*)4318gameplay.PhysicsCollisionShape+Definition.create(gameplay::Node* ,gameplay::Properties*)
keyEvent(Keyboard::KeyEvent,int)3803RacerGame.keyEvent(Keyboard::KeyEvent,int)
readProperties(gameplay::Stream*)3529gameplay.Properties.readProperties(gameplay::Stream*)
parseNode(gameplay::Properties*,gameplay::SceneLoader::SceneNode* ,conststd::string&)3527gameplay.SceneLoader.parseNode(gameplay::Properties* ,gameplay::SceneLoader::SceneNode*,conststd::string&)
keyEvent(Keyboard::KeyEvent,int)3307gameplay.TextBox.keyEvent(Keyboard::KeyEvent,int)
initialize(constchar*,Theme::Style*,gameplay::Properties*)3214gameplay.Control.initialize(constchar*,Theme::Style* ,gameplay::Properties*)
create(constchar*,gameplay::Properties*)32015gameplay.Terrain.create(constchar*,gameplay::Properties*)
applyNodeProperty(gameplay::SceneLoader::SceneNode&,gameplay::Node* ,constgameplay::Properties* ,constgameplay::SceneLoader::SceneNodeProperty&)31010gameplay.SceneLoader.applyNodeProperty (gameplay::SceneLoader::SceneNode&,gameplay::Node* ,constgameplay::Properties* ,constgameplay::SceneLoader::SceneNodeProperty&)
pointerEventInternal(bool,int,int,int,int)2929gameplay.Form.pointerEventInternal(bool,int,int,int,int)
drawText(constchar*,constgameplay::Rectangle&,constgameplay::Vector4& ,unsignedint,gameplay::Font::Justify,bool,bool ,constgameplay::Rectangle&)2927gameplay.Font.drawText(constchar*,constgameplay::Rectangle& ,constgameplay::Vector4&,unsignedint,gameplay::Font::Justify,bool,bool ,constgameplay::Rectangle&)
loadFont(constchar*)28240gameplay.Bundle.loadFont(constchar*)
keyEvent(Keyboard::KeyEvent,int)2803CharacterGame.keyEvent(Keyboard::KeyEvent,int)
applyNodeUrls(gameplay::SceneLoader::SceneNode&,gameplay::Node*)27215gameplay.SceneLoader.applyNodeUrls(gameplay::SceneLoader::SceneNode& ,gameplay::Node*)
getIndexOrLocation(constchar*,constgameplay::Rectangle&,unsignedint ,constgameplay::Vector2&,gameplay::Vector2*,constint ,gameplay::Font::Justify,bool,bool)2727gameplay.Font.getIndexOrLocation(constchar*,constgameplay::Rectangle& ,unsignedint,constgameplay::Vector2&,gameplay::Vector2*,constint ,gameplay::Font::Justify,bool,bool)
moveFocusDirectional(gameplay::Container::Direction)2713gameplay.Container.moveFocusDirectional(gameplay::Container::Direction )
getMeasurementInfo(constchar*,constgameplay::Rectangle&,unsignedint ,gameplay::Font::Justify,bool,bool,std::vector<int>*,int*,std::vector <unsignedint>*)2627gameplay.Font.getMeasurementInfo(constchar*,constgameplay::Rectangle& ,unsignedint,gameplay::Font::Justify,bool,bool,std::vector<int>*,int* ,std::vector<unsignedint>*)
loadRenderState(gameplay::RenderState*,gameplay::Properties*)2525gameplay.Material.loadRenderState(gameplay::RenderState* ,gameplay::Properties*)
moveFocusNextPrevious(gameplay::Container::Direction)2515gameplay.Container.moveFocusNextPrevious (gameplay::Container::Direction)
controlEvent(gameplay::Control*,gameplay::Control::Listener::EventType )2503FontSample.controlEvent(gameplay::Control* ,gameplay::Control::Listener::EventType)
executeFunctionHelper(int,constchar*,constchar*,va_list* ,gameplay::Script*)2427gameplay.ScriptController.executeFunctionHelper(int,constchar* ,constchar*,va_list*,gameplay::Script*)
drawText(constchar*,int,int,constgameplay::Vector4&,unsignedint,bool)2426gameplay.Font.drawText(constchar*,int,int,constgameplay::Vector4& ,unsignedint,bool)
controlEvent(gameplay::Control*,gameplay::Control::Listener::EventType )2404AudioSample.controlEvent(gameplay::Control* ,gameplay::Control::Listener::EventType)
update(float)2403CharacterGame.update(float)
create(gameplay::HeightField*,constgameplay::Vector3&,unsignedint ,unsignedint,float,constchar*,constchar*,gameplay::Properties*)2327gameplay.Terrain.create(gameplay::HeightField*,constgameplay::Vector3& ,unsignedint,unsignedint,float,constchar*,constchar* ,gameplay::Properties*)
createAnimation(constchar*,gameplay::Properties*)23115gameplay.AnimationTarget.createAnimation(constchar* ,gameplay::Properties*)
readNode(gameplay::Scene*,gameplay::Node*)2318gameplay.Bundle.readNode(gameplay::Scene*,gameplay::Node*)
loadPhysics(gameplay::Properties*)2316gameplay.SceneLoader.loadPhysics(gameplay::Properties*)
create(gameplay::Properties*)2306gameplay.Sprite.create(gameplay::Properties*)
controlEvent(gameplay::Control*,gameplay::Control::Listener::EventType )2304LightSample.controlEvent(gameplay::Control* ,gameplay::Control::Listener::EventType)
create(gameplay::Mesh*,constgameplay::VertexFormat&,void* ,gameplay::Effect*)2214gameplay.VertexAttributeBinding.create(gameplay::Mesh* ,constgameplay::VertexFormat&,void*,gameplay::Effect*)
update(float)2207RacerGame.update(float)
pollGamepad(gameplay::Gamepad*)2206gameplay.Form.pollGamepad(gameplay::Gamepad*)
readMeshData()21129gameplay.Bundle.readMeshData()
bindValue(gameplay::Node*,constchar*)2102gameplay.MaterialParameter.bindValue(gameplay::Node*,constchar*)
loadScene(constchar*)19112gameplay.Bundle.loadScene(constchar*)
create(constchar*,unsignedint,unsignedint,float,float)17211gameplay.HeightField.create(constchar*,unsignedint,unsignedint,float ,float)
createMesh(gameplay::Mesh*,constgameplay::Vector3&,bool)17114gameplay.PhysicsController.createMesh(gameplay::Mesh* ,constgameplay::Vector3&,bool)
create(gameplay::Node*,gameplay::Properties*,constchar*)17111gameplay.PhysicsRigidBody.create(gameplay::Node*,gameplay::Properties* ,constchar*)
bindNoRestore()1706gameplay.RenderState+StateBlock.bindNoRestore()
resolveJointReferences(gameplay::Scene*,gameplay::Node*)16410gameplay.Bundle.resolveJointReferences(gameplay::Scene* ,gameplay::Node*)
update(float)1627gameplay.ParticleEmitter.update(float)
create(gameplay::Properties*)16110gameplay.TileSet.create(gameplay::Properties*)
loadInternal(constchar*)1619gameplay.SceneLoader.loadInternal(constchar*)
mouseEventScroll(Mouse::MouseEvent,int,int,int)1606gameplay.Container.mouseEventScroll(Mouse::MouseEvent,int,int,int)
setMaterial(gameplay::Material*,int)1548gameplay.Model.setMaterial(gameplay::Material*,int)
buildReferenceTables(gameplay::Properties*)1528gameplay.SceneLoader.buildReferenceTables(gameplay::Properties*)
handlePointerPressRelease(int*,int*,bool,unsignedint)1509gameplay.Form.handlePointerPressRelease(int*,int*,bool,unsignedint)
loadNode(constchar*,gameplay::Scene*)14321gameplay.Bundle.loadNode(constchar*,gameplay::Scene*)
create(gameplay::Properties*)1308gameplay.Light.create(gameplay::Properties*)
removeScriptCallback(constgameplay::ScriptTarget::Event*,constchar*)1226gameplay.ScriptTarget.removeScriptCallback (constgameplay::ScriptTarget::Event*,constchar*)
readModel(constchar*)1219gameplay.Bundle.readModel(constchar*)
update(float)1126gameplay.PhysicsController.update(float)
readCamera()11010gameplay.Bundle.readCamera()
readLight()1109gameplay.Bundle.readLight()
drawWireframe(gameplay::MeshPart*)1026gameplay.__Globals.drawWireframe(gameplay::MeshPart*)
create(constchar*)1019gameplay.Bundle.create(constchar*)
create(gameplay::Properties*)1006gameplay.Text.create(gameplay::Properties*)
create(constchar*)1006gameplay.Form.create(constchar*)
draw(bool)927gameplay.Model.draw(bool)
readMeshSkin()9117gameplay.Bundle.readMeshSkin()
create(gameplay::Node*,gameplay::Properties*)917gameplay.PhysicsCharacter.create(gameplay::Node*,gameplay::Properties* )
~Theme()847gameplay.Theme.~Theme()
resolveInheritance(constchar*)836gameplay.Properties.resolveInheritance(constchar*)
loadMesh(constchar*,constchar*)819gameplay.Bundle.loadMesh(constchar*,constchar*)
getNestedVariable(int*,constchar*,int)818gameplay.__Globals.getNestedVariable(int*,constchar*,int)
create(gameplay::Properties*,PassCallback,void*)817gameplay.Material.create(gameplay::Properties*,PassCallback,void*)
setCollisionObject(gameplay::Properties*)809gameplay.Node.setCollisionObject(gameplay::Properties*)
readAnimationChannelData(gameplay::Animation*,constchar* ,gameplay::AnimationTarget*,unsignedint)808gameplay.Bundle.readAnimationChannelData(gameplay::Animation* ,constchar*,gameplay::AnimationTarget*,unsignedint)
create(gameplay::Properties*)807gameplay.ParticleEmitter.create(gameplay::Properties*)
setCollisionObject(PhysicsCollisionObject::Type ,constPhysicsCollisionShape::Definition&,PhysicsRigidBody::Parameters* ,int,int)807gameplay.Node.setCollisionObject(PhysicsCollisionObject::Type ,constPhysicsCollisionShape::Definition&,PhysicsRigidBody::Parameters* ,int,int)
touchEvent(Touch::TouchEvent,int,int,unsignedint)806LightSample.touchEvent(Touch::TouchEvent,int,int,unsignedint)
touchEvent(Touch::TouchEvent,int,int,unsignedint)806TerrainSample.touchEvent(Touch::TouchEvent,int,int,unsignedint)
getPropertiesFromNamespacePath(gameplay::Properties*,conststd::vector <std::string>&)727gameplay.__Globals.getPropertiesFromNamespacePath (gameplay::Properties*,conststd::vector<std::string>&)
addListener(AnimationClip::Listener*,unsignedlong)716gameplay.AnimationClip.addListener(AnimationClip::Listener* ,unsignedlong)
~FrameBuffer()716gameplay.FrameBuffer.~FrameBuffer()
initialize()707GestureSample.initialize()
setActiveCamera(gameplay::Camera*)706gameplay.Scene.setActiveCamera(gameplay::Camera*)
drawWireframe(gameplay::Mesh*)626gameplay.__Globals.drawWireframe(gameplay::Mesh*)
getPath(constchar*,std::string*)616gameplay.Properties.getPath(constchar*,std::string*)
createFromFile(constchar*,constchar*,constchar*)607gameplay.Effect.createFromFile(constchar*,constchar*,constchar*)
removeSkin(gameplay::MeshSkin*)518gameplay.Joint.removeSkin(gameplay::MeshSkin*)
~Control()516gameplay.Control.~Control()
createFromSource(constchar*,constchar*,constchar*,constchar* ,constchar*)5012gameplay.Effect.createFromSource(constchar*,constchar*,constchar* ,constchar*,constchar*)
create(constchar*)506gameplay.Properties.create(constchar*)
setTag(constchar*,constchar*)506gameplay.Node.setTag(constchar*,constchar*)
loadHingeConstraint(constgameplay::Properties* ,gameplay::PhysicsRigidBody*,gameplay::PhysicsRigidBody*)506gameplay.SceneLoader.loadHingeConstraint(constgameplay::Properties* ,gameplay::PhysicsRigidBody*,gameplay::PhysicsRigidBody*)
~PhysicsRigidBody()416gameplay.PhysicsRigidBody.~PhysicsRigidBody()
finalize()107gameplay.PhysicsController.finalize()

Statistics

Stat   Cyclomatic Complexity (CC)   MaxNestedLoop   NestingDepth
Sum:1 97893753
Average:20.820.987.93
Minimum:102
Maximum:158440
Standard deviation:20.611.025.06
Variance:424.881.0325.65
warningCritical    Rule warning: Methods potentially poorly commented
• Rule Description:

This rule matches methods with less than 20% of comment lines and that have at least 20 lines of code. Such method might need to be more commented.

See the definitions of the Comments metric here: http://www.cppdepend.com/Metrics.aspx#PercentageComment http://www.cppdepend.com/Metrics.aspx#NbLinesOfComment


• How to Fix Violations:

Typically add more comment. But code commenting is subject to controversy. While poorly written and designed code would needs a lot of comment to be understood, clean code doesn't need that much comment, especially if variables and methods are properly named and convey enough information. Unit-Test code can also play the role of code commenting.

However, even when writing clean and well-tested code, one will have to write hacks at a point, usually to circumvent some API limitations or bugs. A hack is a non-trivial piece of code, that doesn't make sense at first glance, and that took time and web research to be found. In such situation comments must absolutely be used to express the intention, the need for the hacks and the source where the solution has been found.

162 methods matched

methodsPercentage Comment# lines of code (LOC)# lines of commentFull Name
overrideThemedProperties(gameplay::Properties*,unsignedchar)0290gameplay.Control.overrideThemedProperties(gameplay::Properties* ,unsignedchar)
lua_RegisterAllBindings()01330gameplay.__Globals.lua_RegisterAllBindings()
parseOffset(constchar*,Sprite::Offset*)0410gameplay.__Globals.parseOffset(constchar*,Sprite::Offset*)
cloneInto(gameplay::MaterialParameter*)0680gameplay.MaterialParameter.cloneInto(gameplay::MaterialParameter*)
lookUpSprites(constgameplay::Properties*,gameplay::Theme::ImageList** ,gameplay::Theme::ThemeImage**,gameplay::Theme::Skin**)0280gameplay.Theme.lookUpSprites(constgameplay::Properties* ,gameplay::Theme::ImageList**,gameplay::Theme::ThemeImage** ,gameplay::Theme::Skin**)
getButtonMappingFromString(constchar*)0360gameplay.Gamepad.getButtonMappingFromString(constchar*)
updateAbsoluteSizes()0210gameplay.JoystickControl.updateAbsoluteSizes()
keyEvent(Keyboard::KeyEvent,int)0500Audio3DSample.keyEvent(Keyboard::KeyEvent,int)
controlEvent(gameplay::Control*,gameplay::Control::Listener::EventType )0560AudioSample.controlEvent(gameplay::Control* ,gameplay::Control::Listener::EventType)
keyEvent(Keyboard::KeyEvent,int)0490BillboardSample.keyEvent(Keyboard::KeyEvent,int)
controlEvent(gameplay::Control*,gameplay::Control::Listener::EventType )0920FontSample.controlEvent(gameplay::Control* ,gameplay::Control::Listener::EventType)
controlEvent(gameplay::Control*,gameplay::Control::Listener::EventType )0230FormsSample.controlEvent(gameplay::Control* ,gameplay::Control::Listener::EventType)
getStringFromButtonMapping(Gamepad::ButtonMapping)0370GamepadSample.getStringFromButtonMapping(Gamepad::ButtonMapping)
LightSample()0310LightSample.LightSample()
controlEvent(gameplay::Control*,gameplay::Control::Listener::EventType )0460LightSample.controlEvent(gameplay::Control* ,gameplay::Control::Listener::EventType)
keyEvent(Keyboard::KeyEvent,int)0210SpriteSample.keyEvent(Keyboard::KeyEvent,int)
controlEvent(gameplay::Control*,gameplay::Control::Listener::EventType )0460TerrainSample.controlEvent(gameplay::Control* ,gameplay::Control::Listener::EventType)
keyEvent(Keyboard::KeyEvent,int)0250InputSample.keyEvent(Keyboard::KeyEvent,int)
keyEvent(Keyboard::KeyEvent,int)0390WaterSample.keyEvent(Keyboard::KeyEvent,int)
mouseEvent(Mouse::MouseEvent,int,int,int)0240WaterSample.mouseEvent(Mouse::MouseEvent,int,int,int)
bindNoRestore()1591gameplay.RenderState+StateBlock.bindNoRestore()
keyString(int)13174__Globals.keyString(int)
initialize()2461AudioSample.initialize()
controlEvent(gameplay::Control*,gameplay::Control::Listener::EventType )22086ParticlesSample.controlEvent(gameplay::Control* ,gameplay::Control::Listener::EventType)
drawWireframe(gameplay::MeshPart*)3261gameplay.__Globals.drawWireframe(gameplay::MeshPart*)
parseBlend(constchar*)3321gameplay.__Globals.parseBlend(constchar*)
restore(long)3582gameplay.RenderState+StateBlock.restore(long)
moveFocusDirectional(gameplay::Container::Direction)3602gameplay.Container.moveFocusDirectional(gameplay::Container::Direction )
initialize()3291GestureSample.initialize()
updateImageControl()3271ParticlesSample.updateImageControl()
keyEvent(Keyboard::KeyEvent,int)3261TerrainSample.keyEvent(Keyboard::KeyEvent,int)
keyEvent(Keyboard::KeyEvent,int)3743RacerGame.keyEvent(Keyboard::KeyEvent,int)
getTokenWidth(constchar*,unsignedint,unsignedint,float)4221gameplay.Font.getTokenWidth(constchar*,unsignedint,unsignedint,float)
getOverlay(Control::State)4241gameplay.Control.getOverlay(Control::State)
parseDepthFunc(constchar*)4221gameplay.__Globals.parseDepthFunc(constchar*)
parseStencilFunc(constchar*)4221gameplay.__Globals.parseStencilFunc(constchar*)
parseStencilOp(constchar*)4221gameplay.__Globals.parseStencilOp(constchar*)
setRegion(constgameplay::Rectangle&,float,float)4442gameplay.Theme+Skin.setRegion(constgameplay::Rectangle&,float,float)
parseNode(gameplay::Properties*,gameplay::SceneLoader::SceneNode* ,conststd::string&)4965gameplay.SceneLoader.parseNode(gameplay::Properties* ,gameplay::SceneLoader::SceneNode*,conststd::string&)
loadSpringConstraint(constgameplay::Properties* ,gameplay::PhysicsRigidBody*,gameplay::PhysicsRigidBody*)4432gameplay.SceneLoader.loadSpringConstraint(constgameplay::Properties* ,gameplay::PhysicsRigidBody*,gameplay::PhysicsRigidBody*)
resolveAutoBinding(constchar*,gameplay::Node* ,gameplay::MaterialParameter*)4221gameplay.TerrainAutoBindingResolver.resolveAutoBinding(constchar* ,gameplay::Node*,gameplay::MaterialParameter*)
touchEvent(Touch::TouchEvent,int,int,unsignedint)4211Audio3DSample.touchEvent(Touch::TouchEvent,int,int,unsignedint)
addSound(conststd::string&)4241Audio3DSample.addSound(conststd::string&)
touchEvent(Touch::TouchEvent,int,int,unsignedint)4211BillboardSample.touchEvent(Touch::TouchEvent,int,int,unsignedint)
touchEvent(Touch::TouchEvent,int,int,unsignedint)4221FormsSample.touchEvent(Touch::TouchEvent,int,int,unsignedint)
touchEvent(Touch::TouchEvent,int,int,unsignedint)4392LightSample.touchEvent(Touch::TouchEvent,int,int,unsignedint)
ParticlesSample()4663ParticlesSample.ParticlesSample()
touchEvent(Touch::TouchEvent,int,int,unsignedint)4241WaterSample.touchEvent(Touch::TouchEvent,int,int,unsignedint)
keyEvent(Keyboard::KeyEvent,int)4633CharacterGame.keyEvent(Keyboard::KeyEvent,int)
getInterpolationType(constchar*)5956gameplay.Curve.getInterpolationType(constchar*)
getAnimationPropertyValue(int,gameplay::AnimationValue*)5513gameplay.Transform.getAnimationPropertyValue(int ,gameplay::AnimationValue*)
setAnimationPropertyValue(int,gameplay::AnimationValue*,float)5533gameplay.Transform.setAnimationPropertyValue(int ,gameplay::AnimationValue*,float)
bind(gameplay::Effect*)5483gameplay.MaterialParameter.bind(gameplay::Effect*)
ParticleEmitter(unsignedint)5503gameplay.ParticleEmitter.ParticleEmitter(unsignedint)
render(float)5342GestureSample.render(float)
mouseEvent(Mouse::MouseEvent,int,int,int)5513ParticlesSample.mouseEvent(Mouse::MouseEvent,int,int,int)
mouseEvent(Mouse::MouseEvent,int,int,int)5362InputSample.mouseEvent(Mouse::MouseEvent,int,int,int)
luaRegister_lua_Global()676456gameplay.__Globals.luaRegister_lua_Global()
setCaretLocation(int,int)6282gameplay.TextBox.setCaretLocation(int,int)
loadGenericConstraint(constgameplay::Properties* ,gameplay::PhysicsRigidBody*,gameplay::PhysicsRigidBody*)6292gameplay.SceneLoader.loadGenericConstraint(constgameplay::Properties* ,gameplay::PhysicsRigidBody*,gameplay::PhysicsRigidBody*)
loadHingeConstraint(constgameplay::Properties* ,gameplay::PhysicsRigidBody*,gameplay::PhysicsRigidBody*)6302gameplay.SceneLoader.loadHingeConstraint(constgameplay::Properties* ,gameplay::PhysicsRigidBody*,gameplay::PhysicsRigidBody*)
computeLOD(gameplay::Camera*,constgameplay::BoundingBox&)6403gameplay.TerrainPatch.computeLOD(gameplay::Camera* ,constgameplay::BoundingBox&)
initialize()6302FontSample.initialize()
touchEvent(Touch::TouchEvent,int,int,unsignedint)6312TerrainSample.touchEvent(Touch::TouchEvent,int,int,unsignedint)
render(float)6282MeshPrimitiveSample.render(float)
createAnimation(constchar*,gameplay::Properties*)71049gameplay.AnimationTarget.createAnimation(constchar* ,gameplay::Properties*)
Container()7393gameplay.Container.Container()
createTriangleStripMesh()7242__Globals.createTriangleStripMesh()
update(float)7353BillboardSample.update(float)
keyEvent(Keyboard::KeyEvent,int)7383ParticlesSample.keyEvent(Keyboard::KeyEvent,int)
emitterChanged()7766ParticlesSample.emitterChanged()
getIndexOrLocation(constchar*,constgameplay::Rectangle&,unsignedint ,constgameplay::Vector2&,gameplay::Vector2*,constint ,gameplay::Font::Justify,bool,bool)812511gameplay.Font.getIndexOrLocation(constchar*,constgameplay::Rectangle& ,unsignedint,constgameplay::Vector2&,gameplay::Vector2*,constint ,gameplay::Font::Justify,bool,bool)
handleDelimiters(constchar**,constunsignedint,constint,constint,int* ,int*,unsignedint*,std::vector<int>::const_iterator*,std::vector<int >::const_iterator,unsignedint*,constgameplay::Vector2*,constint ,constint)8434gameplay.Font.handleDelimiters(constchar**,constunsignedint,constint ,constint,int*,int*,unsignedint*,std::vector<int>::const_iterator* ,std::vector<int>::const_iterator,unsignedint*,constgameplay::Vector2* ,constint,constint)
toString(gameplay::VertexFormat::Usage)8333gameplay.VertexFormat.toString(gameplay::VertexFormat::Usage)
readMeshData()8918gameplay.Bundle.readMeshData()
applyNodeProperty(gameplay::SceneLoader::SceneNode&,gameplay::Node* ,constgameplay::Properties* ,constgameplay::SceneLoader::SceneNodeProperty&)811311gameplay.SceneLoader.applyNodeProperty (gameplay::SceneLoader::SceneNode&,gameplay::Node* ,constgameplay::Properties* ,constgameplay::SceneLoader::SceneNodeProperty&)
loadBillboards()8222BillboardSample.loadBillboards()
update(float)8232WaterSample.update(float)
createChannel(gameplay::AnimationTarget*,int,unsignedint,unsignedint* ,float*,unsignedint)9283gameplay.Animation.createChannel(gameplay::AnimationTarget*,int ,unsignedint,unsignedint*,float*,unsignedint)
convertByValues(unsignedint,unsignedint,float*,float*)9293gameplay.AnimationTarget.convertByValues(unsignedint,unsignedint ,float*,float*)
getAnimationPropertyValue(int,gameplay::AnimationValue*)9384gameplay.MaterialParameter.getAnimationPropertyValue(int ,gameplay::AnimationValue*)
setAnimationPropertyValue(int,gameplay::AnimationValue*,float)9374gameplay.MaterialParameter.setAnimationPropertyValue(int ,gameplay::AnimationValue*,float)
clearValue()9384gameplay.MaterialParameter.clearValue()
create(constchar*)924025gameplay.Theme.create(constchar*)
update(float)9303Audio3DSample.update(float)
initialize()9374FormsSample.initialize()
update(float)9303FormsSample.update(float)
initialize()9798LightSample.initialize()
getMeasurementInfo(constchar*,constgameplay::Rectangle&,unsignedint ,gameplay::Font::Justify,bool,bool,std::vector<int>*,int*,std::vector <unsignedint>*)109611gameplay.Font.getMeasurementInfo(constchar*,constgameplay::Rectangle& ,unsignedint,gameplay::Font::Justify,bool,bool,std::vector<int>*,int* ,std::vector<unsignedint>*)
getAnimationPropertyValue(int,gameplay::AnimationValue*)10273gameplay.Control.getAnimationPropertyValue(int ,gameplay::AnimationValue*)
setAnimationPropertyValue(int,gameplay::AnimationValue*,float)10253gameplay.Control.setAnimationPropertyValue(int ,gameplay::AnimationValue*,float)
evaluate(float,float,float,float,float*)1033638gameplay.Curve.evaluate(float,float,float,float,float*)
createChannel(gameplay::AnimationTarget*,int,unsignedint,unsignedint* ,float*,float*,float*,unsignedint)10273gameplay.Animation.createChannel(gameplay::AnimationTarget*,int ,unsignedint,unsignedint*,float*,float*,float*,unsignedint)
AnimationClip(constchar*,gameplay::Animation*,unsignedlong ,unsignedlong)10273gameplay.AnimationClip.AnimationClip(constchar*,gameplay::Animation* ,unsignedlong,unsignedlong)
draw(gameplay::Form*,constgameplay::Rectangle&)10597gameplay.Container.draw(gameplay::Form*,constgameplay::Rectangle&)
create(gameplay::Node*,gameplay::Properties*)1012515gameplay.PhysicsCollisionShape+Definition.create(gameplay::Node* ,gameplay::Properties*)
initialize(constchar*,Theme::Style*,gameplay::Properties*)10263gameplay.JoystickControl.initialize(constchar*,Theme::Style* ,gameplay::Properties*)
initialize()1012715ParticlesSample.initialize()
render(float)10253PostProcessSample.render(float)
initialize()10415InputSample.initialize()

Statistics

Stat   Percentage Comment   # lines of code (LOC)   # lines of comment
Sum:1 4189 270967
Average:8.7557.225.97
Minimum:0210
Maximum:1976456
Standard deviation:5.7672.237.55
Variance:33.155 21756.94
warningCritical    Rule warning: Methods with too many parameters
• Rule Description:

This rule matches methods with more than 5 parameters. Such method might be painful to call and might degrade performance. See the definition of the NbParameters metric here: http://www.cppdepend.com/Metrics.aspx#NbParameters


• How to Fix Violations:

More properties/fields can be added to the declaring type to handle numerous states. An alternative is to provide a class or a structure dedicated to handle arguments passing.

83 methods matched

methods# ParametersFull Name
Matrix(float,float,float,float,float,float,float,float,float,float ,float,float,float,float,float,float)16gameplay.Matrix.Matrix(float,float,float,float,float,float,float,float ,float,float,float,float,float,float,float,float)
set(float,float,float,float,float,float,float,float,float,float,float ,float,float,float,float,float)16gameplay.Matrix.set(float,float,float,float,float,float,float,float ,float,float,float,float,float,float,float,float)
create(gameplay::Terrain*,unsignedint,unsignedint,unsignedint,float* ,unsignedint,unsignedint,unsignedint,unsignedint,unsignedint ,unsignedint,float,float,unsignedint,float)15gameplay.TerrainPatch.create(gameplay::Terrain*,unsignedint ,unsignedint,unsignedint,float*,unsignedint,unsignedint,unsignedint ,unsignedint,unsignedint,unsignedint,float,float,unsignedint,float)
draw(float,float,float,float,float,float,float,float,float ,constgameplay::Vector4&,constgameplay::Vector2&,float,bool)13gameplay.SpriteBatch.draw(float,float,float,float,float,float,float ,float,float,constgameplay::Vector4&,constgameplay::Vector2&,float ,bool)
handleDelimiters(constchar**,constunsignedint,constint,constint,int* ,int*,unsignedint*,std::vector<int>::const_iterator*,std::vector<int >::const_iterator,unsignedint*,constgameplay::Vector2*,constint ,constint)13gameplay.Font.handleDelimiters(constchar**,constunsignedint,constint ,constint,int*,int*,unsignedint*,std::vector<int>::const_iterator* ,std::vector<int>::const_iterator,unsignedint*,constgameplay::Vector2* ,constint,constint)
slerp(float,float,float,float,float,float,float,float,float,float* ,float*,float*,float*)13gameplay.Quaternion.slerp(float,float,float,float,float,float,float ,float,float,float*,float*,float*,float*)
draw(constgameplay::Vector3&,constgameplay::Vector3& ,constgameplay::Vector3&,float,float,float,float,float,float ,constgameplay::Vector4&,constgameplay::Vector2&,float)12gameplay.SpriteBatch.draw(constgameplay::Vector3& ,constgameplay::Vector3&,constgameplay::Vector3&,float,float,float ,float,float,float,constgameplay::Vector4&,constgameplay::Vector2& ,float)
draw(constgameplay::Vector3&,float,float,float,float,float,float ,constgameplay::Vector4&,constgameplay::Vector2&,float,bool)11gameplay.SpriteBatch.draw(constgameplay::Vector3&,float,float,float ,float,float,float,constgameplay::Vector4&,constgameplay::Vector2& ,float,bool)
draw(float,float,float,float,float,float,float,float,float ,constgameplay::Vector4&,constgameplay::Rectangle&)11gameplay.SpriteBatch.draw(float,float,float,float,float,float,float ,float,float,constgameplay::Vector4&,constgameplay::Rectangle&)
draw(float,float,float,float,float,float,float,float,float ,constgameplay::Vector4&,bool)11gameplay.SpriteBatch.draw(float,float,float,float,float,float,float ,float,float,constgameplay::Vector4&,bool)
addSprite(float,float,float,float,float,float,float,float ,constgameplay::Vector4&,constgameplay::Rectangle& ,SpriteBatch::SpriteVertex*)11gameplay.SpriteBatch.addSprite(float,float,float,float,float,float ,float,float,constgameplay::Vector4&,constgameplay::Rectangle& ,SpriteBatch::SpriteVertex*)
Style(gameplay::Theme*,constchar*,float,float,constTheme::Margin& ,constTheme::Padding&,gameplay::Theme::Style::Overlay* ,gameplay::Theme::Style::Overlay*,gameplay::Theme::Style::Overlay* ,gameplay::Theme::Style::Overlay*,gameplay::Theme::Style::Overlay*)11gameplay.Theme+Style.Style(gameplay::Theme*,constchar*,float,float ,constTheme::Margin&,constTheme::Padding& ,gameplay::Theme::Style::Overlay*,gameplay::Theme::Style::Overlay* ,gameplay::Theme::Style::Overlay*,gameplay::Theme::Style::Overlay* ,gameplay::Theme::Style::Overlay*)
addLOD(float*,unsignedint,unsignedint,unsignedint,unsignedint ,unsignedint,unsignedint,float,float,unsignedint,float)11gameplay.TerrainPatch.addLOD(float*,unsignedint,unsignedint ,unsignedint,unsignedint,unsignedint,unsignedint,float,float ,unsignedint,float)
draw(float,float,float,float,float,float,float,float ,constgameplay::Vector4&,constgameplay::Rectangle&)10gameplay.SpriteBatch.draw(float,float,float,float,float,float,float ,float,constgameplay::Vector4&,constgameplay::Rectangle&)
addSprite(float,float,float,float,float,float,float,float ,constgameplay::Vector4&,SpriteBatch::SpriteVertex*)10gameplay.SpriteBatch.addSprite(float,float,float,float,float,float ,float,float,constgameplay::Vector4&,SpriteBatch::SpriteVertex*)
createLookAt(float,float,float,float,float,float,float,float,float ,gameplay::Matrix*)10gameplay.Matrix.createLookAt(float,float,float,float,float,float,float ,float,float,gameplay::Matrix*)
bullet_new<T,T1,T2,T3,T4,T5,T6,T7,T8,T9>(constT1&,constT2&,constT3& ,constT4&,constT5&,constT6&,constT7&,constT8&,constT9&)9__Globals.bullet_new<T,T1,T2,T3,T4,T5,T6,T7,T8,T9>(constT1&,constT2& ,constT3&,constT4&,constT5&,constT6&,constT7&,constT8&,constT9&)
draw(float,float,float,float,float,float,float,float ,constgameplay::Vector4&)9gameplay.SpriteBatch.draw(float,float,float,float,float,float,float ,float,constgameplay::Vector4&)
clipSprite(constgameplay::Rectangle&,float&,float&,float&,float& ,float&,float&,float&,float&)9gameplay.SpriteBatch.clipSprite(constgameplay::Rectangle&,float& ,float&,float&,float&,float&,float&,float&,float&)
drawText(constchar*,int,int,float,float,float,float,unsignedint,bool)9gameplay.Font.drawText(constchar*,int,int,float,float,float,float ,unsignedint,bool)
getMeasurementInfo(constchar*,constgameplay::Rectangle&,unsignedint ,gameplay::Font::Justify,bool,bool,std::vector<int>*,int*,std::vector <unsignedint>*)9gameplay.Font.getMeasurementInfo(constchar*,constgameplay::Rectangle& ,unsignedint,gameplay::Font::Justify,bool,bool,std::vector<int>*,int* ,std::vector<unsignedint>*)
getIndexOrLocation(constchar*,constgameplay::Rectangle&,unsignedint ,constgameplay::Vector2&,gameplay::Vector2*,constint ,gameplay::Font::Justify,bool,bool)9gameplay.Font.getIndexOrLocation(constchar*,constgameplay::Rectangle& ,unsignedint,constgameplay::Vector2&,gameplay::Vector2*,constint ,gameplay::Font::Justify,bool,bool)
Animation(constchar*,gameplay::AnimationTarget*,int,unsignedint ,unsignedint*,float*,float*,float*,unsignedint)9gameplay.Animation.Animation(constchar*,gameplay::AnimationTarget*,int ,unsignedint,unsignedint*,float*,float*,float*,unsignedint)
Parameters(float,float,float,float,float,bool,constgameplay::Vector3& ,constgameplay::Vector3&,constgameplay::Vector3&)9gameplay.PhysicsRigidBody+Parameters.Parameters(float,float,float ,float,float,bool,constgameplay::Vector3&,constgameplay::Vector3& ,constgameplay::Vector3&)
addQuadModelAndNode(gameplay::Scene*,float,float,float,float,float ,float,float,float)9__Globals.addQuadModelAndNode(gameplay::Scene*,float,float,float,float ,float,float,float,float)
bezier(float,float,float,float,float,float,float,float)8__Globals.bezier(float,float,float,float,float,float,float,float)
bspline(float,float,float,float,float,float,float,float)8__Globals.bspline(float,float,float,float,float,float,float,float)
hermite(float,float,float,float,float,float,float,float)8__Globals.hermite(float,float,float,float,float,float,float,float)
hermiteSmooth(float,float,float,float,float,float,float,float)8__Globals.hermiteSmooth(float,float,float,float,float,float,float ,float)
drawText(constchar*,constgameplay::Rectangle&,constgameplay::Vector4& ,unsignedint,gameplay::Font::Justify,bool,bool ,constgameplay::Rectangle&)8gameplay.Font.drawText(constchar*,constgameplay::Rectangle& ,constgameplay::Vector4&,unsignedint,gameplay::Font::Justify,bool,bool ,constgameplay::Rectangle&)
getIndexAtLocation(constchar*,constgameplay::Rectangle&,unsignedint ,constgameplay::Vector2&,gameplay::Vector2*,gameplay::Font::Justify ,bool,bool)8gameplay.Font.getIndexAtLocation(constchar*,constgameplay::Rectangle& ,unsignedint,constgameplay::Vector2&,gameplay::Vector2* ,gameplay::Font::Justify,bool,bool)
getLocationAtIndex(constchar*,constgameplay::Rectangle&,unsignedint ,gameplay::Vector2*,constunsignedint,gameplay::Font::Justify,bool,bool )8gameplay.Font.getLocationAtIndex(constchar*,constgameplay::Rectangle& ,unsignedint,gameplay::Vector2*,constunsignedint ,gameplay::Font::Justify,bool,bool)
createChannel(gameplay::AnimationTarget*,int,unsignedint,unsignedint* ,float*,float*,float*,unsignedint)8gameplay.Animation.createChannel(gameplay::AnimationTarget*,int ,unsignedint,unsignedint*,float*,float*,float*,unsignedint)
createAnimation(constchar*,int,unsignedint,unsignedint*,float*,float* ,float*,Curve::InterpolationType)8gameplay.AnimationTarget.createAnimation(constchar*,int,unsignedint ,unsignedint*,float*,float*,float*,Curve::InterpolationType)
createQuad(float,float,float,float,float,float,float,float)8gameplay.Mesh.createQuad(float,float,float,float,float,float,float ,float)
readCompressedPVRTC(constchar*,gameplay::Stream*,int*,int*,int* ,unsignedint*,unsignedint*,int*)8gameplay.Texture.readCompressedPVRTC(constchar*,gameplay::Stream*,int* ,int*,int*,unsignedint*,unsignedint*,int*)
readCompressedPVRTCLegacy(constchar*,gameplay::Stream*,int*,int*,int* ,unsignedint*,unsignedint*,int*)8gameplay.Texture.readCompressedPVRTCLegacy(constchar* ,gameplay::Stream*,int*,int*,int*,unsignedint*,unsignedint*,int*)
create(gameplay::HeightField*,constgameplay::Vector3&,unsignedint ,unsignedint,float,constchar*,constchar*,gameplay::Properties*)8gameplay.Terrain.create(gameplay::HeightField*,constgameplay::Vector3& ,unsignedint,unsignedint,float,constchar*,constchar* ,gameplay::Properties*)
measureText(constchar*,constgameplay::Rectangle&,unsignedint ,gameplay::Rectangle*,gameplay::Font::Justify,bool,bool)7gameplay.Font.measureText(constchar*,constgameplay::Rectangle& ,unsignedint,gameplay::Rectangle*,gameplay::Font::Justify,bool,bool)
create(constchar*,gameplay::Font::Style,unsignedint ,gameplay::Font::Glyph*,int,gameplay::Texture*,Font::Format)7gameplay.Font.create(constchar*,gameplay::Font::Style,unsignedint ,gameplay::Font::Glyph*,int,gameplay::Texture*,Font::Format)
addLineInfo(constgameplay::Rectangle&,int,int,gameplay::Font::Justify ,std::vector<int>*,std::vector<unsignedint>*,bool)7gameplay.Font.addLineInfo(constgameplay::Rectangle&,int,int ,gameplay::Font::Justify,std::vector<int>*,std::vector<unsignedint>* ,bool)
createOrthographicOffCenter(float,float,float,float,float,float ,gameplay::Matrix*)7gameplay.Matrix.createOrthographicOffCenter(float,float,float,float ,float,float,gameplay::Matrix*)
Animation(constchar*,gameplay::AnimationTarget*,int,unsignedint ,unsignedint*,float*,unsignedint)7gameplay.Animation.Animation(constchar*,gameplay::AnimationTarget*,int ,unsignedint,unsignedint*,float*,unsignedint)
generateUVs(float,float,float,float,float,float,gameplay::Theme::UVs*)7gameplay.Theme.generateUVs(float,float,float,float,float,float ,gameplay::Theme::UVs*)
addSingleResult(int&,constint*,int,int,constint*,int,int)7gameplay.PhysicsController+CollisionCallback.addSingleResult(int& ,constint*,int,int,constint*,int,int)
clear(gameplay::Game::ClearFlags,float,float,float,float,float,int)7gameplay.Game.clear(gameplay::Game::ClearFlags,float,float,float,float ,float,int)
create(gameplay::HeightField*,constgameplay::Vector3&,unsignedint ,unsignedint,float,constchar*,constchar*)7gameplay.Terrain.create(gameplay::HeightField*,constgameplay::Vector3& ,unsignedint,unsignedint,float,constchar*,constchar*)
setLayer(int,constchar*,constgameplay::Vector2&,constchar*,int,int,int )7gameplay.Terrain.setLayer(int,constchar*,constgameplay::Vector2& ,constchar*,int,int,int)
addSingleResult(int&,constint*,int,int,constint*,int,int)7gameplay.CollidesWithCallback.addSingleResult(int&,constint*,int,int ,constint*,int,int)
clear(Game::ClearFlags,float,float,float,float,float,int)7Sample.clear(Game::ClearFlags,float,float,float,float,float,int)
create(constgameplay::VertexFormat&,Mesh::PrimitiveType,constchar* ,bool,unsignedint,unsignedint)6gameplay.MeshBatch.create(constgameplay::VertexFormat& ,Mesh::PrimitiveType,constchar*,bool,unsignedint,unsignedint)
create(constgameplay::VertexFormat&,Mesh::PrimitiveType ,gameplay::Material*,bool,unsignedint,unsignedint)6gameplay.MeshBatch.create(constgameplay::VertexFormat& ,Mesh::PrimitiveType,gameplay::Material*,bool,unsignedint,unsignedint)
MeshBatch(constgameplay::VertexFormat&,Mesh::PrimitiveType ,gameplay::Material*,bool,unsignedint,unsignedint)6gameplay.MeshBatch.MeshBatch(constgameplay::VertexFormat& ,Mesh::PrimitiveType,gameplay::Material*,bool,unsignedint,unsignedint)
draw(constgameplay::Vector3&,constgameplay::Rectangle& ,constgameplay::Vector2&,constgameplay::Vector4& ,constgameplay::Vector2&,float)6gameplay.SpriteBatch.draw(constgameplay::Vector3& ,constgameplay::Rectangle&,constgameplay::Vector2& ,constgameplay::Vector4&,constgameplay::Vector2&,float)
drawText(constchar*,int,int,constgameplay::Vector4&,unsignedint,bool)6gameplay.Font.drawText(constchar*,int,int,constgameplay::Vector4& ,unsignedint,bool)
squad(constgameplay::Quaternion&,constgameplay::Quaternion& ,constgameplay::Quaternion&,constgameplay::Quaternion&,float ,gameplay::Quaternion*)6gameplay.Quaternion.squad(constgameplay::Quaternion& ,constgameplay::Quaternion&,constgameplay::Quaternion& ,constgameplay::Quaternion&,float,gameplay::Quaternion*)
setPoint(unsignedint,float,float*,gameplay::Curve::InterpolationType ,float*,float*)6gameplay.Curve.setPoint(unsignedint,float,float* ,gameplay::Curve::InterpolationType,float*,float*)
interpolateBSpline(float,gameplay::Curve::Point* ,gameplay::Curve::Point*,gameplay::Curve::Point* ,gameplay::Curve::Point*,float*)6gameplay.Curve.interpolateBSpline(float,gameplay::Curve::Point* ,gameplay::Curve::Point*,gameplay::Curve::Point* ,gameplay::Curve::Point*,float*)
createChannel(gameplay::AnimationTarget*,int,unsignedint,unsignedint* ,float*,unsignedint)6gameplay.Animation.createChannel(gameplay::AnimationTarget*,int ,unsignedint,unsignedint*,float*,unsignedint)
createAnimation(constchar*,int,unsignedint,unsignedint*,float* ,Curve::InterpolationType)6gameplay.AnimationTarget.createAnimation(constchar*,int,unsignedint ,unsignedint*,float*,Curve::InterpolationType)
createAnimationFromTo(constchar*,int,float*,float* ,Curve::InterpolationType,unsignedlong)6gameplay.AnimationTarget.createAnimationFromTo(constchar*,int,float* ,float*,Curve::InterpolationType,unsignedlong)
createAnimationFromBy(constchar*,int,float*,float* ,Curve::InterpolationType,unsignedlong)6gameplay.AnimationTarget.createAnimationFromBy(constchar*,int,float* ,float*,Curve::InterpolationType,unsignedlong)
Ray(float,float,float,float,float,float)6gameplay.Ray.Ray(float,float,float,float,float,float)
BoundingBox(float,float,float,float,float,float)6gameplay.BoundingBox.BoundingBox(float,float,float,float,float,float)
set(float,float,float,float,float,float)6gameplay.BoundingBox.set(float,float,float,float,float,float)
create(gameplay::Texture::Format,unsignedint,unsignedint ,constunsignedchar*,bool,gameplay::Texture::Type)6gameplay.Texture.create(gameplay::Texture::Format,unsignedint ,unsignedint,constunsignedchar*,bool,gameplay::Texture::Type)
setVertexAttribPointer(int,int,int,int,int,void*)6gameplay.VertexAttributeBinding.setVertexAttribPointer(int,int,int,int ,int,void*)
create(constchar*,float,float,constgameplay::Rectangle&,unsignedint ,gameplay::Effect*)6gameplay.Sprite.create(constchar*,float,float ,constgameplay::Rectangle&,unsignedint,gameplay::Effect*)
create(constchar*,float,float,constgameplay::Rectangle& ,constTheme::Border&,constgameplay::Vector4&)6gameplay.Theme+Skin.create(constchar*,float,float ,constgameplay::Rectangle&,constTheme::Border&,constgameplay::Vector4& )
createSpot(float,float,float,float,float,float)6gameplay.Light.createSpot(float,float,float,float,float,float)
PhysicsGenericConstraint(gameplay::PhysicsRigidBody* ,constgameplay::Quaternion&,constgameplay::Vector3& ,gameplay::PhysicsRigidBody*,constgameplay::Quaternion& ,constgameplay::Vector3&)6gameplay.PhysicsGenericConstraint.PhysicsGenericConstraint (gameplay::PhysicsRigidBody*,constgameplay::Quaternion& ,constgameplay::Vector3&,gameplay::PhysicsRigidBody* ,constgameplay::Quaternion&,constgameplay::Vector3&)
PhysicsHingeConstraint(gameplay::PhysicsRigidBody* ,constgameplay::Quaternion&,constgameplay::Vector3& ,gameplay::PhysicsRigidBody*,constgameplay::Quaternion& ,constgameplay::Vector3&)6gameplay.PhysicsHingeConstraint.PhysicsHingeConstraint (gameplay::PhysicsRigidBody*,constgameplay::Quaternion& ,constgameplay::Vector3&,gameplay::PhysicsRigidBody* ,constgameplay::Quaternion&,constgameplay::Vector3&)
PhysicsSpringConstraint(gameplay::PhysicsRigidBody* ,constgameplay::Quaternion&,constgameplay::Vector3& ,gameplay::PhysicsRigidBody*,constgameplay::Quaternion& ,constgameplay::Vector3&)6gameplay.PhysicsSpringConstraint.PhysicsSpringConstraint (gameplay::PhysicsRigidBody*,constgameplay::Quaternion& ,constgameplay::Vector3&,gameplay::PhysicsRigidBody* ,constgameplay::Quaternion&,constgameplay::Vector3&)
createGenericConstraint(gameplay::PhysicsRigidBody* ,constgameplay::Quaternion&,constgameplay::Vector3& ,gameplay::PhysicsRigidBody*,constgameplay::Quaternion& ,constgameplay::Vector3&)6gameplay.PhysicsController.createGenericConstraint (gameplay::PhysicsRigidBody*,constgameplay::Quaternion& ,constgameplay::Vector3&,gameplay::PhysicsRigidBody* ,constgameplay::Quaternion&,constgameplay::Vector3&)
createHingeConstraint(gameplay::PhysicsRigidBody* ,constgameplay::Quaternion&,constgameplay::Vector3& ,gameplay::PhysicsRigidBody*,constgameplay::Quaternion& ,constgameplay::Vector3&)6gameplay.PhysicsController.createHingeConstraint (gameplay::PhysicsRigidBody*,constgameplay::Quaternion& ,constgameplay::Vector3&,gameplay::PhysicsRigidBody* ,constgameplay::Quaternion&,constgameplay::Vector3&)
createSpringConstraint(gameplay::PhysicsRigidBody* ,constgameplay::Quaternion&,constgameplay::Vector3& ,gameplay::PhysicsRigidBody*,constgameplay::Quaternion& ,constgameplay::Vector3&)6gameplay.PhysicsController.createSpringConstraint (gameplay::PhysicsRigidBody*,constgameplay::Quaternion& ,constgameplay::Vector3&,gameplay::PhysicsRigidBody* ,constgameplay::Quaternion&,constgameplay::Vector3&)
setOrientation(float,float,float,float,float,float)6gameplay.AudioListener.setOrientation(float,float,float,float,float ,float)
getSensorValues(float*,float*,float*,float*,float*,float*)6gameplay.Game.getSensorValues(float*,float*,float*,float*,float* ,float*)
getSensorValues(float*,float*,float*,float*,float*,float*)6gameplay.Platform.getSensorValues(float*,float*,float*,float*,float* ,float*)
registerClass(constchar*,constint*,int,int,constint*,conststd::vector <std::string>&)6gameplay.ScriptUtil.registerClass(constchar*,constint*,int,int ,constint*,conststd::vector<std::string>&)
transformVector4(constfloat*,float,float,float,float,float*)6gameplay.MathUtil.transformVector4(constfloat*,float,float,float,float ,float*)
create(gameplay::Mesh*,unsignedint,Mesh::PrimitiveType ,Mesh::IndexFormat,unsignedint,bool)6gameplay.MeshPart.create(gameplay::Mesh*,unsignedint ,Mesh::PrimitiveType,Mesh::IndexFormat,unsignedint,bool)
getSensorValues(float*,float*,float*,float*,float*,float*)6Sample.getSensorValues(float*,float*,float*,float*,float*,float*)

Statistics

Stat   # Parameters
Sum:661
Average:7.96
Minimum:6
Maximum:16
Standard deviation:2.42
Variance:5.87
warningCritical    Rule warning: Methods with too many local variables
• Rule Description:

This rule matches methods with more than 15 variables.

Methods where NbVariables > 8 are hard to understand and maintain. Methods where NbVariables > 15 are extremely complex and must be refactored.

See the definition of the Nbvariables metric here: http://www.cppdepend.com/Metrics.aspx#Nbvariables


• How to Fix Violations:

To refactor such method and increase code quality and maintainability, certainly you'll have to split the method into several smaller methods or even create one or several classes to implement the logic.

During this process it is important to question the scope of each variable local to the method. This can be an indication if such local variable will become an instance field of the newly created class(es).

34 methods matched

methods# VariablesFull Name
luaRegister_lua_Global()56gameplay.__Globals.luaRegister_lua_Global()
create(constchar*)52gameplay.Theme.create(constchar*)
create(gameplay::Properties*)40gameplay.ParticleEmitter.create(gameplay::Properties*)
addLOD(float*,unsignedint,unsignedint,unsignedint,unsignedint ,unsignedint,unsignedint,float,float,unsignedint,float)38gameplay.TerrainPatch.addLOD(float*,unsignedint,unsignedint ,unsignedint,unsignedint,unsignedint,unsignedint,float,float ,unsignedint,float)
measureText(constchar*,constgameplay::Rectangle&,unsignedint ,gameplay::Rectangle*,gameplay::Font::Justify,bool,bool)36gameplay.Font.measureText(constchar*,constgameplay::Rectangle& ,unsignedint,gameplay::Rectangle*,gameplay::Font::Justify,bool,bool)
controlEvent(gameplay::Control*,gameplay::Control::Listener::EventType )36ParticlesSample.controlEvent(gameplay::Control* ,gameplay::Control::Listener::EventType)
create(gameplay::HeightField*,constgameplay::Vector3&,unsignedint ,unsignedint,float,constchar*,constchar*,gameplay::Properties*)33gameplay.Terrain.create(gameplay::HeightField*,constgameplay::Vector3& ,unsignedint,unsignedint,float,constchar*,constchar* ,gameplay::Properties*)
getIndexOrLocation(constchar*,constgameplay::Rectangle&,unsignedint ,constgameplay::Vector2&,gameplay::Vector2*,constint ,gameplay::Font::Justify,bool,bool)27gameplay.Font.getIndexOrLocation(constchar*,constgameplay::Rectangle& ,unsignedint,constgameplay::Vector2&,gameplay::Vector2*,constint ,gameplay::Font::Justify,bool,bool)
createAnimation(constchar*,gameplay::Properties*)27gameplay.AnimationTarget.createAnimation(constchar* ,gameplay::Properties*)
draw(gameplay::Form*,constgameplay::Rectangle&)26gameplay.Container.draw(gameplay::Form*,constgameplay::Rectangle&)
drawText(constchar*,constgameplay::Rectangle&,constgameplay::Vector4& ,unsignedint,gameplay::Font::Justify,bool,bool ,constgameplay::Rectangle&)25gameplay.Font.drawText(constchar*,constgameplay::Rectangle& ,constgameplay::Vector4&,unsignedint,gameplay::Font::Justify,bool,bool ,constgameplay::Rectangle&)
applyNodeUrls(gameplay::SceneLoader::SceneNode&,gameplay::Node*)25gameplay.SceneLoader.applyNodeUrls(gameplay::SceneLoader::SceneNode& ,gameplay::Node*)
updateScroll()24gameplay.Container.updateScroll()
intersection(constgameplay::Plane&,constgameplay::Plane& ,constgameplay::Plane&,gameplay::Vector3*)23gameplay.Plane.intersection(constgameplay::Plane& ,constgameplay::Plane&,constgameplay::Plane&,gameplay::Vector3*)
create(constchar*,unsignedint,unsignedint,float,float)23gameplay.HeightField.create(constchar*,unsignedint,unsignedint,float ,float)
createMesh(gameplay::Mesh*,constgameplay::Vector3&,bool)23gameplay.PhysicsController.createMesh(gameplay::Mesh* ,constgameplay::Vector3&,bool)
render(float)21InputSample.render(float)
drawBorder(gameplay::Form*,constgameplay::Rectangle&)20gameplay.Control.drawBorder(gameplay::Form*,constgameplay::Rectangle&)
touchEventScroll(Touch::TouchEvent,int,int,unsignedint)20gameplay.Container.touchEventScroll(Touch::TouchEvent,int,int ,unsignedint)
drawImages(gameplay::Form*,constgameplay::Rectangle&)20gameplay.Slider.drawImages(gameplay::Form*,constgameplay::Rectangle&)
controlEvent(gameplay::Control*,gameplay::Control::Listener::EventType )20FontSample.controlEvent(gameplay::Control* ,gameplay::Control::Listener::EventType)
getMeasurementInfo(constchar*,constgameplay::Rectangle&,unsignedint ,gameplay::Font::Justify,bool,bool,std::vector<int>*,int*,std::vector <unsignedint>*)19gameplay.Font.getMeasurementInfo(constchar*,constgameplay::Rectangle& ,unsignedint,gameplay::Font::Justify,bool,bool,std::vector<int>*,int* ,std::vector<unsignedint>*)
intersects(constgameplay::Frustum&)19gameplay.Ray.intersects(constgameplay::Frustum&)
create(gameplay::Node*,gameplay::Properties*)19gameplay.PhysicsCollisionShape+Definition.create(gameplay::Node* ,gameplay::Properties*)
update(float)19CharacterGame.update(float)
slerp(float,float,float,float,float,float,float,float,float,float* ,float*,float*,float*)18gameplay.Quaternion.slerp(float,float,float,float,float,float,float ,float,float,float*,float*,float*,float*)
create(gameplay::Game*)18gameplay.Platform.create(gameplay::Game*)
loadFont(constchar*)18gameplay.Bundle.loadFont(constchar*)
applyNodeProperty(gameplay::SceneLoader::SceneNode&,gameplay::Node* ,constgameplay::Properties* ,constgameplay::SceneLoader::SceneNodeProperty&)18gameplay.SceneLoader.applyNodeProperty (gameplay::SceneLoader::SceneNode&,gameplay::Node* ,constgameplay::Properties* ,constgameplay::SceneLoader::SceneNodeProperty&)
create(constchar*,gameplay::Properties*)18gameplay.Terrain.create(constchar*,gameplay::Properties*)
createRotation(constgameplay::Vector3&,float,gameplay::Matrix*)16gameplay.Matrix.createRotation(constgameplay::Vector3&,float ,gameplay::Matrix*)
update(constgameplay::Container*)16gameplay.FlowLayout.update(constgameplay::Container*)
resolveJointReferences(gameplay::Scene*,gameplay::Node*)16gameplay.Bundle.resolveJointReferences(gameplay::Scene* ,gameplay::Node*)
update(float)16RacerGame.update(float)

Statistics

Stat   # Variables
Sum:845
Average:24.85
Minimum:16
Maximum:56
Standard deviation:9.76
Variance:95.3
warningCritical    Rule warning: Methods with too many overloads
• Rule Description:

Method overloading is the ability to create multiple methods of the same name with different implementations, and various set of parameters.

This rule matches sets of method with more than 6 overloads.

Such method set might be a problem to maintain and provokes higher coupling than necessary.

See the definition of the NbOverloads metric here http://www.cppdepend.com/Metrics.aspx#NbOverloads


• How to Fix Violations:

Typically the too many overloads phenomenon appears when an algorithm takes a various set of in-parameters. Each overload is presented as a facility to provide a various set of in-parameters.

The too many overloads phenomenon can also be a consequence of the usage of the visitor design pattern http://en.wikipedia.org/wiki/Visitor_pattern since a method named Visit() must be provided for each sub type. In such situation there is no need for fix.

212 methods matched

methods# OverloadsFull Name
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)
getInstance(int*)132gameplay.__Globals.getInstance(int*)

Statistics

Stat   # Overloads
Sum:18 600
Average:87.74
Minimum:7
Maximum:132
Standard deviation:56.92
Variance:3 239
warningCritical    Rule warning: Types with too many methods
• Rule Description:

This rule matches types with more than 20 methods. Such type might be hard to understand and maintain.

Notice that methods like constructors or property and event accessors are not taken account.

Having many methods for a type might be a symptom of too many responsibilities implemented.

Maybe you are facing the God Class phenomenon: A God Class is a class that controls way too many other classes in the system and has grown beyond all logic to become The Class That Does Everything.


• How to Fix Violations:

To refactor such type and increase code quality and maintainability, certainly you'll have to split the type into several smaller types that together, implement the same logic.

To refactor a God Class you'll need patience, and you might even need to recreate everything from scratch. Here are a few advices:

• Think before pulling out methods: What responsibility does it have? Can you isolate some subsets of methods that operate on the same subsets of fields?

• Try to maintain the interface of the god class at first and delegate calls to the new extracted classes. In the end the god class should be a pure facade without own logic. Then you can keep it for convenience or throw it away and start to use the new classes only.

• Unit Tests can help: write tests for each method before extracting it to ensure you don't break functionality.

54 types matched

typesInstanceMethodsStaticMethodsFull Name
Control127 methods4 methodsgameplay.Control
Transform88 methods4 methodsgameplay.Transform
Matrix66 methods24 methodsgameplay.Matrix
Game83 methods5 methodsgameplay.Game
ParticleEmitter76 methods5 methodsgameplay.ParticleEmitter
Node70 methods1 methodgameplay.Node
Container56 methods5 methodsgameplay.Container
Sample52 methods5 methodsSample
Platform2 methods49 methodsgameplay.Platform
ScriptController44 methods3 methodsgameplay.ScriptController
Vector333 methods12 methodsgameplay.Vector3
MaterialParameter44 methods0 methodgameplay.MaterialParameter
Bundle42 methods2 methodsgameplay.Bundle
Vector431 methods12 methodsgameplay.Vector4
Vector234 methods9 methodsgameplay.Vector2
Theme+Style+Overlay41 methods1 methodgameplay.Theme+Style+Overlay
PhysicsRigidBody41 methods1 methodgameplay.PhysicsRigidBody
Properties33 methods7 methodsgameplay.Properties
Form15 methods25 methodsgameplay.Form
PhysicsVehicleWheel39 methods1 methodgameplay.PhysicsVehicleWheel
PhysicsController37 methods2 methodsgameplay.PhysicsController
PhysicsVehicle38 methods1 methodgameplay.PhysicsVehicle
Camera35 methods3 methodsgameplay.Camera
AnimationClip37 methods0 methodgameplay.AnimationClip
Sprite33 methods3 methodsgameplay.Sprite
RenderState31 methods2 methodsgameplay.RenderState
Slider29 methods2 methodsgameplay.Slider
Scene28 methods3 methodsgameplay.Scene
Quaternion20 methods10 methodsgameplay.Quaternion
Font26 methods3 methodsgameplay.Font
Text27 methods2 methodsgameplay.Text
JoystickControl26 methods2 methodsgameplay.JoystickControl
PhysicsCharacter27 methods1 methodgameplay.PhysicsCharacter
ParticlesSample28 methods0 methodParticlesSample
SpriteBatch24 methods2 methodsgameplay.SpriteBatch
Curve23 methods3 methodsgameplay.Curve
Effect22 methods4 methodsgameplay.Effect
Gamepad17 methods9 methodsgameplay.Gamepad
SamplesGame24 methods2 methodsSamplesGame
CharacterGame26 methods0 methodCharacterGame
Light18 methods7 methodsgameplay.Light
AudioSource23 methods2 methodsgameplay.AudioSource
Mesh18 methods6 methodsgameplay.Mesh
FrameBuffer13 methods11 methodsgameplay.FrameBuffer
TextBox21 methods3 methodsgameplay.TextBox
AIMessage21 methods2 methodsgameplay.AIMessage
Animation23 methods0 methodgameplay.Animation
SceneLoader22 methods1 methodgameplay.SceneLoader
AnimationTarget22 methods0 methodgameplay.AnimationTarget
RenderState+StateBlock19 methods3 methodsgameplay.RenderState+StateBlock
Rectangle18 methods3 methodsgameplay.Rectangle
Texture12 methods9 methodsgameplay.Texture
ScriptUtil0 method21 methodsgameplay.ScriptUtil
RacerGame21 methods0 methodRacerGame

Statistics

Stat   InstanceMethods   StaticMethods
Sum:00
Average:00
Minimum:00
Maximum:00
Standard deviation:00
Variance:00
warningCritical    Rule warning: Types with too many fields
• Rule Description:

This rule matches types with more than 20 fields. Such type might be hard to understand and maintain.

Notice that constant fields and static-readonly fields are not counted. Enumerations types are not counted also.

Having many fields for a type might be a symptom of too many responsibilities implemented.


• How to Fix Violations:

To refactor such type and increase code quality and maintainability, certainly you'll have to group subsets of fields into smaller types and dispatch the logic implemented into the methods into these smaller types.

10 types matched

typesInstanceFieldsStaticFieldsFull Name
ParticlesSample68 fields0 fieldParticlesSample
ParticleEmitter49 fields0 fieldgameplay.ParticleEmitter
Container40 fields2 fieldsgameplay.Container
Control25 fields16 fieldsgameplay.Control
AnimationClip21 fields10 fieldsgameplay.AnimationClip
LightSample31 fields0 fieldLightSample
SpaceshipGame26 fields0 fieldSpaceshipGame
CharacterGame25 fields0 fieldCharacterGame
Game21 fields2 fieldsgameplay.Game
Transform6 fields16 fieldsgameplay.Transform

Statistics

Stat   InstanceFields   StaticFields
Sum:00
Average:00
Minimum:00
Maximum:00
Standard deviation:00
Variance:00
warningCritical    Rule warning: Types with poor cohesion
• Rule Description:

This rule is based on the LCOM code metric, LCOM stands for Lack Of Cohesion of Methods. See the definition of the LCOM metric here http://www.cppdepend.com/Metrics.aspx#LCOM

The LCOM metric measures the fact that most methods are using most fields. A class is considered utterly cohesive (which is positive) if all its methods use all its instance fields.

Only types with enough methods and fields are taken account to avoid bias. The LCOM takes its values in the range [0-1].

This rule matches types with LCOM higher than 0.8. Such value generally pinpoints a poorly cohesive class.

There are several LCOM metrics. The LCOM HS (HS stands for Henderson-Sellers) takes its values in the range [0-2]. A LCOM HS value higher than 1 should be considered alarming.


• How to Fix Violations:

To refactor a poorly cohesive type and increase code quality and maintainability, certainly you'll have to split the type into several smaller and more cohesive types that together, implement the same logic.

22 types matched

typesLack of Cohesion Of Methods (LCOM)LCOM Henderson-Sellers (LCOMHS)# Methods# FieldsFull Name
PhysicsController0.960.984118gameplay.PhysicsController
Control0.960.9613441gameplay.Control
PhysicsCharacter0.950.983016gameplay.PhysicsCharacter
ParticleEmitter0.940.958349gameplay.ParticleEmitter
Game0.940.959023gameplay.Game
Texture0.930.982314gameplay.Texture
Node0.930.957319gameplay.Node
Container0.930.946342gameplay.Container
PhysicsVehicle0.920.954218gameplay.PhysicsVehicle
AnimationClip0.880.94031gameplay.AnimationClip
Camera0.880.94115gameplay.Camera
Font0.860.893114gameplay.Font
CharacterGame0.850.892925CharacterGame
Gamepad0.850.882911gameplay.Gamepad
ParticlesSample0.850.883168ParticlesSample
JoystickControl0.840.873013gameplay.JoystickControl
Sprite0.830.863817gameplay.Sprite
Transform0.820.839622gameplay.Transform
Slider0.820.853315gameplay.Slider
Text0.810.843114gameplay.Text
RacerGame0.810.862417RacerGame
SpaceshipGame0.80.851926SpaceshipGame

Statistics

Stat   Lack of Cohesion Of Methods (LCOM)   LCOM Henderson-Sellers (LCOMHS)   # Methods   # Fields
Sum:19.3719.941 051528
Average:0.880.9147.7724
Minimum:0.80.831911
Maximum:0.960.9813468
Standard deviation:0.0540.04928.8713.89
Variance:0.00290.0024833.63192.91

150
Object Oriented Design  

warningCritical    Rule warning: Base class should not use derivatives
• Rule Description:

In Object-Oriented Programming, the open/closed principle states: software entities (components, classes, methods, etc.) should be open for extension, but closed for modification. http://en.wikipedia.org/wiki/Open/closed_principle

Hence a base class should be designed properly to make it easy to derive from, this is extension. But creating a new derived class, or modifying an existing one, shouldn't provoke any modification in the base class. And if a base class is using some derivative classes somehow, there are good chances that such modification will be needed.

Extending the base class is not anymore a simple operation, this is not good design.


• How to Fix Violations:

Understand the need for using derivatives, then imagine a new design, and then refactor.

Typically an algorithm in the base class needs to access something from derived classes. You can try to encapsulate this access behind an abstract or a virtual method.

If you see in the base class some conditions on typeof(DerivedClass) not only urgent refactoring is needed. Such condition can easily be replaced through an abstract or a virtual method.

Sometime you'll see a base class that creates instance of some derived classes. In such situation, certainly using the factory method pattern http://en.wikipedia.org/wiki/Factory_method_pattern or the abstract factory pattern http://en.wikipedia.org/wiki/Abstract_factory_pattern will improve the design.

4 types matched

typesderivedClassesUsedFull Name
Control2 typesgameplay.Control
AnimationTarget2 typesgameplay.AnimationTarget
RenderState1 typegameplay.RenderState
Container1 typegameplay.Container

Statistics

Stat   derivedClassesUsed
Sum:0
Average:0
Minimum:0
Maximum:0
Standard deviation:0
Variance:0
warningCritical    Rule warning: Constructor should not call a virtual methods
// <Name>Constructor should not call a virtual methods</Name>

// Returns constructor of a non-sealed type calling virtual methods.
// In such a situation, if a derived class overrides the method,
// then the override method will be called before the derived constructor.
// This makes the class fragile to derive from.
//
// Violations reported can be solved by re-designing object initialisation
// or by marking the parent class as sealed, if possible.

warnif count > 0
from t in Application.Types where 
   
t.IsClass &&
  
!t.IsGeneratedByCompiler

from ctor in t.Constructors 
let virtualMethodsCalled = from mCalled in ctor.MethodsCalled
                           
where mCalled.IsVirtual &&
                                
(mCalled.ParentType == t ||
                                 
t.DeriveFrom(mCalled.ParentType))
                           
select mCalled
where virtualMethodsCalled.Count() > 0

select new { ctor , 
             
virtualMethodsCalled, 
             
// If there is no derived type, it might be 
             // an opportunity to mark t as sealed.
             t.DerivedTypes }

1 methods matched

methodvirtualMethodsCalledDerivedTypesFull Name
Channel(gameplay::Animation*,gameplay::AnimationTarget*,int ,gameplay::Curve*,unsignedlong)1 method0 typegameplay.Animation+Channel.Channel(gameplay::Animation* ,gameplay::AnimationTarget*,int,gameplay::Curve*,unsignedlong)

Statistics

Stat   virtualMethodsCalled   DerivedTypes
Sum:00
Average:00
Minimum:00
Maximum:00
Standard deviation:00
Variance:00
warningCritical    Rule warning: Avoid the Singleton pattern
//<Name>Avoid the Singleton pattern</Name>
warnif count > 0
from t in Application.Types
where !t.IsStatic && !t.IsAbstract && (t.IsClass || t.IsStructure)

// All ctors of a singleton are private
where t.Constructors.Where(ctor => !ctor.IsPrivate).Count() == 0

// A singleton contains one static field of its parent type, to reference the unique instance
let staticFieldInstances = t.StaticFields.WithFieldType(t)
where staticFieldInstances.Count() == 1
select new { t, staticFieldInstance = staticFieldInstances.First() }

// The Singleton pattern consists in syntactically enforcing that a class 
// has just one unique instance.
// At first glance, this pattern looks appealing and it is widely used.
// However, we discourage you from using singleton classes because experience
// shows that singletons often result in less testable and less maintainable code.
// More details available in these discussions:
//  http://codebetter.com/patricksmacchia/2011/05/04/back-to-basics-usage-of-static-members/
//  http://adamschepis.com/blog/2011/05/02/im-adam-and-im-a-recovering-singleton-addict/

2 types matched

typesstaticFieldInstanceFull Name
AIState_emptygameplay.AIState
RenderState+StateBlock_defaultStategameplay.RenderState+StateBlock

Statistics

Stat   staticFieldInstance
Sum:0
Average:0
Minimum:0
Maximum:0
Standard deviation:0
Variance:0
warningCritical    Rule warning: Don't assign static fields from instance methods
• Rule Description:

Assigning static fields from instance methods leads to poorly maintainable and non-thread-safe code.

More discussion on the topic can be found here: http://codebetter.com/patricksmacchia/2011/05/04/back-to-basics-usage-of-static-members/


• How to Fix Violations:

If the static field is just assigned once in the program lifetime, make sure to declare it as readonly and assign it inline, or from the static constructor.

In Object-Oriented-Programming the natural artifact to hold states that can be modified is instance fields.

Hence to fix violations of this rule, make sure to hold assignable states through instance fields, not through static fields.

9 fields matched

fieldsassignedByFull Name
_empty2 methodsgameplay.AIState._empty
CLIP_IS_FADING_OUT_BIT1 methodgameplay.AnimationClip.CLIP_IS_FADING_OUT_BIT
INTERSECTS_NONE1 methodgameplay.Ray.INTERSECTS_NONE
_currentFrameBuffer1 methodgameplay.FrameBuffer._currentFrameBuffer
_pausedTimeLast1 methodgameplay.Game._pausedTimeLast
_categories1 methodSamplesGame._categories
_samples1 methodSamplesGame._samples
_quadModel1 methodPostProcessSample._quadModel
_compositorMaterial1 methodPostProcessSample._compositorMaterial

Statistics

Stat   assignedBy
Sum:0
Average:0
Minimum:0
Maximum:0
Standard deviation:0
Variance:0
warningCritical    Rule warning: Avoid Abstract Classes with too many methods
// <Name>Avoid Abstract Classes with too many methods</Name>
// An abstract class  should abstract a clear and well-defined concept.
// Such concept shoudln't be represented with too many methods and property getter.
warnif count > 0 from t in JustMyCode.Types where 
  
t.IsAbstract
let methodsAndGetters = t.Methods
where methodsAndGetters.Count() > 10
select new { t, methodsAndGetters }

4 types matched

typesmethodsAndGettersFull Name
ScriptTarget14 methodsgameplay.ScriptTarget
AnimationTarget22 methodsgameplay.AnimationTarget
PhysicsCollisionObject17 methodsgameplay.PhysicsCollisionObject
Sample57 methodsSample

Statistics

Stat   methodsAndGetters
Sum:0
Average:0
Minimum:0
Maximum:0
Standard deviation:0
Variance:0

110
Design  

warningCritical    Rule warning: Nested types should not be visible
// <Name>Nested types should not be visible</Name>
warnif count > 0 from t in JustMyCode.Types where 
  
t.IsNested && 
 
!t.IsGeneratedByCompiler &&
 
!t.IsPrivate 
select new { t, t.NbLinesOfCode, t.Visibility } 


// A nested type is a type declared within the 
// scope of another type. Nested types are useful 
// for encapsulating private implementation details 
// of the containing type. Used for this purpose, 
// nested types should not be externally visible. 
// Do not use externally visible nested types for 
// logical grouping or to avoid name collisions; 
// instead, use namespaces.

131 types matched

types# lines of code (LOC)VisibilityFull Name
SpriteBatch+SpriteVertex0Publicgameplay.SpriteBatch+SpriteVertex
Font+StyleN/APublicgameplay.Font+Style
Font+JustifyN/APublicgameplay.Font+Justify
Font+FormatN/APublicgameplay.Font+Format
Keyboard+KeyEventN/APublicgameplay.Keyboard+KeyEvent
Keyboard+KeyN/APublicgameplay.Keyboard+Key
Control+ScriptEvents1Publicgameplay.Control+ScriptEvents
Control+ScriptEvents+SCRIPT_EVENT_controlEvent1Publicgameplay.Control+ScriptEvents+SCRIPT_EVENT_controlEvent
Control+StateN/APublicgameplay.Control+State
Control+AlignmentN/APublicgameplay.Control+Alignment
Control+AutoSizeN/APublicgameplay.Control+AutoSize
Control+Listener0Publicgameplay.Control+Listener
Control+Listener+EventTypeN/APublicgameplay.Control+Listener+EventType
Logger+LevelN/APublicgameplay.Logger+Level
AIState+Listener0Publicgameplay.AIState+Listener
AIMessage+ParameterTypeN/APublicgameplay.AIMessage+ParameterType
AIMessage+Parameter+Anonymous0Publicgameplay.AIMessage+Parameter+Anonymous
AIAgent+Listener0Publicgameplay.AIAgent+Listener
Script+ScopeN/APublicgameplay.Script+Scope
ScriptTarget+Event2Publicgameplay.ScriptTarget+Event
ScriptTarget+EventRegistry16Publicgameplay.ScriptTarget+EventRegistry
ScriptTarget+RegistryEntry3Protectedgameplay.ScriptTarget+RegistryEntry
ScriptTarget+ScriptEntry3Protectedgameplay.ScriptTarget+ScriptEntry
ScriptTarget+CallbackFunction2Protectedgameplay.ScriptTarget+CallbackFunction
Curve+InterpolationTypeN/APublicgameplay.Curve+InterpolationType
Properties+TypeN/APublicgameplay.Properties+Type
AnimationClip+ScriptEvents1Publicgameplay.AnimationClip+ScriptEvents
AnimationClip+ScriptEvents+SCRIPT_EVENT_clipBegin1Publicgameplay.AnimationClip+ScriptEvents+SCRIPT_EVENT_clipBegin
AnimationClip+ScriptEvents+SCRIPT_EVENT_clipEnd1Publicgameplay.AnimationClip+ScriptEvents+SCRIPT_EVENT_clipEnd
AnimationClip+ScriptEvents+SCRIPT_EVENT_clipUpdate1Publicgameplay.AnimationClip+ScriptEvents+SCRIPT_EVENT_clipUpdate
AnimationClip+Listener0Publicgameplay.AnimationClip+Listener
AnimationClip+Listener+EventTypeN/APublicgameplay.AnimationClip+Listener+EventType
AnimationTarget+TargetTypeN/AProtectedgameplay.AnimationTarget+TargetType
Transform+ScriptEvents1Publicgameplay.Transform+ScriptEvents
Transform+ScriptEvents+SCRIPT_EVENT_transformChanged1Publicgameplay.Transform+ScriptEvents+SCRIPT_EVENT_transformChanged
Transform+Listener0Publicgameplay.Transform+Listener
Transform+TransformListener0Protectedgameplay.Transform+TransformListener
Transform+MatrixDirtyBitsN/AProtectedgameplay.Transform+MatrixDirtyBits
VertexFormat+UsageN/APublicgameplay.VertexFormat+Usage
VertexFormat+Element6Publicgameplay.VertexFormat+Element
Mesh+IndexFormatN/APublicgameplay.Mesh+IndexFormat
Mesh+PrimitiveTypeN/APublicgameplay.Mesh+PrimitiveType
RenderState+AutoBindingResolver4Publicgameplay.RenderState+AutoBindingResolver
RenderState+AutoBindingN/APublicgameplay.RenderState+AutoBinding
RenderState+BlendN/APublicgameplay.RenderState+Blend
RenderState+DepthFunctionN/APublicgameplay.RenderState+DepthFunction
RenderState+CullFaceSideN/APublicgameplay.RenderState+CullFaceSide
RenderState+FrontFaceN/APublicgameplay.RenderState+FrontFace
RenderState+StencilFunctionN/APublicgameplay.RenderState+StencilFunction
RenderState+StencilOperationN/APublicgameplay.RenderState+StencilOperation
RenderState+StateBlock268Publicgameplay.RenderState+StateBlock
Texture+FormatN/APublicgameplay.Texture+Format
Texture+FilterN/APublicgameplay.Texture+Filter
Texture+WrapN/APublicgameplay.Texture+Wrap
Texture+TypeN/APublicgameplay.Texture+Type
Texture+CubeFaceN/APublicgameplay.Texture+CubeFace
Texture+Sampler0Publicgameplay.Texture+Sampler
MaterialParameter+MethodValueBinding3Publicgameplay.MaterialParameter+MethodValueBinding
MaterialParameter+MethodArrayBinding4Publicgameplay.MaterialParameter+MethodArrayBinding
VertexAttributeBinding+VertexAttribute0Publicgameplay.VertexAttributeBinding+VertexAttribute
Sprite+OffsetN/APublicgameplay.Sprite+Offset
Sprite+FlipFlagsN/APublicgameplay.Sprite+FlipFlags
Sprite+BlendModeN/APublicgameplay.Sprite+BlendMode
Theme+UVs12Publicgameplay.Theme+UVs
Theme+SideRegions6Publicgameplay.Theme+SideRegions
Theme+ThemeImage21Publicgameplay.Theme+ThemeImage
Theme+Skin+SkinAreaN/APublicgameplay.Theme+Skin+SkinArea
Theme+Style37Publicgameplay.Theme+Style
Gamepad+GamepadEventN/APublicgameplay.Gamepad+GamepadEvent
Gamepad+ButtonMappingN/APublicgameplay.Gamepad+ButtonMapping
Layout+TypeN/APublicgameplay.Layout+Type
Container+ScrollN/APublicgameplay.Container+Scroll
Container+DirectionN/APublicgameplay.Container+Direction
DepthStencilTarget+FormatN/APublicgameplay.DepthStencilTarget+Format
Image+FormatN/APublicgameplay.Image+Format
ParticleEmitter+BlendModeN/APublicgameplay.ParticleEmitter+BlendMode
Camera+TypeN/APublicgameplay.Camera+Type
Camera+Listener0Publicgameplay.Camera+Listener
Light+TypeN/APublicgameplay.Light+Type
PhysicsCollisionShape+TypeN/APublicgameplay.PhysicsCollisionShape+Type
PhysicsCollisionShape+Definition159Publicgameplay.PhysicsCollisionShape+Definition
PhysicsCollisionObject+TypeN/APublicgameplay.PhysicsCollisionObject+Type
PhysicsCollisionObject+CollisionPair9Publicgameplay.PhysicsCollisionObject+CollisionPair
PhysicsCollisionObject+CollisionListener0Publicgameplay.PhysicsCollisionObject+CollisionListener
PhysicsCollisionObject+CollisionListener+EventTypeN/APublicgameplay.PhysicsCollisionObject+CollisionListener+EventType
PhysicsCollisionObject+ScriptListener18Protectedgameplay.PhysicsCollisionObject+ScriptListener
PhysicsCollisionObject+PhysicsMotionState8Publicgameplay.PhysicsCollisionObject+PhysicsMotionState
PhysicsRigidBody+Parameters18Publicgameplay.PhysicsRigidBody+Parameters
Node+ScriptEvents1Publicgameplay.Node+ScriptEvents
Node+ScriptEvents+SCRIPT_EVENT_update1Publicgameplay.Node+ScriptEvents+SCRIPT_EVENT_update
Node+ScriptEvents+SCRIPT_EVENT_messageReceived1Publicgameplay.Node+ScriptEvents+SCRIPT_EVENT_messageReceived
Node+ScriptEvents+SCRIPT_EVENT_stateEnter1Publicgameplay.Node+ScriptEvents+SCRIPT_EVENT_stateEnter
Node+ScriptEvents+SCRIPT_EVENT_stateExit1Publicgameplay.Node+ScriptEvents+SCRIPT_EVENT_stateExit
Node+ScriptEvents+SCRIPT_EVENT_stateUpdate1Publicgameplay.Node+ScriptEvents+SCRIPT_EVENT_stateUpdate
Node+TypeN/APublicgameplay.Node+Type
PhysicsController+ScriptEvents1Publicgameplay.PhysicsController+ScriptEvents
PhysicsController+ScriptEvents+SCRIPT_EVENT_statusEvent1Publicgameplay.PhysicsController+ScriptEvents+SCRIPT_EVENT_statusEvent
PhysicsController+Listener2Publicgameplay.PhysicsController+Listener
PhysicsController+Listener+EventTypeN/APublicgameplay.PhysicsController+Listener+EventType
PhysicsController+HitResult0Publicgameplay.PhysicsController+HitResult

Statistics

Stat   # lines of code (LOC)   Visibility
Sum:6800
Average:9.580
Minimum:00
Maximum:2680
Standard deviation:36.540
Variance:1 3350

510
Architecture and Layering  

warningCritical    Rule warning: Projects with poor cohesion (RelationalCohesion)
// <Name>Projects with poor cohesion (RelationalCohesion)</Name>
warnif count > 0 from a in Application.Projects where 
  
a.NbTypes > 20 && // Relational Cohesion metrics is relevant only if there are several types 
  (a.RelationalCohesion < 1.5 || 
   
a.RelationalCohesion > 4.0)
select new { a, a.NbTypes, a.RelationalCohesion }

// As classes inside an project should be strongly related, 
// the cohesion should be high. On the other hand, a value 
// which is too high may indicate over-coupling. A good range 
// for RelationalCohesion is 1.5 to 4.0.
// See the definition of the RelationalCohesion metric here 
// http://www.cppdepend.com/Metrics.aspx#RelationalCohesion

1 projects matched

project# TypesRelational cohesionFull Name
gameplay3026.1gameplay

Statistics

Stat   # Types   Relational cohesion
Sum:3026.1
Average:3026.1
Minimum:3026.1
Maximum:3026.1
Standard deviation:00
Variance:00

710
CppCheck Queries  

  • 7 validated Rule(s)
  • 1 Rule(s) violated
  • 0 Rules or Queries with Error (syntax error, exception thrown, time-out)
warningCritical    Rule warning: All CppCheck Violations
// <Name>All CppCheck Violations</Name>
warnif count>0          
from issue in Issues  where issue.ToolName=="CppCheck"
select new { issue,issue.FilePath,issue.BeginLine }

265 fields matched

fieldsFilePathBeginLineFull Name
Class 'Vector3' has a constructor with 1 argument that is not explicit .C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Vector3.h57CppCheck.style.style .Class 'Vector3' has a constructor with 1 argument that is not explici t.
Class 'Vector4' has a constructor with 1 argument that is not explicit .C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Vector4.h56CppCheck.style.style .Class 'Vector4' has a constructor with 1 argument that is not explici t.
Class 'Matrix' has a constructor with 1 argument that is not explicit.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Matrix.h97CppCheck.style.style .Class 'Matrix' has a constructor with 1 argument that is not explicit .
Class 'Vector2' has a constructor with 1 argument that is not explicit .C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Vector2.h44CppCheck.style.style .Class 'Vector2' has a constructor with 1 argument that is not explici t.
Class 'Properties' has a constructor with 1 argument that is not expli cit.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Properties.h531CppCheck.style.style .Class 'Properties' has a constructor with 1 argument that is not expl icit.
Class 'Animation' has a constructor with 1 argument that is not explic it.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Animation.h163CppCheck.style.style .Class 'Animation' has a constructor with 1 argument that is not expli cit.
Class 'AnimationValue' has a constructor with 1 argument that is not e xplicit.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\AnimationValue.h63CppCheck.style.style .Class 'AnimationValue' has a constructor with 1 argument that is not explicit.
Class 'MaterialParameter' has a constructor with 1 argument that is no t explicit.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\MaterialParameter.h354CppCheck.style.style .Class 'MaterialParameter' has a constructor with 1 argument that is n ot explicit.
Class 'MethodBinding' has a constructor with 1 argument that is not ex plicit.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\MaterialParameter.h382CppCheck.style.style .Class 'MethodBinding' has a constructor with 1 argument that is not e xplicit.
Class 'Quaternion' has a constructor with 1 argument that is not expli cit.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Quaternion.h85CppCheck.style.style .Class 'Quaternion' has a constructor with 1 argument that is not expl icit.
Class 'Quaternion' has a constructor with 1 argument that is not expli cit.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Quaternion.h92CppCheck.style.style .Class 'Quaternion' has a constructor with 1 argument that is not expl icit.
Class 'Frustum' has a constructor with 1 argument that is not explicit .C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Frustum.h42CppCheck.style.style .Class 'Frustum' has a constructor with 1 argument that is not explici t.
Class 'Mesh' has a constructor with 1 argument that is not explicit.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Mesh.h308CppCheck.style.style .Class 'Mesh' has a constructor with 1 argument that is not explicit.
Class 'Model' has a constructor with 1 argument that is not explicit.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Model.h154CppCheck.style.style .Class 'Model' has a constructor with 1 argument that is not explicit.
Class 'ImageList' has a constructor with 1 argument that is not explic it.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Theme.h257CppCheck.style.style .Class 'ImageList' has a constructor with 1 argument that is not expli cit.
Class 'Gamepad' has a constructor with 1 argument that is not explicit .C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Gamepad.h154CppCheck.style.style .Class 'Gamepad' has a constructor with 1 argument that is not explici t.
Class 'RenderTarget' has a constructor with 1 argument that is not exp licit.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\RenderTarget.h91CppCheck.style.style .Class 'RenderTarget' has a constructor with 1 argument that is not ex plicit.
Class 'ParticleEmitter' has a constructor with 1 argument that is not explicit.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\ParticleEmitter.h722CppCheck.style.style .Class 'ParticleEmitter' has a constructor with 1 argument that is not explicit.
Class 'Directional' has a constructor with 1 argument that is not expl icit.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Light.h243CppCheck.style.style .Class 'Directional' has a constructor with 1 argument that is not exp licit.
Class 'AIState' has a constructor with 1 argument that is not explicit .C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\AIState.h94CppCheck.style.style .Class 'AIState' has a constructor with 1 argument that is not explici t.
Class 'AIStateMachine' has a constructor with 1 argument that is not e xplicit.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\AIStateMachine.h116CppCheck.style.style .Class 'AIStateMachine' has a constructor with 1 argument that is not explicit.
Class 'Node' has a constructor with 1 argument that is not explicit.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Node.h615CppCheck.style.style .Class 'Node' has a constructor with 1 argument that is not explicit.
Class 'Platform' has a constructor with 1 argument that is not explici t.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Platform.h289CppCheck.style.style .Class 'Platform' has a constructor with 1 argument that is not explic it.
Class 'LuaArray' has a constructor with 1 argument that is not explici t.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\ScriptController.h896CppCheck.style.style .Class 'LuaArray' has a constructor with 1 argument that is not explic it.
Class 'LuaArray' has a constructor with 1 argument that is not explici t.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\ScriptController.h906CppCheck.style.style .Class 'LuaArray' has a constructor with 1 argument that is not explic it.
Class 'Bundle' has a constructor with 1 argument that is not explicit.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Bundle.h169CppCheck.style.style .Class 'Bundle' has a constructor with 1 argument that is not explicit .
Struct 'MeshData' has a constructor with 1 argument that is not explic it.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Bundle.h157CppCheck.style.style .Struct 'MeshData' has a constructor with 1 argument that is not expli cit.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsControllerHitResult.cpp106CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Class 'Joint' has a constructor with 1 argument that is not explicit.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Joint.h49CppCheck.style.style .Class 'Joint' has a constructor with 1 argument that is not explicit.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Matrix.cpp146CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Matrix.cpp2 769CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Matrix.cpp2 947CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_VertexFormatElement.cpp96CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp184CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp3 739CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp3 764CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp3 789CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Class 'PhysicsVehicleWheel' has a constructor with 1 argument that is not explicit.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PhysicsVehicleWheel.h274CppCheck.style.style .Class 'PhysicsVehicleWheel' has a constructor with 1 argument that is not explicit.
Class 'ActionInterface' has a constructor with 1 argument that is not explicit.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PhysicsCharacter.h250CppCheck.style.style .Class 'ActionInterface' has a constructor with 1 argument that is not explicit.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_BoundingSphere.cpp105CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_BoundingSphere.cpp599CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp120CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_RenderStateStateBlock.cpp777CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp247CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp404CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp564CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp687CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Frustum.cpp107CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Rectangle.cpp113CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Rectangle.cpp836CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Plane.cpp113CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Prefer prefix ++/-- operators for non-primitive types.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PhysicsController.cpp394CppCheck.performance.performance .Prefer prefix ++/-- operators for non-primitive types.
Prefer prefix ++/-- operators for non-primitive types.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PhysicsController.cpp405CppCheck.performance.performance .Prefer prefix ++/-- operators for non-primitive types.
Prefer prefix ++/-- operators for non-primitive types.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PhysicsController.cpp417CppCheck.performance.performance .Prefer prefix ++/-- operators for non-primitive types.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Vector3.cpp128CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Vector3.cpp1 363CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Vector3.cpp1 460CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Vector3.cpp1 497CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Vector3.cpp1 534CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Vector3.cpp1 571CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Vector2.cpp123CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Vector2.cpp1 257CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Vector2.cpp1 354CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Vector2.cpp1 391CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Vector2.cpp1 428CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Skipping configuration '_WIN32=1;_MSC_VER=1800;_UNICODE=1;UNICODE=1;WI N32=1;_DEBUG=1;_LIB=1;GP_USE_GAMEPAD=1;%(PreprocessorDefinitions )=1;_MT=1;GL_TEXTURE_WRAP_R' since the value of 'GL_TEXTURE_WRAP_R' is unknown. Use -D if you want to check it . You can use -U to skip it explicitly.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Texture.cpp1CppCheck.information.information .Skipping configuration '_WIN32=1;_MSC_VER=1800;_UNICODE=1;UNICODE=1;W IN32=1;_DEBUG=1;_LIB=1;GP_USE_GAMEPAD=1;%(PreprocessorDefinitions )=1;_MT=1;GL_TEXTURE_WRAP_R' since the value of 'GL_TEXTURE_WRAP_R' is unknown. Use -D if you want to check it . You can use -U to skip it explicitly.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShapeDefinition.cpp103CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_AIAgent.cpp444CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Quaternion.cpp117CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Quaternion.cpp889CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Quaternion.cpp1 198CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Effect.cpp1 121CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
The scope of the variable 'result' can be reduced.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\AudioBuffer.cpp489CppCheck.style.style.The scope of the variable 'result' can be reduced .
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_ThemeUVs.cpp107CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_ThemeUVs.cpp187CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_ThemeUVs.cpp224CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Skipping configuration '_WIN32=1;_MSC_VER=1800;_UNICODE=1;UNICODE=1;WI N32=1;_DEBUG=1;_LIB=1;GP_USE_GAMEPAD=1;%(PreprocessorDefinitions )=1;_MT=1;GL_MAX_COLOR_ATTACHMENTS' since the value of 'GL_MAX_COLOR_A TTACHMENTS' is unknown. Use -D if you want to check it . You can use -U to skip it explicitly.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\FrameBuffer.cpp1CppCheck.information.information .Skipping configuration '_WIN32=1;_MSC_VER=1800;_UNICODE=1;UNICODE=1;W IN32=1;_DEBUG=1;_LIB=1;GP_USE_GAMEPAD=1;%(PreprocessorDefinitions )=1;_MT=1;GL_MAX_COLOR_ATTACHMENTS' since the value of 'GL_MAX_COLOR_A TTACHMENTS' is unknown. Use -D if you want to check it . You can use -U to skip it explicitly.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Joint.cpp6 388CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Joint.cpp6 413CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Joint.cpp6 438CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_FileSystem.cpp173CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_FileSystem.cpp275CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Platform.cpp124CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_ScreenDisplayer.cpp98CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_ScreenDisplayer.cpp123CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Unused private function: 'BoundingSphere::contains'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\BoundingSphere.h168CppCheck.style.style .Unused private function: 'BoundingSphere::contains'
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Mesh.cpp1 489CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Scene.cpp954CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Scene.cpp1 019CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_FrameBuffer.cpp720CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_FrameBuffer.cpp845CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_FrameBuffer.cpp910CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_FrameBuffer.cpp984CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Form.cpp6 566CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Form.cpp6 732CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Form.cpp6 797CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Ray.cpp108CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsControllerHitFilter.cpp104CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Vector4.cpp126CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.
Consecutive return, break, continue , goto or throw statements are unnecessary.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Vector4.cpp1 217CppCheck.style.style.Consecutive return, break, continue , goto or throw statements are unnecessary.

Statistics

Stat   FilePath   BeginLine
Sum:0190 910
Average:0720.42
Minimum:01
Maximum:06 797
Standard deviation:01 299
Variance:01 688 784

490
Diagnostics Queries  

warningCritical    Rule warning: All diagnostics
// <Name>All diagnostics</Name> 
warnif count > 0
from issue in Issues  where issue.ToolName=="Clang"
select new { issue,issue.FilePath,issue.BeginLine }
        

3,166 fields matched

fieldsFilePathBeginLineFull Name
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsControllerHitResult.cpp57Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsControllerHitResult.cpp60Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsControllerHitResult.cpp91Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsControllerHitResult.cpp173Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsControllerHitResult.cpp217Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsControllerHitResult.cpp261Clang.diagnostic.diagnostic.use of old-style cast
declaration requires an exit-time destructorC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Font.cpp16Clang.diagnostic.diagnostic .declaration requires an exit-time destructor
declaration requires a global destructorC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Font.cpp16Clang.diagnostic.diagnostic.declaration requires a global destructor
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Matrix.cpp97Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Matrix.cpp100Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Matrix.cpp131Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Matrix.cpp157Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Matrix.cpp185Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Matrix.cpp276Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Matrix.cpp2 754Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Matrix.cpp2 932Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_VertexFormatElement.cpp47Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_VertexFormatElement.cpp50Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_VertexFormatElement.cpp81Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_VertexFormatElement.cpp111Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_VertexFormatElement.cpp195Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp135Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp138Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp169Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp198Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp246Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp288Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp407Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp539Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp573Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp626Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp687Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp756Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp824Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp918Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp948Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp1 079Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp1 150Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp1 221Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp1 292Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp1 361Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp1 407Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp1 478Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp1 588Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp1 766Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp1 812Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp2 023Clang.diagnostic.diagnostic.use of old-style cast
macro is not usedC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Animation.cpp11Clang.diagnostic.diagnostic.macro is not used
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_BoundingSphere.cpp56Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_BoundingSphere.cpp59Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_BoundingSphere.cpp90Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_BoundingSphere.cpp119Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_BoundingSphere.cpp157Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_BoundingSphere.cpp215Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_BoundingSphere.cpp584Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp71Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp74Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp105Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp131Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp166Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp205Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp248Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp295Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp346Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp404Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp469Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp541Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp628Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp672Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp803Clang.diagnostic.diagnostic.use of old-style cast
declaration requires an exit-time destructorC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Effect.cpp12Clang.diagnostic.diagnostic .declaration requires an exit-time destructor
declaration requires a global destructorC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Effect.cpp12Clang.diagnostic.diagnostic.declaration requires a global destructor
'const' type qualifier on return type has no effectC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Effect.cpp680Clang.diagnostic.diagnostic .'const' type qualifier on return type has no effect
macro is not usedC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Effect.cpp6Clang.diagnostic.diagnostic.macro is not used
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_RenderStateStateBlock.cpp73Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_RenderStateStateBlock.cpp76Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_RenderStateStateBlock.cpp762Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp64Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp67Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp171Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp232Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp261Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp302Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp347Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp389Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp419Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp461Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp507Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp549Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp578Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp631Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp672Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp698Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp736Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp778Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Frustum.cpp58Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Frustum.cpp61Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Frustum.cpp92Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Frustum.cpp121Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Frustum.cpp149Clang.diagnostic.diagnostic.use of old-style cast

Statistics

Stat   FilePath   BeginLine
Sum:02 337 232
Average:0738.23
Minimum:04
Maximum:06 824
Standard deviation:0936.3
Variance:0876 662
warningCritical    Rule warning: Cast issues
// <Name>Cast issues</Name>
warnif count > 0
from issue in Issues  where issue.ToolName=="Clang" && issue.Type.Contains("cast")
select new { issue,issue.FilePath,issue.BeginLine }
        

2,424 fields matched

fieldsFilePathBeginLineFull Name
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsControllerHitResult.cpp57Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsControllerHitResult.cpp60Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsControllerHitResult.cpp91Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsControllerHitResult.cpp173Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsControllerHitResult.cpp217Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsControllerHitResult.cpp261Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Matrix.cpp97Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Matrix.cpp100Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Matrix.cpp131Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Matrix.cpp157Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Matrix.cpp185Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Matrix.cpp276Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Matrix.cpp2 754Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Matrix.cpp2 932Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_VertexFormatElement.cpp47Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_VertexFormatElement.cpp50Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_VertexFormatElement.cpp81Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_VertexFormatElement.cpp111Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_VertexFormatElement.cpp195Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp135Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp138Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp169Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp198Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp246Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp288Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp407Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp539Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp573Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp626Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp687Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp756Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp824Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp918Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp948Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp1 079Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp1 150Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp1 221Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp1 292Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp1 361Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp1 407Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp1 478Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp1 588Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp1 766Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp1 812Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Transform.cpp2 023Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_BoundingSphere.cpp56Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_BoundingSphere.cpp59Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_BoundingSphere.cpp90Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_BoundingSphere.cpp119Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_BoundingSphere.cpp157Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_BoundingSphere.cpp215Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_BoundingSphere.cpp584Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp71Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp74Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp105Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp131Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp166Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp205Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp248Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp295Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp346Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp404Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp469Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp541Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp628Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp672Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsRigidBodyParameters.cpp803Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_RenderStateStateBlock.cpp73Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_RenderStateStateBlock.cpp76Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_RenderStateStateBlock.cpp762Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp64Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp67Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp171Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp232Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp261Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp302Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp347Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp389Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp419Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp461Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp507Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp549Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp578Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp631Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp672Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp698Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp736Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_PhysicsCollisionShape.cpp778Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Frustum.cpp58Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Frustum.cpp61Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Frustum.cpp92Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Frustum.cpp121Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Frustum.cpp149Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Frustum.cpp194Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Frustum.cpp280Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Frustum.cpp366Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Frustum.cpp452Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Frustum.cpp538Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Frustum.cpp582Clang.diagnostic.diagnostic.use of old-style cast
use of old-style castC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Rectangle.cpp64Clang.diagnostic.diagnostic.use of old-style cast

Statistics

Stat   FilePath   BeginLine
Sum:02 120 788
Average:0874.91
Minimum:04
Maximum:06 824
Standard deviation:01 013
Variance:01 028 014
warningCritical    Rule warning: Deprecated Usage
// <Name>Deprecated Usage</Name>
warnif count > 0
from issue in Issues  where issue.ToolName=="Clang" && issue.Type.Contains("deprecated")
select new { issue,issue.FilePath,issue.BeginLine }
        

59 fields matched

fieldsFilePathBeginLineFull Name
'vsprintf' is deprecated: This function or variable may be unsafe . Consider using vsprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PlatformWindows.cpp507Clang.diagnostic.diagnostic .'vsprintf' is deprecated: This function or variable may be unsafe . Consider using vsprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'strncpy' is deprecated: This function or variable may be unsafe . Consider using strncpy_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Properties.cpp123Clang.diagnostic.diagnostic .'strncpy' is deprecated: This function or variable may be unsafe . Consider using strncpy_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\RenderState.cpp775Clang.diagnostic.diagnostic .'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\RenderState.cpp789Clang.diagnostic.diagnostic .'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'vsnprintf' is deprecated: This function or variable may be unsafe . Consider using vsnprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Logger.cpp41Clang.diagnostic.diagnostic .'vsnprintf' is deprecated: This function or variable may be unsafe . Consider using vsnprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'strcpy' is deprecated: This function or variable may be unsafe . Consider using strcpy_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\AIMessage.cpp162Clang.diagnostic.diagnostic .'strcpy' is deprecated: This function or variable may be unsafe . Consider using strcpy_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\ScriptTarget.cpp172Clang.diagnostic.diagnostic .'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Properties.cpp804Clang.diagnostic.diagnostic .'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Properties.cpp823Clang.diagnostic.diagnostic .'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Properties.cpp842Clang.diagnostic.diagnostic .'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Properties.cpp863Clang.diagnostic.diagnostic .'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Properties.cpp1 123Clang.diagnostic.diagnostic .'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Properties.cpp1 145Clang.diagnostic.diagnostic .'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Properties.cpp1 167Clang.diagnostic.diagnostic .'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Properties.cpp1 189Clang.diagnostic.diagnostic .'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Properties.cpp1 214Clang.diagnostic.diagnostic .'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Properties.cpp1 246Clang.diagnostic.diagnostic .'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'strtok' is deprecated: This function or variable may be unsafe . Consider using strtok_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Properties.cpp190Clang.diagnostic.diagnostic .'strtok' is deprecated: This function or variable may be unsafe . Consider using strtok_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'strtok' is deprecated: This function or variable may be unsafe . Consider using strtok_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Properties.cpp201Clang.diagnostic.diagnostic .'strtok' is deprecated: This function or variable may be unsafe . Consider using strtok_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'strtok' is deprecated: This function or variable may be unsafe . Consider using strtok_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Properties.cpp242Clang.diagnostic.diagnostic .'strtok' is deprecated: This function or variable may be unsafe . Consider using strtok_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'strtok' is deprecated: This function or variable may be unsafe . Consider using strtok_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Properties.cpp256Clang.diagnostic.diagnostic .'strtok' is deprecated: This function or variable may be unsafe . Consider using strtok_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'strtok' is deprecated: This function or variable may be unsafe . Consider using strtok_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Properties.cpp262Clang.diagnostic.diagnostic .'strtok' is deprecated: This function or variable may be unsafe . Consider using strtok_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Animation.cpp270Clang.diagnostic.diagnostic .'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Animation.cpp279Clang.diagnostic.diagnostic .'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\AnimationTarget.cpp277Clang.diagnostic.diagnostic .'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'strcpy' is deprecated: This function or variable may be unsafe . Consider using strcpy_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Effect.cpp487Clang.diagnostic.diagnostic .'strcpy' is deprecated: This function or variable may be unsafe . Consider using strcpy_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'strtok' is deprecated: This function or variable may be unsafe . Consider using strtok_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Effect.cpp488Clang.diagnostic.diagnostic .'strtok' is deprecated: This function or variable may be unsafe . Consider using strtok_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
definition of implicit copy constructor for 'ThemeImage' is deprecated because it has a user-declared destructorC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Theme.cpp592Clang.diagnostic.diagnostic .definition of implicit copy constructor for 'ThemeImage' is deprecate d because it has a user-declared destructor
'fopen' is deprecated: This function or variable may be unsafe . Consider using fopen_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\FileSystem.cpp422Clang.diagnostic.diagnostic .'fopen' is deprecated: This function or variable may be unsafe . Consider using fopen_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'_splitpath' is deprecated: This function or variable may be unsafe . Consider using _splitpath_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\FileSystem.cpp546Clang.diagnostic.diagnostic .'_splitpath' is deprecated: This function or variable may be unsafe . Consider using _splitpath_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'strcpy' is deprecated: This function or variable may be unsafe . Consider using strcpy_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PlatformWindows.cpp1 408Clang.diagnostic.diagnostic .'strcpy' is deprecated: This function or variable may be unsafe . Consider using strcpy_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'strcpy' is deprecated: This function or variable may be unsafe . Consider using strcpy_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PlatformWindows.cpp1 409Clang.diagnostic.diagnostic .'strcpy' is deprecated: This function or variable may be unsafe . Consider using strcpy_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Slider.cpp116Clang.diagnostic.diagnostic .'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'fopen' is deprecated: This function or variable may be unsafe . Consider using fopen_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\FileSystem.cpp610Clang.diagnostic.diagnostic .'fopen' is deprecated: This function or variable may be unsafe . Consider using fopen_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\SceneLoader.cpp969Clang.diagnostic.diagnostic .'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\SceneLoader.cpp977Clang.diagnostic.diagnostic .'sscanf' is deprecated: This function or variable may be unsafe . Consider using sscanf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\Sample.cpp269Clang.diagnostic.diagnostic .'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\Audio3DSample.cpp329Clang.diagnostic.diagnostic .'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\FontSample.cpp102Clang.diagnostic.diagnostic .'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\FontSample.cpp223Clang.diagnostic.diagnostic .'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\FontSample.cpp232Clang.diagnostic.diagnostic .'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\GamepadSample.cpp33Clang.diagnostic.diagnostic .'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\GamepadSample.cpp39Clang.diagnostic.diagnostic .'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\GamepadSample.cpp48Clang.diagnostic.diagnostic .'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\GamepadSample.cpp53Clang.diagnostic.diagnostic .'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\ParticlesSample.cpp1 140Clang.diagnostic.diagnostic .'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\ParticlesSample.cpp288Clang.diagnostic.diagnostic .'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\ParticlesSample.cpp295Clang.diagnostic.diagnostic .'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\PostProcessSample.cpp221Clang.diagnostic.diagnostic .'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\TerrainSample.cpp149Clang.diagnostic.diagnostic .'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\InputSample.cpp150Clang.diagnostic.diagnostic .'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\InputSample.cpp158Clang.diagnostic.diagnostic .'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\InputSample.cpp170Clang.diagnostic.diagnostic .'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\InputSample.cpp221Clang.diagnostic.diagnostic .'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\MeshBatchSample.cpp77Clang.diagnostic.diagnostic .'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\spaceship\src\SpaceshipGame.cpp501Clang.diagnostic.diagnostic .'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\character\src\CharacterGame.cpp392Clang.diagnostic.diagnostic .'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\racer\src\RacerGame.cpp334Clang.diagnostic.diagnostic .'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.
'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\racer\src\RacerGame.cpp337Clang.diagnostic.diagnostic .'sprintf' is deprecated: This function or variable may be unsafe . Consider using sprintf_s instead. To disable deprecation , use _CRT_SECURE_NO_WARNINGS. See online help for details.

Statistics

Stat   FilePath   BeginLine
Sum:028 747
Average:0487.24
Minimum:033
Maximum:01 409
Standard deviation:0398.03
Variance:0158 424
warningCritical    Rule warning: Unused Symbols
// <Name>Unused Symbols</Name>
warnif count > 0
from issue in Issues  where issue.ToolName=="Clang" && issue.Type.Contains("unused")
select new { issue,issue.FilePath,issue.BeginLine }
        

203 fields matched

fieldsFilePathBeginLineFull Name
private field '_me' is not usedC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PhysicsVehicle.cpp40Clang.diagnostic.diagnostic.private field '_me' is not used
private field '_dynamicsWorld' is not usedC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PhysicsVehicle.cpp78Clang.diagnostic.diagnostic.private field '_dynamicsWorld' is not used
private field '_me' is not usedC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PhysicsVehicle.cpp79Clang.diagnostic.diagnostic.private field '_me' is not used
unused variable 'param1'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Effect.cpp347Clang.diagnostic.diagnostic.unused variable 'param1'
unused variable 'instance'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Effect.cpp349Clang.diagnostic.diagnostic.unused variable 'instance'
unused variable 'instance'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Mesh.cpp519Clang.diagnostic.diagnostic.unused variable 'instance'
unused variable 'instance'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_MeshPart.cpp86Clang.diagnostic.diagnostic.unused variable 'instance'
unused variable 'instance'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\lua\lua_Texture.cpp200Clang.diagnostic.diagnostic.unused variable 'instance'
unused parameter 'hInstance'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\gameplay-main-windows.cpp15Clang.diagnostic.diagnostic.unused parameter 'hInstance'
unused parameter 'size'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\MeshBatch.cpp46Clang.diagnostic.diagnostic.unused parameter 'size'
unused variable 'game'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Font.cpp201Clang.diagnostic.diagnostic.unused variable 'game'
unused parameter 'evt'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Control.cpp1 021Clang.diagnostic.diagnostic.unused parameter 'evt'
unused parameter 'evt'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Control.cpp1 026Clang.diagnostic.diagnostic.unused parameter 'evt'
unused parameter 'evt'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Control.cpp1 031Clang.diagnostic.diagnostic.unused parameter 'evt'
unused parameter 'gamepad'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Control.cpp1 038Clang.diagnostic.diagnostic.unused parameter 'gamepad'
unused parameter 'gamepad'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Control.cpp1 043Clang.diagnostic.diagnostic.unused parameter 'gamepad'
unused parameter 'gamepad'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Control.cpp1 048Clang.diagnostic.diagnostic.unused parameter 'gamepad'
unused parameter 'elapsedTime'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Control.cpp1 095Clang.diagnostic.diagnostic.unused parameter 'elapsedTime'
unused variable 'padding'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Control.cpp1 323Clang.diagnostic.diagnostic.unused variable 'padding'
unused parameter 'form'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Control.cpp1 396Clang.diagnostic.diagnostic.unused parameter 'form'
unused parameter 'form'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Control.cpp1 401Clang.diagnostic.diagnostic.unused parameter 'form'
unused parameter 'evt'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Control.cpp1 081Clang.diagnostic.diagnostic.unused parameter 'evt'
unused variable 'len'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Control.cpp1 865Clang.diagnostic.diagnostic.unused variable 'len'
unused parameter 'container'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\AbsoluteLayout.cpp39Clang.diagnostic.diagnostic.unused parameter 'container'
unused parameter 'copy'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Ref.cpp21Clang.diagnostic.diagnostic.unused parameter 'copy'
unused parameter 'agent'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\AIState.cpp70Clang.diagnostic.diagnostic.unused parameter 'agent'
unused parameter 'agent'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\AIState.cpp74Clang.diagnostic.diagnostic.unused parameter 'agent'
unused parameter 'agent'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\AIState.cpp78Clang.diagnostic.diagnostic.unused parameter 'agent'
unused parameter 'transform'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\MeshSkin.cpp219Clang.diagnostic.diagnostic.unused parameter 'transform'
unused parameter 'context'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\RenderState.cpp463Clang.diagnostic.diagnostic.unused parameter 'context'
unused parameter 'copy'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\RenderState.cpp509Clang.diagnostic.diagnostic.unused parameter 'copy'
unused parameter 'data'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Texture.cpp164Clang.diagnostic.diagnostic.unused parameter 'data'
unused variable 'textureWidthRatio'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Sprite.cpp434Clang.diagnostic.diagnostic.unused variable 'textureWidthRatio'
unused variable 'textureHeightRatio'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Sprite.cpp435Clang.diagnostic.diagnostic.unused variable 'textureHeightRatio'
unused variable 'width'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Sprite.cpp447Clang.diagnostic.diagnostic.unused variable 'width'
unused variable 'height'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Sprite.cpp448Clang.diagnostic.diagnostic.unused variable 'height'
unused parameter 'wireframe'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Sprite.cpp564Clang.diagnostic.diagnostic.unused parameter 'wireframe'
unused parameter 'sprite'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Sprite.cpp21Clang.diagnostic.diagnostic.unused parameter 'sprite'
unused parameter 'wireframe'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\TileSet.cpp217Clang.diagnostic.diagnostic.unused parameter 'wireframe'
unused parameter 'set'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\TileSet.cpp22Clang.diagnostic.diagnostic.unused parameter 'set'
unused parameter 'context'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\TileSet.cpp275Clang.diagnostic.diagnostic.unused parameter 'context'
unused parameter 'wireframe'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Text.cpp232Clang.diagnostic.diagnostic.unused parameter 'wireframe'
unused parameter 'text'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Text.cpp23Clang.diagnostic.diagnostic.unused parameter 'text'
unused parameter 'context'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Text.cpp213Clang.diagnostic.diagnostic.unused parameter 'context'
unused parameter 'elapsedTime'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Gamepad.cpp241Clang.diagnostic.diagnostic.unused parameter 'elapsedTime'
unused parameter 'evt'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Layout.cpp10Clang.diagnostic.diagnostic.unused parameter 'evt'
unused parameter 'width'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\FrameBuffer.cpp15Clang.diagnostic.diagnostic.unused parameter 'width'
unused parameter 'wireframe'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Form.cpp236Clang.diagnostic.diagnostic.unused parameter 'wireframe'
unused parameter 'context'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Form.cpp279Clang.diagnostic.diagnostic.unused parameter 'context'
unused parameter 'width'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Form.cpp987Clang.diagnostic.diagnostic.unused parameter 'width'
unused parameter 'wireframe'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\ParticleEmitter.cpp982Clang.diagnostic.diagnostic.unused parameter 'wireframe'
unused parameter 'context'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\ParticleEmitter.cpp1 029Clang.diagnostic.diagnostic.unused parameter 'context'
unused parameter 'transform'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Camera.cpp453Clang.diagnostic.diagnostic.unused parameter 'transform'
unused parameter 'transform'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PhysicsRigidBody.cpp364Clang.diagnostic.diagnostic.unused parameter 'transform'
unused parameter 'elapsedTime'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\AudioController.cpp103Clang.diagnostic.diagnostic.unused parameter 'elapsedTime'
unused parameter 'listener'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PhysicsController.cpp627Clang.diagnostic.diagnostic.unused parameter 'listener'
unused parameter 'object'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PhysicsController.cpp1 474Clang.diagnostic.diagnostic.unused parameter 'object'
unused parameter 'result'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PhysicsController.cpp1 479Clang.diagnostic.diagnostic.unused parameter 'result'
unused parameter 'evt'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Game.cpp544Clang.diagnostic.diagnostic.unused parameter 'evt'
unused parameter 'evt'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Game.cpp549Clang.diagnostic.diagnostic.unused parameter 'evt'
unused parameter 'evt'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Game.cpp554Clang.diagnostic.diagnostic.unused parameter 'evt'
unused parameter 'width'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Game.cpp560Clang.diagnostic.diagnostic.unused parameter 'width'
unused parameter 'x'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Game.cpp585Clang.diagnostic.diagnostic.unused parameter 'x'
unused parameter 'x'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Game.cpp590Clang.diagnostic.diagnostic.unused parameter 'x'
unused parameter 'x'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Game.cpp600Clang.diagnostic.diagnostic.unused parameter 'x'
unused parameter 'x'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Game.cpp595Clang.diagnostic.diagnostic.unused parameter 'x'
unused parameter 'x'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Game.cpp605Clang.diagnostic.diagnostic.unused parameter 'x'
unused parameter 'x'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Game.cpp610Clang.diagnostic.diagnostic.unused parameter 'x'
unused parameter 'evt'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Game.cpp615Clang.diagnostic.diagnostic.unused parameter 'evt'
unused parameter 'elapsedTime'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Game.cpp108Clang.diagnostic.diagnostic.unused parameter 'elapsedTime'
unused parameter 'elapsedTime'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Game.cpp113Clang.diagnostic.diagnostic.unused parameter 'elapsedTime'
unused parameter 'timeDiff'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Game.cpp820Clang.diagnostic.diagnostic.unused parameter 'timeDiff'
unused parameter 'path'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\FileSystem.cpp485Clang.diagnostic.diagnostic.unused parameter 'path'
unused parameter 'enabled'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PlatformWindows.cpp1 122Clang.diagnostic.diagnostic.unused parameter 'enabled'
unused parameter 'display'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PlatformWindows.cpp1 235Clang.diagnostic.diagnostic.unused parameter 'display'
unused parameter 'evt'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PlatformWindows.cpp1 240Clang.diagnostic.diagnostic.unused parameter 'evt'
unused parameter 'evt'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PlatformWindows.cpp1 245Clang.diagnostic.diagnostic.unused parameter 'evt'
unused parameter 'evt'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PlatformWindows.cpp1 249Clang.diagnostic.diagnostic.unused parameter 'evt'
unused parameter 'evt'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PlatformWindows.cpp1 253Clang.diagnostic.diagnostic.unused parameter 'evt'
unused parameter 'cookie'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\ScriptController.cpp997Clang.diagnostic.diagnostic.unused parameter 'cookie'
unused parameter 'transform'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\AudioSource.cpp287Clang.diagnostic.diagnostic.unused parameter 'transform'
unused parameter 'clip'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Label.cpp124Clang.diagnostic.diagnostic.unused parameter 'clip'
unused variable 'region'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\CheckBox.cpp148Clang.diagnostic.diagnostic.unused variable 'region'
unused parameter 'clip'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\CheckBox.cpp140Clang.diagnostic.diagnostic.unused parameter 'clip'
unused variable 'clipHeight'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\FlowLayout.cpp63Clang.diagnostic.diagnostic.unused variable 'clipHeight'
unused variable 'border'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\VerticalLayout.cpp50Clang.diagnostic.diagnostic.unused variable 'border'
unused variable 'padding'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\VerticalLayout.cpp51Clang.diagnostic.diagnostic.unused variable 'padding'
unused variable 'region'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\RadioButton.cpp191Clang.diagnostic.diagnostic.unused variable 'region'
unused parameter 'clip'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\RadioButton.cpp184Clang.diagnostic.diagnostic.unused parameter 'clip'
unused parameter 'x'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Slider.cpp229Clang.diagnostic.diagnostic.unused parameter 'x'
unused parameter 'clip'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Slider.cpp359Clang.diagnostic.diagnostic.unused parameter 'clip'
unused parameter 'y'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Slider.cpp166Clang.diagnostic.diagnostic.unused parameter 'y'
unused parameter 'clip'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\TextBox.cpp340Clang.diagnostic.diagnostic.unused parameter 'clip'
unused parameter 'clip'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\TextBox.cpp374Clang.diagnostic.diagnostic.unused parameter 'clip'
unused parameter 'clip'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\JoystickControl.cpp419Clang.diagnostic.diagnostic.unused parameter 'clip'
unused parameter 'clip'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\ImageControl.cpp114Clang.diagnostic.diagnostic.unused parameter 'clip'
unused parameter 'copy'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\ControlFactory.cpp23Clang.diagnostic.diagnostic.unused parameter 'copy'
unused parameter 'nodeId'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Bundle.cpp1 365Clang.diagnostic.diagnostic.unused parameter 'nodeId'
unused parameter 'camera'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\TerrainPatch.cpp609Clang.diagnostic.diagnostic.unused parameter 'camera'
unused variable 'corner'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\TerrainPatch.cpp647Clang.diagnostic.diagnostic.unused variable 'corner'

Statistics

Stat   FilePath   BeginLine
Sum:076 801
Average:0378.33
Minimum:09
Maximum:01 865
Standard deviation:0368.31
Variance:0135 649
warningCritical    Rule warning: Switch Issues
// <Name>Switch Issues</Name>
warnif count > 0
from issue in Issues  where issue.ToolName=="Clang" && (issue.Type.Contains("switch") || issue.Type.Contains("case"))
select new { issue,issue.FilePath,issue.BeginLine }
        

49 fields matched

fieldsFilePathBeginLineFull Name
enumeration values 'LINES', 'LINE_STRIP' , and 'POINTS' not explicitly handled in switchC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Model.cpp255Clang.diagnostic.diagnostic.enumeration values 'LINES', 'LINE_STRIP' , and 'POINTS' not explicitly handled in switch
enumeration values 'LINES', 'LINE_STRIP' , and 'POINTS' not explicitly handled in switchC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Model.cpp303Clang.diagnostic.diagnostic.enumeration values 'LINES', 'LINE_STRIP' , and 'POINTS' not explicitly handled in switch
enumeration value 'WORLD_MATRIX' not explicitly handled in switchC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\RenderState.cpp119Clang.diagnostic.diagnostic .enumeration value 'WORLD_MATRIX' not explicitly handled in switch
10 enumeration values not explicitly handled in switch: 'NONE' , 'FLOAT', 'FLOAT_ARRAY'...C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\MaterialParameter.cpp22Clang.diagnostic.diagnostic .10 enumeration values not explicitly handled in switch: 'NONE' , 'FLOAT', 'FLOAT_ARRAY'...
enumeration values 'NONE' and 'SAMPLER' not explicitly handled in swit chC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\MaterialParameter.cpp45Clang.diagnostic.diagnostic .enumeration values 'NONE' and 'SAMPLER' not explicitly handled in swi tch
enumeration value 'NONE' not explicitly handled in switchC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\MaterialParameter.cpp471Clang.diagnostic.diagnostic .enumeration value 'NONE' not explicitly handled in switch
enumeration values 'NONE' and 'STRING' not explicitly handled in switc hC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Material.cpp386Clang.diagnostic.diagnostic .enumeration values 'NONE' and 'STRING' not explicitly handled in swit ch
4 enumeration values not explicitly handled in switch: 'NONE' , 'NUMBER', 'VECTOR2'...C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Sprite.cpp324Clang.diagnostic.diagnostic .4 enumeration values not explicitly handled in switch: 'NONE' , 'NUMBER', 'VECTOR2'...
4 enumeration values not explicitly handled in switch: 'NONE' , 'NUMBER', 'VECTOR2'...C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\TileSet.cpp106Clang.diagnostic.diagnostic .4 enumeration values not explicitly handled in switch: 'NONE' , 'NUMBER', 'VECTOR2'...
4 enumeration values not explicitly handled in switch: 'NONE' , 'NUMBER', 'VECTOR2'...C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Text.cpp98Clang.diagnostic.diagnostic .4 enumeration values not explicitly handled in switch: 'NONE' , 'NUMBER', 'VECTOR2'...
enumeration value 'LAYOUT_ABSOLUTE' not handled in switchC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Container.cpp102Clang.diagnostic.diagnostic .enumeration value 'LAYOUT_ABSOLUTE' not handled in switch
4 enumeration values not handled in switch: 'MOUSE_PRESS_MIDDLE_BUTTON ', 'MOUSE_RELEASE_MIDDLE_BUTTON', 'MOUSE_PRESS_RIGHT_BUTTON'...C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Container.cpp1 351Clang.diagnostic.diagnostic .4 enumeration values not handled in switch: 'MOUSE_PRESS_MIDDLE_BUTTO N', 'MOUSE_RELEASE_MIDDLE_BUTTON', 'MOUSE_PRESS_RIGHT_BUTTON'...
enumeration values 'NEXT' and 'PREVIOUS' not handled in switchC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Container.cpp904Clang.diagnostic.diagnostic .enumeration values 'NEXT' and 'PREVIOUS' not handled in switch
enumeration values 'NEXT' and 'PREVIOUS' not handled in switchC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Container.cpp927Clang.diagnostic.diagnostic .enumeration values 'NEXT' and 'PREVIOUS' not handled in switch
enumeration values 'KEY_PRESS' and 'KEY_RELEASE' not handled in switchC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Form.cpp741Clang.diagnostic.diagnostic .enumeration values 'KEY_PRESS' and 'KEY_RELEASE' not handled in switc h
enumeration value 'DIRECTIONAL' not explicitly handled in switchC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Light.cpp221Clang.diagnostic.diagnostic .enumeration value 'DIRECTIONAL' not explicitly handled in switch
enumeration value 'DIRECTIONAL' not explicitly handled in switchC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Light.cpp239Clang.diagnostic.diagnostic .enumeration value 'DIRECTIONAL' not explicitly handled in switch
enumeration value 'DIRECTIONAL' not explicitly handled in switchC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Light.cpp264Clang.diagnostic.diagnostic .enumeration value 'DIRECTIONAL' not explicitly handled in switch
4 enumeration values not handled in switch: 'SHAPE_NONE', 'SHAPE_BOX' , 'SHAPE_SPHERE'...C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PhysicsCollisionShape.cpp24Clang.diagnostic.diagnostic .4 enumeration values not handled in switch: 'SHAPE_NONE', 'SHAPE_BOX' , 'SHAPE_SPHERE'...
4 enumeration values not handled in switch: 'SHAPE_NONE', 'SHAPE_BOX' , 'SHAPE_SPHERE'...C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PhysicsCollisionShape.cpp72Clang.diagnostic.diagnostic .4 enumeration values not handled in switch: 'SHAPE_NONE', 'SHAPE_BOX' , 'SHAPE_SPHERE'...
4 enumeration values not handled in switch: 'SHAPE_NONE', 'SHAPE_BOX' , 'SHAPE_SPHERE'...C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PhysicsCollisionShape.cpp108Clang.diagnostic.diagnostic .4 enumeration values not handled in switch: 'SHAPE_NONE', 'SHAPE_BOX' , 'SHAPE_SPHERE'...
4 enumeration values not handled in switch: 'SHAPE_NONE', 'SHAPE_BOX' , 'SHAPE_SPHERE'...C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PhysicsCollisionShape.cpp88Clang.diagnostic.diagnostic .4 enumeration values not handled in switch: 'SHAPE_NONE', 'SHAPE_BOX' , 'SHAPE_SPHERE'...
enumeration value 'SHAPE_NONE' not explicitly handled in switchC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PhysicsCollisionShape.cpp233Clang.diagnostic.diagnostic .enumeration value 'SHAPE_NONE' not explicitly handled in switch
4 enumeration values not explicitly handled in switch: 'RIGID_BODY' , 'VEHICLE', 'VEHICLE_WHEEL'...C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PhysicsCollisionObject.cpp79Clang.diagnostic.diagnostic .4 enumeration values not explicitly handled in switch: 'RIGID_BODY' , 'VEHICLE', 'VEHICLE_WHEEL'...
4 enumeration values not explicitly handled in switch: 'RIGID_BODY' , 'VEHICLE', 'VEHICLE_WHEEL'...C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PhysicsCollisionObject.cpp92Clang.diagnostic.diagnostic .4 enumeration values not explicitly handled in switch: 'RIGID_BODY' , 'VEHICLE', 'VEHICLE_WHEEL'...
enumeration value 'DIRECTIONAL' not handled in switchC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Node.cpp847Clang.diagnostic.diagnostic .enumeration value 'DIRECTIONAL' not handled in switch
enumeration values 'VEHICLE', 'VEHICLE_WHEEL' , and 'NONE' not explicitly handled in switchC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PhysicsController.cpp652Clang.diagnostic.diagnostic.enumeration values 'VEHICLE' , 'VEHICLE_WHEEL', and 'NONE' not explicitly handled in switch
enumeration values 'VEHICLE', 'VEHICLE_WHEEL' , and 'NONE' not explicitly handled in switchC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PhysicsController.cpp681Clang.diagnostic.diagnostic.enumeration values 'VEHICLE' , 'VEHICLE_WHEEL', and 'NONE' not explicitly handled in switch
enumeration value 'SHAPE_NONE' not explicitly handled in switchC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PhysicsController.cpp793Clang.diagnostic.diagnostic .enumeration value 'SHAPE_NONE' not explicitly handled in switch
8 enumeration values not handled in switch: 'PRESS', 'RELEASE' , 'VALUE_CHANGED'...C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\CheckBox.cpp87Clang.diagnostic.diagnostic .8 enumeration values not handled in switch: 'PRESS', 'RELEASE' , 'VALUE_CHANGED'...
8 enumeration values not handled in switch: 'PRESS', 'RELEASE' , 'VALUE_CHANGED'...C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\RadioButton.cpp126Clang.diagnostic.diagnostic .8 enumeration values not handled in switch: 'PRESS', 'RELEASE' , 'VALUE_CHANGED'...
enumeration values 'KEY_RELEASE' and 'KEY_CHAR' not handled in switchC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Slider.cpp276Clang.diagnostic.diagnostic .enumeration values 'KEY_RELEASE' and 'KEY_CHAR' not handled in switch
enumeration value 'TOUCH_RELEASE' not handled in switchC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Slider.cpp202Clang.diagnostic.diagnostic .enumeration value 'TOUCH_RELEASE' not handled in switch
7 enumeration values not explicitly handled in switch: 'MOUSE_PRESS_LE FT_BUTTON', 'MOUSE_RELEASE_LEFT_BUTTON', 'MOUSE_PRESS_MIDDLE_BUTTON'.. .C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Slider.cpp231Clang.diagnostic.diagnostic .7 enumeration values not explicitly handled in switch: 'MOUSE_PRESS_L EFT_BUTTON', 'MOUSE_RELEASE_LEFT_BUTTON', 'MOUSE_PRESS_MIDDLE_BUTTON'. ..
enumeration value 'TOUCH_RELEASE' not explicitly handled in switchC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\TextBox.cpp76Clang.diagnostic.diagnostic .enumeration value 'TOUCH_RELEASE' not explicitly handled in switch
7 enumeration values not explicitly handled in switch: 'PRESS' , 'RELEASE', 'CLICK'...C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\TextBox.cpp318Clang.diagnostic.diagnostic .7 enumeration values not explicitly handled in switch: 'PRESS' , 'RELEASE', 'CLICK'...
5 enumeration values not explicitly handled in switch: 'TRANSLATE' , 'ROTATE', 'SCALE'...C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\SceneLoader.cpp273Clang.diagnostic.diagnostic .5 enumeration values not explicitly handled in switch: 'TRANSLATE' , 'ROTATE', 'SCALE'...
11 enumeration values not explicitly handled in switch: 'AUDIO' , 'MATERIAL', 'PARTICLE'...C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\SceneLoader.cpp416Clang.diagnostic.diagnostic .11 enumeration values not explicitly handled in switch: 'AUDIO' , 'MATERIAL', 'PARTICLE'...
7 enumeration values not handled in switch: 'MOUSE_PRESS_LEFT_BUTTON' , 'MOUSE_RELEASE_LEFT_BUTTON', 'MOUSE_PRESS_MIDDLE_BUTTON'...C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\Audio3DSample.cpp268Clang.diagnostic.diagnostic .7 enumeration values not handled in switch: 'MOUSE_PRESS_LEFT_BUTTON' , 'MOUSE_RELEASE_LEFT_BUTTON', 'MOUSE_PRESS_MIDDLE_BUTTON'...
7 enumeration values not handled in switch: 'PRESS', 'CLICK' , 'TEXT_CHANGED'...C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\AudioSample.cpp118Clang.diagnostic.diagnostic .7 enumeration values not handled in switch: 'PRESS', 'CLICK' , 'TEXT_CHANGED'...
7 enumeration values not handled in switch: 'MOUSE_PRESS_LEFT_BUTTON' , 'MOUSE_RELEASE_LEFT_BUTTON', 'MOUSE_PRESS_MIDDLE_BUTTON'...C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\BillboardSample.cpp268Clang.diagnostic.diagnostic .7 enumeration values not handled in switch: 'MOUSE_PRESS_LEFT_BUTTON' , 'MOUSE_RELEASE_LEFT_BUTTON', 'MOUSE_PRESS_MIDDLE_BUTTON'...
enumeration value 'KEY_CHAR' not handled in switchC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\LightSample.cpp268Clang.diagnostic.diagnostic .enumeration value 'KEY_CHAR' not handled in switch
8 enumeration values not handled in switch: 'PRESS', 'RELEASE' , 'CLICK'...C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\LightSample.cpp287Clang.diagnostic.diagnostic .8 enumeration values not handled in switch: 'PRESS', 'RELEASE' , 'CLICK'...
enumeration value 'KEY_CHAR' not handled in switchC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\ParticlesSample.cpp958Clang.diagnostic.diagnostic .enumeration value 'KEY_CHAR' not handled in switch
5 enumeration values not handled in switch: 'TEXT_CHANGED' , 'MIDDLE_CLICK', 'RIGHT_CLICK'...C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\ParticlesSample.cpp427Clang.diagnostic.diagnostic .5 enumeration values not handled in switch: 'TEXT_CHANGED' , 'MIDDLE_CLICK', 'RIGHT_CLICK'...
enumeration values 'TOUCH_RELEASE' and 'TOUCH_MOVE' not explicitly han dled in switchC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\PostProcessSample.cpp229Clang.diagnostic.diagnostic .enumeration values 'TOUCH_RELEASE' and 'TOUCH_MOVE' not explicitly ha ndled in switch
enumeration value 'MODE_LOOK' not handled in switchC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\TerrainSample.cpp244Clang.diagnostic.diagnostic .enumeration value 'MODE_LOOK' not handled in switch
enumeration values 'MOUSE_PRESS_MIDDLE_BUTTON' , 'MOUSE_RELEASE_MIDDLE_BUTTON' , and 'MOUSE_WHEEL' not explicitly handled in switchC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\WaterSample.cpp288Clang.diagnostic.diagnostic .enumeration values 'MOUSE_PRESS_MIDDLE_BUTTON' , 'MOUSE_RELEASE_MIDDLE_BUTTON' , and 'MOUSE_WHEEL' not explicitly handled in switch
4 enumeration values not handled in switch: 'MOUSE_PRESS_MIDDLE_BUTTON ', 'MOUSE_RELEASE_MIDDLE_BUTTON', 'MOUSE_MOVE'...C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\racer\src\RacerGame.cpp491Clang.diagnostic.diagnostic .4 enumeration values not handled in switch: 'MOUSE_PRESS_MIDDLE_BUTTO N', 'MOUSE_RELEASE_MIDDLE_BUTTON', 'MOUSE_MOVE'...

Statistics

Stat   FilePath   BeginLine
Sum:016 398
Average:0334.65
Minimum:022
Maximum:01 351
Standard deviation:0290.84
Variance:084 588
warningCritical    Rule warning: Delete Issues
// <Name>Delete Issues</Name>
warnif count > 0
from issue in Issues  where issue.ToolName=="Clang" && issue.Type.Contains("delete")
select new { issue,issue.FilePath,issue.BeginLine }
        

2 fields matched

fieldsFilePathBeginLineFull Name
delete called on 'gameplay::ScriptController::ScriptTimeListener' that has virtual functions but non-virtual destructorC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\ScriptController.cpp760Clang.diagnostic.diagnostic .delete called on 'gameplay::ScriptController::ScriptTimeListener' tha t has virtual functions but non-virtual destructor
delete called on 'gameplay::ScriptController::ScriptTimeListener' that has virtual functions but non-virtual destructorC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\ScriptController.cpp1 010Clang.diagnostic.diagnostic .delete called on 'gameplay::ScriptController::ScriptTimeListener' tha t has virtual functions but non-virtual destructor

Statistics

Stat   FilePath   BeginLine
Sum:01 770
Average:0885
Minimum:0760
Maximum:01 010
Standard deviation:0125
Variance:015 625
warningCritical    Rule warning: Enum Issues
// <Name>Enum Issues</Name>
warnif count > 0
from issue in Issues  where issue.ToolName=="Clang" && issue.Type.Contains("_enum_")
select new { issue,issue.FilePath,issue.BeginLine }
        

2 fields matched

fieldsFilePathBeginLineFull Name
enumeration type in nested name specifier is incompatible with C++98C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Sprite.cpp41Clang.diagnostic.diagnostic .enumeration type in nested name specifier is incompatible with C++98
enumeration type in nested name specifier is incompatible with C++98C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\TileSet.cpp37Clang.diagnostic.diagnostic .enumeration type in nested name specifier is incompatible with C++98

Statistics

Stat   FilePath   BeginLine
Sum:078
Average:039
Minimum:037
Maximum:041
Standard deviation:02
Variance:04
warningCritical    Rule warning: Template Issues
// <Name>Template Issues</Name>
warnif count > 0
from issue in Issues  where issue.ToolName=="Clang" && issue.Type.Contains("template")
select new { issue,issue.FilePath,issue.BeginLine }
        

1 fields matched

fieldFilePathBeginLineFull Name
local type '(lambda at C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\AnimationClip.cpp:335:105 )' as template argument is incompatible with C++98C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\AnimationClip.cpp335Clang.diagnostic.diagnostic.local type ' (lambda at C:\Users\MacBook Pro\Downloads\GamePlay-master (1 )\GamePlay-master\gameplay\src\AnimationClip.cpp:335:105 )' as template argument is incompatible with C++98

Statistics

Stat   FilePath   BeginLine
Sum:0335
Average:0335
Minimum:0335
Maximum:0335
Standard deviation:00
Variance:00
warningCritical    Rule warning: Comparison Issues
// <Name>Comparison Issues</Name>
warnif count > 0
from issue in Issues  where issue.ToolName=="Clang" && issue.Type.Contains("comparison")
select new { issue,issue.FilePath,issue.BeginLine }
        

1 fields matched

fieldFilePathBeginLineFull Name
comparison of integers of different signs: 'int' and 'unsigned int'C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\AudioSample.cpp18Clang.diagnostic.diagnostic .comparison of integers of different signs: 'int' and 'unsigned int'

Statistics

Stat   FilePath   BeginLine
Sum:018
Average:018
Minimum:018
Maximum:018
Standard deviation:00
Variance:00

030
Dead Code  

warningCritical    Rule warning: Potentially dead Types
// <Name>Potentially dead Types</Name>
warnif count > 0

let tt=Types.UsedByAny(Application.Methods).ToHashSet()
// Select types unused
let typesUnused = 
   
from t in JustMyCode.Types where
   
t.NbTypesUsingMe == 0 && !t.IsGlobal  select t



from t in typesUnused  where !tt.Contains(t)
select new { t }
        
        

5 types matched

typesFull Name
Keyboardgameplay.Keyboard
PhysicsController+DebugDrawer+DebugVertexgameplay.PhysicsController+DebugDrawer+DebugVertex
Game+ShutdownListenergameplay.Game+ShutdownListener
TerrainPatch+LayerComparegameplay.TerrainPatch+LayerCompare
VehicleNotMeRaycastergameplay.VehicleNotMeRaycaster

Statistics

Stat
Sum:
Average:
Minimum:
Maximum:
Standard deviation:
Variance:
warningCritical    Rule warning: Potentially dead Methods
// <Name>Potentially dead Methods</Name>
warnif count > 0
// Filter procedure for methods that should'nt be considered as dead
let canMethodBeConsideredAsDeadProc = new Func<IMethod, bool>(
    
m => !m.IsPublic &&       // Public methods might be used by client applications of your Projects.
         !m.IsEntryPoint &&            // Main() method is not used by-design.
         !m.IsClassConstructor &&      
         
!m.IsVirtual &&               // Only check for non virtual method that are not seen as used in IL.
         !(m.IsConstructor &&          // Don't take account of protected ctor that might be call by a derived ctors.
           m.IsProtected) &&
         
!m.NameLike (@"^On") &&        //Exclude Events like MFC ones
         !m.IsGeneratedByCompiler
)

// Get methods unused
let methodsUnused = 
   
from m in JustMyCode.Methods where 
   
m.NbMethodsCallingMe == 0 && 
   
canMethodBeConsideredAsDeadProc(m)
   
select m

// Dead methods = methods used only by unused methods (recursive)
let deadMethodsMetric = methodsUnused.FillIterative(
   
methods => // Unique loop, just to let a chance to build the hashset.
              from o in new[] { new object() }
              
// Use a hashet to make Intersect calls much faster!
              let hashset = methods.ToHashSet()
              
from m in codeBase.Application.Methods.UsedByAny(methods).Except(methods)
              
where canMethodBeConsideredAsDeadProc(m) &&
                    
// Select methods called only by methods already considered as dead
                    hashset.Intersect(m.MethodsCallingMe).Count() == m.NbMethodsCallingMe
              
select m)

from m in JustMyCode.Methods.Intersect(deadMethodsMetric.DefinitionDomain)
select new { m, m.MethodsCallingMe, depth = deadMethodsMetric[m] }

507 methods matched

methodsMethodsCallingMedepthFull Name
MeshBatch(constgameplay::MeshBatch&)0 method0gameplay.MeshBatch.MeshBatch(constgameplay::MeshBatch&)
operator=(constgameplay::MeshBatch&)0 method0gameplay.MeshBatch.operator=(constgameplay::MeshBatch&)
SpriteBatch(constgameplay::SpriteBatch&)0 method0gameplay.SpriteBatch.SpriteBatch(constgameplay::SpriteBatch&)
addSprite(float,float,float,float,float,float,float,float ,constgameplay::Vector4&,SpriteBatch::SpriteVertex*)0 method0gameplay.SpriteBatch.addSprite(float,float,float,float,float,float ,float,float,constgameplay::Vector4&,SpriteBatch::SpriteVertex*)
addSprite(float,float,float,float,float,float,float,float ,constgameplay::Vector4&,constgameplay::Rectangle& ,SpriteBatch::SpriteVertex*)0 method0gameplay.SpriteBatch.addSprite(float,float,float,float,float,float ,float,float,constgameplay::Vector4&,constgameplay::Rectangle& ,SpriteBatch::SpriteVertex*)
Font(constgameplay::Font&)0 method0gameplay.Font.Font(constgameplay::Font&)
~Font()0 method0gameplay.Font.~Font()
operator=(constgameplay::Font&)0 method0gameplay.Font.operator=(constgameplay::Font&)
Keyboard()0 method0gameplay.Keyboard.Keyboard()
operator=(constgameplay::Control&)0 method0gameplay.Control.operator=(constgameplay::Control&)
getOverlayType()0 method0gameplay.Control.getOverlayType()
getState(constchar*)0 method0gameplay.Control.getState(constchar*)
isDirty(int)0 method0gameplay.Control.isDirty(int)
Control(constgameplay::Control&)0 method0gameplay.Control.Control(constgameplay::Control&)
update(constgameplay::Container*)0 method0gameplay.AbsoluteLayout.update(constgameplay::Container*)
AbsoluteLayout(constgameplay::AbsoluteLayout&)0 method0gameplay.AbsoluteLayout.AbsoluteLayout(constgameplay::AbsoluteLayout&)
Logger()0 method0gameplay.Logger.Logger()
~Logger()0 method0gameplay.Logger.~Logger()
Logger(constgameplay::Logger&)0 method0gameplay.Logger.Logger(constgameplay::Logger&)
operator=(constgameplay::Logger&)0 method0gameplay.Logger.operator=(constgameplay::Logger&)
~AIState()0 method0gameplay.AIState.~AIState()
AIState(constgameplay::AIState&)0 method0gameplay.AIState.AIState(constgameplay::AIState&)
operator=(constgameplay::AIState&)0 method0gameplay.AIState.operator=(constgameplay::AIState&)
~AIStateMachine()0 method0gameplay.AIStateMachine.~AIStateMachine()
AIStateMachine(constgameplay::AIStateMachine&)0 method0gameplay.AIStateMachine.AIStateMachine(constgameplay::AIStateMachine&)
operator=(constgameplay::AIStateMachine&)0 method0gameplay.AIStateMachine.operator=(constgameplay::AIStateMachine&)
AIMessage(constgameplay::AIMessage&)0 method0gameplay.AIMessage.AIMessage(constgameplay::AIMessage&)
operator=(constgameplay::AIMessage&)0 method0gameplay.AIMessage.operator=(constgameplay::AIMessage&)
~AIMessage()0 method0gameplay.AIMessage.~AIMessage()
AIAgent(constgameplay::AIAgent&)0 method0gameplay.AIAgent.AIAgent(constgameplay::AIAgent&)
operator=(constgameplay::AIAgent&)0 method0gameplay.AIAgent.operator=(constgameplay::AIAgent&)
Script(constgameplay::Script&)0 method0gameplay.Script.Script(constgameplay::Script&)
Curve()0 method0gameplay.Curve.Curve()
Curve(constgameplay::Curve&)0 method0gameplay.Curve.Curve(constgameplay::Curve&)
~Curve()0 method0gameplay.Curve.~Curve()
operator=(constgameplay::Curve&)0 method0gameplay.Curve.operator=(constgameplay::Curve&)
Animation(constgameplay::Animation&)0 method0gameplay.Animation.Animation(constgameplay::Animation&)
~Animation()0 method0gameplay.Animation.~Animation()
operator=(constgameplay::Animation&)0 method0gameplay.Animation.operator=(constgameplay::Animation&)
Channel(constgameplay::Animation::Channel&)0 method0gameplay.Animation+Channel.Channel(constgameplay::Animation::Channel&)
~Channel()0 method0gameplay.Animation+Channel.~Channel()
operator=(constgameplay::Animation::Channel&)0 method0gameplay.Animation+Channel.operator= (constgameplay::Animation::Channel&)
AnimationValue()0 method0gameplay.AnimationValue.AnimationValue()
~AnimationValue()0 method0gameplay.AnimationValue.~AnimationValue()
AnimationClip()0 method0gameplay.AnimationClip.AnimationClip()
AnimationClip(constgameplay::AnimationClip&)0 method0gameplay.AnimationClip.AnimationClip(constgameplay::AnimationClip&)
~AnimationClip()0 method0gameplay.AnimationClip.~AnimationClip()
operator=(constgameplay::AnimationClip&)0 method0gameplay.AnimationClip.operator=(constgameplay::AnimationClip&)
AnimationController(constgameplay::AnimationController&)0 method0gameplay.AnimationController.AnimationController (constgameplay::AnimationController&)
~AnimationController()0 method0gameplay.AnimationController.~AnimationController()
getState()0 method0gameplay.AnimationController.getState()
unschedule(gameplay::AnimationClip*)1 method1gameplay.AnimationController.unschedule(gameplay::AnimationClip*)
AnimationTarget(constgameplay::AnimationTarget&)0 method0gameplay.AnimationTarget.AnimationTarget (constgameplay::AnimationTarget&)
distance(constgameplay::BoundingSphere&,constgameplay::Vector3&)1 method1gameplay.BoundingSphere.distance(constgameplay::BoundingSphere& ,constgameplay::Vector3&)
contains(constgameplay::BoundingSphere&,gameplay::Vector3*,unsignedint )0 method0gameplay.BoundingSphere.contains(constgameplay::BoundingSphere& ,gameplay::Vector3*,unsignedint)
Mesh(constgameplay::Mesh&)0 method0gameplay.Mesh.Mesh(constgameplay::Mesh&)
operator=(constgameplay::Mesh&)0 method0gameplay.Mesh.operator=(constgameplay::Mesh&)
MeshSkin(constgameplay::MeshSkin&)0 method0gameplay.MeshSkin.MeshSkin(constgameplay::MeshSkin&)
~MeshSkin()0 method0gameplay.MeshSkin.~MeshSkin()
operator=(constgameplay::MeshSkin&)0 method0gameplay.MeshSkin.operator=(constgameplay::MeshSkin&)
clone(gameplay::NodeCloneContext&)1 method1gameplay.MeshSkin.clone(gameplay::NodeCloneContext&)
RenderState(constgameplay::RenderState&)0 method0gameplay.RenderState.RenderState(constgameplay::RenderState&)
operator=(constgameplay::RenderState&)0 method0gameplay.RenderState.operator=(constgameplay::RenderState&)
autoBindingGetLightColor()0 method0gameplay.RenderState.autoBindingGetLightColor()
autoBindingGetLightDirection()0 method0gameplay.RenderState.autoBindingGetLightDirection()
StateBlock(constgameplay::RenderState::StateBlock&)0 method0gameplay.RenderState+StateBlock.StateBlock (constgameplay::RenderState::StateBlock&)
~StateBlock()0 method0gameplay.RenderState+StateBlock.~StateBlock()
Texture(constgameplay::Texture&)0 method0gameplay.Texture.Texture(constgameplay::Texture&)
operator=(constgameplay::Texture&)0 method0gameplay.Texture.operator=(constgameplay::Texture&)
readCompressedPVRTC(constchar*,gameplay::Stream*,int*,int*,int* ,unsignedint*,unsignedint*,int*)0 method0gameplay.Texture.readCompressedPVRTC(constchar*,gameplay::Stream*,int* ,int*,int*,unsignedint*,unsignedint*,int*)
readCompressedPVRTCLegacy(constchar*,gameplay::Stream*,int*,int*,int* ,unsignedint*,unsignedint*,int*)0 method0gameplay.Texture.readCompressedPVRTCLegacy(constchar* ,gameplay::Stream*,int*,int*,int*,unsignedint*,unsignedint*,int*)
getMaskByteIndex(unsignedint)0 method0gameplay.Texture.getMaskByteIndex(unsignedint)
Sampler(gameplay::Texture*)0 method0gameplay.Texture+Sampler.Sampler(gameplay::Texture*)
operator=(constgameplay::Texture::Sampler&)0 method0gameplay.Texture+Sampler.operator=(constgameplay::Texture::Sampler&)
~Effect()0 method0gameplay.Effect.~Effect()
operator=(constgameplay::Effect&)0 method0gameplay.Effect.operator=(constgameplay::Effect&)
Uniform()0 method0gameplay.Uniform.Uniform()
Uniform(constgameplay::Uniform&)0 method0gameplay.Uniform.Uniform(constgameplay::Uniform&)
~Uniform()0 method0gameplay.Uniform.~Uniform()
operator=(constgameplay::Uniform&)0 method0gameplay.Uniform.operator=(constgameplay::Uniform&)
~MaterialParameter()0 method0gameplay.MaterialParameter.~MaterialParameter()
operator=(constgameplay::MaterialParameter&)0 method0gameplay.MaterialParameter.operator=(constgameplay::MaterialParameter& )
operator=(constgameplay::MaterialParameter::MethodBinding&)0 method0gameplay.MaterialParameter+MethodBinding.operator= (constgameplay::MaterialParameter::MethodBinding&)
~VertexAttributeBinding()0 method0gameplay.VertexAttributeBinding.~VertexAttributeBinding()
operator=(constgameplay::VertexAttributeBinding&)0 method0gameplay.VertexAttributeBinding.operator= (constgameplay::VertexAttributeBinding&)
setVertexAttribPointer(int,int,int,int,int,void*)0 method0gameplay.VertexAttributeBinding.setVertexAttribPointer(int,int,int,int ,int,void*)
Pass(constgameplay::Pass&)0 method0gameplay.Pass.Pass(constgameplay::Pass&)
~Pass()0 method0gameplay.Pass.~Pass()
operator=(constgameplay::Pass&)0 method0gameplay.Pass.operator=(constgameplay::Pass&)
clone(gameplay::Technique*,gameplay::NodeCloneContext&)1 method3gameplay.Pass.clone(gameplay::Technique*,gameplay::NodeCloneContext&)
Technique(constgameplay::Technique&)0 method0gameplay.Technique.Technique(constgameplay::Technique&)
~Technique()0 method0gameplay.Technique.~Technique()
operator=(constgameplay::Technique&)0 method0gameplay.Technique.operator=(constgameplay::Technique&)
clone(gameplay::Material*,gameplay::NodeCloneContext&)1 method2gameplay.Technique.clone(gameplay::Material* ,gameplay::NodeCloneContext&)
Material(constgameplay::Material&)0 method0gameplay.Material.Material(constgameplay::Material&)
~Material()0 method0gameplay.Material.~Material()
clone(gameplay::NodeCloneContext&)1 method1gameplay.Material.clone(gameplay::NodeCloneContext&)
Model()0 method0gameplay.Model.Model()
~Model()0 method0gameplay.Model.~Model()
operator=(constgameplay::Model&)0 method0gameplay.Model.operator=(constgameplay::Model&)

Statistics

Stat   MethodsCallingMe   depth
Sum:081
Average:00.16
Minimum:00
Maximum:03
Standard deviation:00.41
Variance:00.17
warningCritical    Rule warning: Potentially dead Fields
// <Name>Potentially dead Fields</Name>
warnif count > 0
from f in JustMyCode.Fields where
   
f.NbMethodsUsingMe == 0 && 
   
!f.IsPublic &&     // Although not recommended, public fields might be used by client applications of your Projects.
   !f.IsEnumValue   
  
   
// If you don't want to link CppDepend.API.dll, you can use your own IsNotDeadCodeAttribute and adapt this rule.
select f

53 fields matched

fieldsFull Name
_viewportgameplay.Font._viewport
_texturegameplay.Texture+Sampler._texture
_wrapSgameplay.Texture+Sampler._wrapS
_wrapTgameplay.Texture+Sampler._wrapT
_wrapRgameplay.Texture+Sampler._wrapR
_minFiltergameplay.Texture+Sampler._minFilter
_magFiltergameplay.Texture+Sampler._magFilter
_programgameplay.Effect._program
_emptyUniformgameplay.Effect._emptyUniform
_locationgameplay.Uniform._location
_typegameplay.Uniform._type
_handlegameplay.VertexAttributeBinding._handle
_twgameplay.Theme+Skin._tw
_thgameplay.Theme+Skin._th
_constraintgameplay.PhysicsConstraint._constraint
_shapegameplay.PhysicsCollisionShape._shape
_meshInterfacegameplay.PhysicsCollisionShape._meshInterface
_centerOfMassOffsetgameplay.PhysicsCollisionObject+PhysicsMotionState._centerOfMassOffset
_worldTransformgameplay.PhysicsCollisionObject+PhysicsMotionState._worldTransform
_bodygameplay.PhysicsRigidBody._body
_alcDevicegameplay.AudioController._alcDevice
_alcContextgameplay.AudioController._alcContext
_collisionConfigurationgameplay.PhysicsController._collisionConfiguration
_dispatchergameplay.PhysicsController._dispatcher
_overlappingPairCachegameplay.PhysicsController._overlappingPairCache
_solvergameplay.PhysicsController._solver
_worldgameplay.PhysicsController._world
_ghostPairCallbackgameplay.PhysicsController._ghostPairCallback
_luagameplay.ScriptController._lua
_returnCountgameplay.ScriptController._returnCount
_alBufferQueuegameplay.AudioBuffer._alBufferQueue
_alSourcegameplay.AudioSource._alSource
_prevCaretLocationgameplay.TextBox._prevCaretLocation
_ghostObjectgameplay.PhysicsGhostObject._ghostObject
_moveVelocitygameplay.PhysicsCharacter._moveVelocity
_verticalVelocitygameplay.PhysicsCharacter._verticalVelocity
_currentVelocitygameplay.PhysicsCharacter._currentVelocity
_normalizedVelocitygameplay.PhysicsCharacter._normalizedVelocity
_collisionNormalgameplay.PhysicsCharacter._collisionNormal
_currentPositiongameplay.PhysicsCharacter._currentPosition
_manifoldArraygameplay.PhysicsCharacter._manifoldArray
_vehicleTuninggameplay.PhysicsVehicle._vehicleTuning
_vehicleRaycastergameplay.PhysicsVehicle._vehicleRaycaster
_vehiclegameplay.PhysicsVehicle._vehicle
_upgameplay.ClosestNotMeConvexResultCallback._up
_minSlopeDotgameplay.ClosestNotMeConvexResultCallback._minSlopeDot
_megameplay.ClosestNotMeRayResultCallback._me
_dynamicsWorldgameplay.VehicleNotMeRaycaster._dynamicsWorld
_megameplay.VehicleNotMeRaycaster._me
_sampleStringFormsSample._sampleString
_vsyncParticlesSample._vsync
_textMeshPrimitiveSample._text
_kickDelayCharacterGame._kickDelay

Statistics

Stat
Sum:
Average:
Minimum:
Maximum:
Standard deviation:
Variance:

020
Visibility  

warningCritical    Rule warning: Fields should be declared as private
// <Name>Fields should be declared as private</Name>
warnif count > 0 from f in Application.Fields where 
 
!f.IsPrivate && 

 
// These conditions filter cases where fields 
 // doesn't represent state that should be encapsulated. 
 !f.IsGeneratedByCompiler && 
 
!f.IsEnumValue
select new { f }

595 fields matched

fieldsFull Name
GAMEPAD_SCROLL_SPEED__Globals.GAMEPAD_SCROLL_SPEED
JOYSTICK_THRESHOLD__Globals.JOYSTICK_THRESHOLD
GAMEPAD_FOCUS_REPEAT_DELAY__Globals.GAMEPAD_FOCUS_REPEAT_DELAY
__gl_error_code__Globals.__gl_error_code
__al_error_code__Globals.__al_error_code
__timeTicksPerMillis__Globals.__timeTicksPerMillis
__timeStart__Globals.__timeStart
__timeAbsolute__Globals.__timeAbsolute
__vsync__Globals.__vsync
__hinstance__Globals.__hinstance
__hwnd__Globals.__hwnd
__hdc__Globals.__hdc
__hrc__Globals.__hrc
__mouseCaptured__Globals.__mouseCaptured
__mouseCapturePoint__Globals.__mouseCapturePoint
__multiSampling__Globals.__multiSampling
__cursorVisible__Globals.__cursorVisible
__gamepadsConnected__Globals.__gamepadsConnected
XINPUT_BUTTON_COUNT__Globals.XINPUT_BUTTON_COUNT
XINPUT_JOYSTICK_COUNT__Globals.XINPUT_JOYSTICK_COUNT
XINPUT_TRIGGER_COUNT__Globals.XINPUT_TRIGGER_COUNT
__xInputState__Globals.__xInputState
__connectedXInput__Globals.__connectedXInput
xgameplay.Rectangle.x
ygameplay.Rectangle.y
widthgameplay.Rectangle.width
heightgameplay.Rectangle.height
xgameplay.SpriteBatch+SpriteVertex.x
ygameplay.SpriteBatch+SpriteVertex.y
zgameplay.SpriteBatch+SpriteVertex.z
ugameplay.SpriteBatch+SpriteVertex.u
vgameplay.SpriteBatch+SpriteVertex.v
rgameplay.SpriteBatch+SpriteVertex.r
ggameplay.SpriteBatch+SpriteVertex.g
bgameplay.SpriteBatch+SpriteVertex.b
agameplay.SpriteBatch+SpriteVertex.a
codegameplay.Font+Glyph.code
widthgameplay.Font+Glyph.width
bearingXgameplay.Font+Glyph.bearingX
advancegameplay.Font+Glyph.advance
uvsgameplay.Font+Glyph.uvs
STATE_ALLgameplay.Control.STATE_ALL
ANIMATE_POSITIONgameplay.Control.ANIMATE_POSITION
ANIMATE_POSITION_Xgameplay.Control.ANIMATE_POSITION_X
ANIMATE_POSITION_Ygameplay.Control.ANIMATE_POSITION_Y
ANIMATE_SIZEgameplay.Control.ANIMATE_SIZE
ANIMATE_SIZE_WIDTHgameplay.Control.ANIMATE_SIZE_WIDTH
ANIMATE_SIZE_HEIGHTgameplay.Control.ANIMATE_SIZE_HEIGHT
ANIMATE_OPACITYgameplay.Control.ANIMATE_OPACITY
INVALID_CONTACT_INDEXgameplay.Control.INVALID_CONTACT_INDEX
DIRTY_BOUNDSgameplay.Control.DIRTY_BOUNDS
DIRTY_STATEgameplay.Control.DIRTY_STATE
BOUNDS_X_PERCENTAGE_BITgameplay.Control.BOUNDS_X_PERCENTAGE_BIT
BOUNDS_Y_PERCENTAGE_BITgameplay.Control.BOUNDS_Y_PERCENTAGE_BIT
BOUNDS_WIDTH_PERCENTAGE_BITgameplay.Control.BOUNDS_WIDTH_PERCENTAGE_BIT
BOUNDS_HEIGHT_PERCENTAGE_BITgameplay.Control.BOUNDS_HEIGHT_PERCENTAGE_BIT
BOUNDS_RADIUS_PERCENTAGE_BITgameplay.Control.BOUNDS_RADIUS_PERCENTAGE_BIT
_idgameplay.Control._id
_boundsBitsgameplay.Control._boundsBits
_relativeBoundsgameplay.Control._relativeBounds
_boundsgameplay.Control._bounds
_clipBoundsgameplay.Control._clipBounds
_absoluteBoundsgameplay.Control._absoluteBounds
_absoluteClipBoundsgameplay.Control._absoluteClipBounds
_viewportBoundsgameplay.Control._viewportBounds
_viewportClipBoundsgameplay.Control._viewportClipBounds
_dirtyBitsgameplay.Control._dirtyBits
_consumeInputEventsgameplay.Control._consumeInputEvents
_alignmentgameplay.Control._alignment
_autoSizegameplay.Control._autoSize
_listenersgameplay.Control._listeners
_stylegameplay.Control._style
_visiblegameplay.Control._visible
_opacitygameplay.Control._opacity
_zIndexgameplay.Control._zIndex
_contactIndexgameplay.Control._contactIndex
_focusIndexgameplay.Control._focusIndex
_canFocusgameplay.Control._canFocus
_stategameplay.Control._state
_parentgameplay.Control._parent
controlEventgameplay.Control+ScriptEvents.controlEvent
__instancegameplay.__Globals.__instance
__buffersgameplay.__Globals.__buffers
SCROLL_INERTIA_DELAYgameplay.__Globals.SCROLL_INERTIA_DELAY
SCROLL_FRICTION_FACTORgameplay.__Globals.SCROLL_FRICTION_FACTOR
SCROLL_THRESHOLDgameplay.__Globals.SCROLL_THRESHOLD
SCROLLBAR_FADE_TIMEgameplay.__Globals.SCROLLBAR_FADE_TIME
FOCUS_CHANGE_REPEAT_DELAYgameplay.__Globals.FOCUS_CHANGE_REPEAT_DELAY
__controlFactorygameplay.__Globals.__controlFactory
__depthStencilTargetsgameplay.__Globals.__depthStencilTargets
__effectCachegameplay.__Globals.__effectCache
__currentEffectgameplay.__Globals.__currentEffect
__resourcePathgameplay.__Globals.__resourcePath
__assetPathgameplay.__Globals.__assetPath
__aliasesgameplay.__Globals.__aliases
__instancegameplay.__Globals.__instance
__fontCachegameplay.__Globals.__fontCache
__fontEffectgameplay.__Globals.__fontEffect
__formsgameplay.__Globals.__forms
__focusControlgameplay.__Globals.__focusControl

Statistics

Stat
Sum:
Average:
Minimum:
Maximum:
Standard deviation:
Variance:
warningCritical    Rule warning: Constructors of abstract classes should be declared as protected or private
// <Name>Constructors of abstract classes should be declared as protected or private</Name>
// Constructors of an abstract class can only be accessed from this class and derived class.
// Declaring such a constructor with another visibility level is useless and potentially misleading.

warnif count > 0
from t in Application.Types where 
  
t.IsClass && 
  
t.IsAbstract
let ctors = t.Constructors.Where(c => !c.IsProtected && !c.IsPrivate)
where ctors.Count() > 0
select new { t, ctors }

// Notice that if a constructor of an abstract class is declared as private,
// it can only be accessed from derived classes nested in the abstract class.

12 types matched

typesctorsFull Name
Control+Listener1 methodgameplay.Control+Listener
ScriptTarget1 methodgameplay.ScriptTarget
AnimationClip+Listener1 methodgameplay.AnimationClip+Listener
Transform+Listener2 methodsgameplay.Transform+Listener
RenderState+AutoBindingResolver1 methodgameplay.RenderState+AutoBindingResolver
MaterialParameter+MethodBinding1 methodgameplay.MaterialParameter+MethodBinding
Drawable2 methodsgameplay.Drawable
Layout2 methodsgameplay.Layout
TimeListener1 methodgameplay.TimeListener
Camera+Listener1 methodgameplay.Camera+Listener
PhysicsCollisionObject1 methodgameplay.PhysicsCollisionObject
PhysicsCollisionObject+CollisionListener2 methodsgameplay.PhysicsCollisionObject+CollisionListener

Statistics

Stat   ctors
Sum:0
Average:0
Minimum:0
Maximum:0
Standard deviation:0
Variance:0

230
Purity - Immutability - Constness  

warningCritical    Rule warning: Structures should be immutable
// <Name>Structures should be immutable</Name>
warnif count > 0 from t in Application.Types where 
   
t.IsStructure && 
  
!t.IsImmutable

let mutableFields = t.Fields.Where(f => !f.IsImmutable)

select new { t, t.NbLinesOfCode, mutableFields }

// It is deemed as a good practice to make 
// your structure immutable.
// An object is immutable if its state doesn’t 
// change once the object has been created. 
// Consequently, a structure is immutable if 
// its instances are immutable.
// Immutable types naturally simplify code by 
// limiting side-effects.

40 types matched

types# lines of code (LOC)mutableFieldsFull Name
SpriteBatch+SpriteVertex09 fieldsgameplay.SpriteBatch+SpriteVertex
Logger+State33 fieldsgameplay.Logger+State
AIMessage+Parameter51 fieldgameplay.AIMessage+Parameter
ScriptTarget+RegistryEntry33 fieldsgameplay.ScriptTarget+RegistryEntry
ScriptTarget+ScriptEntry33 fieldsgameplay.ScriptTarget+ScriptEntry
ScriptTarget+CallbackFunction22 fieldsgameplay.ScriptTarget+CallbackFunction
Properties+Property22 fieldsgameplay.Properties+Property
AnimationClip+ListenerEvent22 fieldsgameplay.AnimationClip+ListenerEvent
Transform+TransformListener02 fieldsgameplay.Transform+TransformListener
Theme+UVs124 fieldsgameplay.Theme+UVs
Theme+SideRegions64 fieldsgameplay.Theme+SideRegions
PhysicsCollisionShape+Definition1593 fieldsgameplay.PhysicsCollisionShape+Definition
PhysicsCollisionShape+Definition+BoxData02 fieldsgameplay.PhysicsCollisionShape+Definition+BoxData
PhysicsCollisionShape+Definition+SphereData02 fieldsgameplay.PhysicsCollisionShape+Definition+SphereData
PhysicsCollisionShape+Definition+CapsuleData03 fieldsgameplay.PhysicsCollisionShape+Definition+CapsuleData
PhysicsCollisionShape+MeshData02 fieldsgameplay.PhysicsCollisionShape+MeshData
PhysicsCollisionShape+HeightfieldData05 fieldsgameplay.PhysicsCollisionShape+HeightfieldData
PhysicsRigidBody+Parameters189 fieldsgameplay.PhysicsRigidBody+Parameters
PhysicsController+HitResult04 fieldsgameplay.PhysicsController+HitResult
PhysicsController+CollisionInfo12 fieldsgameplay.PhysicsController+CollisionInfo
PhysicsController+DebugDrawer+DebugVertex07 fieldsgameplay.PhysicsController+DebugDrawer+DebugVertex
ScriptController+ScriptTimeListener92 fieldsgameplay.ScriptController+ScriptTimeListener
ScriptUtil+LuaObject02 fieldsgameplay.ScriptUtil+LuaObject
ScriptUtil+LuaArray+Data22 fieldsgameplay.ScriptUtil+LuaArray+Data
AudioBuffer+AudioStreamStateWav04 fieldsgameplay.AudioBuffer+AudioStreamStateWav
AudioBuffer+AudioStreamStateOgg05 fieldsgameplay.AudioBuffer+AudioStreamStateOgg
Bundle+MeshSkinData03 fieldsgameplay.Bundle+MeshSkinData
Bundle+MeshPartData54 fieldsgameplay.Bundle+MeshPartData
Bundle+MeshData77 fieldsgameplay.Bundle+MeshData
SceneLoader+SceneAnimation33 fieldsgameplay.SceneLoader+SceneAnimation
SceneLoader+SceneNodeProperty44 fieldsgameplay.SceneLoader+SceneNodeProperty
SceneLoader+SceneNode37 fieldsgameplay.SceneLoader+SceneNode
Joint+SkinReference32 fieldsgameplay.Joint+SkinReference
TerrainPatch+Layer57 fieldsgameplay.TerrainPatch+Layer
TerrainPatch+Level11 fieldgameplay.TerrainPatch+Level
CollidesWithCallback21 fieldgameplay.CollidesWithCallback
WindowCreationParams05 fieldsgameplay.WindowCreationParams
SamplesGame+SampleRecord103 fieldsSamplesGame+SampleRecord
TerrainHitFilter21 fieldTerrainHitFilter
MeshBatchSample+Vertex22 fieldsMeshBatchSample+Vertex

Statistics

Stat   # lines of code (LOC)   mutableFields
Sum:2740
Average:6.850
Minimum:00
Maximum:1590
Standard deviation:24.650
Variance:607.830
warningCritical    Rule warning: Avoid static fields with a mutable field type
// <Name>Avoid static fields with a mutable field type</Name>
warnif count > 0
from f in Application.Fields
where f.IsStatic && !f.IsEnumValue && !f.IsGeneratedByCompiler
let fieldType = f.FieldType
where fieldType != null && 
     
!fieldType.IsThirdParty && 
     
!fieldType.IsInterface && 
     
!fieldType.IsImmutable
select new { f, 
             
mutableFieldType = fieldType , 
             
isFieldImmutable = f.IsImmutable }


24 fields matched

fieldsmutableFieldTypeisFieldImmutableFull Name
__instanceFlowLayoutFalsegameplay.__Globals.__instance
__focusControlControlFalsegameplay.__Globals.__focusControl
__activeControlControlFalsegameplay.__Globals.__activeControl
__gameInstanceGameFalsegameplay.__Globals.__gameInstance
__currentTextureTypeTexture+TypeFalsegameplay.__Globals.__currentTextureType
__defaultThemeThemeFalsegameplay.__Globals.__defaultTheme
_stateLogger+StateTruegameplay.Logger._state
_emptyAIStateFalsegameplay.AIState._empty
_defaultStateRenderState+StateBlockFalsegameplay.RenderState+StateBlock._defaultState
_defaultFrameBufferFrameBufferFalsegameplay.FrameBuffer._defaultFrameBuffer
_currentFrameBufferFrameBufferFalsegameplay.FrameBuffer._currentFrameBuffer
__scriptInstanceScreenDisplayerFalsegameplay.ScreenDisplayer.__scriptInstance
UNINITIALIZEDGame+StateFalseSample.UNINITIALIZED
RUNNINGGame+StateFalseSample.RUNNING
PAUSEDGame+StateFalseSample.PAUSED
CLEAR_COLORGame+ClearFlagsFalseSample.CLEAR_COLOR
CLEAR_DEPTHGame+ClearFlagsFalseSample.CLEAR_DEPTH
CLEAR_STENCILGame+ClearFlagsFalseSample.CLEAR_STENCIL
CLEAR_COLOR_DEPTHGame+ClearFlagsFalseSample.CLEAR_COLOR_DEPTH
CLEAR_COLOR_STENCILGame+ClearFlagsFalseSample.CLEAR_COLOR_STENCIL
CLEAR_DEPTH_STENCILGame+ClearFlagsFalseSample.CLEAR_DEPTH_STENCIL
CLEAR_COLOR_DEPTH_STENCILGame+ClearFlagsFalseSample.CLEAR_COLOR_DEPTH_STENCIL
_quadModelModelFalsePostProcessSample._quadModel
_compositorMaterialMaterialFalsePostProcessSample._compositorMaterial

Statistics

Stat   mutableFieldType   isFieldImmutable
Sum:00
Average:00
Minimum:00
Maximum:00
Standard deviation:00
Variance:00
warningCritical    Rule warning: Use const_cast carrefully

          
// <Name>Use const_cast carrefully</Name>
          warnif count >0 (from m in Methods where m.IsUsing ("Keywords.const_cast")
          
select new { m, m.NbLinesOfCode }).Take(10)
          

10 methods matched

methods# lines of code (LOC)Full Name
draw(constgameplay::Vector3&,constgameplay::Vector3& ,constgameplay::Vector3&,float,float,float,float,float,float ,constgameplay::Vector4&,constgameplay::Vector2&,float)49gameplay.SpriteBatch.draw(constgameplay::Vector3& ,constgameplay::Vector3&,constgameplay::Vector3&,float,float,float ,float,float,float,constgameplay::Vector4&,constgameplay::Vector2& ,float)
getSpriteBatch(unsignedint)3gameplay.Font.getSpriteBatch(unsignedint)
getTopLevelForm()7gameplay.Control.getTopLevelForm()
getNestedVariable(int*,constchar*,int)24gameplay.__Globals.getNestedVariable(int*,constchar*,int)
getType(constchar*)21gameplay.Properties.getType(constchar*)
setVariable(constchar*,constchar*)17gameplay.Properties.setVariable(constchar*,constchar*)
setValue(gameplay::Uniform*,constTexture::Sampler*)6gameplay.Effect.setValue(gameplay::Uniform*,constTexture::Sampler*)
setValue(gameplay::Uniform*,constTexture::Sampler**,unsignedint)7gameplay.Effect.setValue(gameplay::Uniform*,constTexture::Sampler** ,unsignedint)
getSampler(unsignedint)5gameplay.MaterialParameter.getSampler(unsignedint)
setValue(constfloat*,unsignedint)4gameplay.MaterialParameter.setValue(constfloat*,unsignedint)

Statistics

Stat   # lines of code (LOC)
Sum:143
Average:14.3
Minimum:3
Maximum:49
Standard deviation:13.59
Variance:184.61

450
Naming Conventions  

warningCritical    Rule warning: Instance fields should be prefixed with a 'm_'
// <Name>Instance fields should be prefixed with a 'm_'</Name>
warnif count > 0 (from f in Fields where 
  
!f.NameLike (@"^m_") && 
  
!f.IsStatic  
  
// Don't hesitate to customize the regex of NameLike to your preference. 
 && !f.IsGlobal && !f.IsEnumValue && !f.IsThirdParty 
select new { f }).Take(10)

10 fields matched

fieldsFull Name
xgameplay.Rectangle.x
ygameplay.Rectangle.y
widthgameplay.Rectangle.width
heightgameplay.Rectangle.height
_vertexFormatgameplay.MeshBatch._vertexFormat
_primitiveTypegameplay.MeshBatch._primitiveType
_materialgameplay.MeshBatch._material
_indexedgameplay.MeshBatch._indexed
_capacitygameplay.MeshBatch._capacity
_growSizegameplay.MeshBatch._growSize

Statistics

Stat
Sum:
Average:
Minimum:
Maximum:
Standard deviation:
Variance:
warningCritical    Rule warning: Static fields should be prefixed with a 's_'
// <Name>Static fields should be prefixed with a 's_'</Name>
   warnif count > 0 (from f in Fields where 
  
!f.NameLike (@"^s_") && 
  
f.IsStatic && !f.IsThirdParty 
  
select new { f }).Take(10)  
  
// Don't hesitate to customize the regex of NameLike to your preference.


10 fields matched

fieldsFull Name
GAMEPAD_SCROLL_SPEED__Globals.GAMEPAD_SCROLL_SPEED
JOYSTICK_THRESHOLD__Globals.JOYSTICK_THRESHOLD
GAMEPAD_FOCUS_REPEAT_DELAY__Globals.GAMEPAD_FOCUS_REPEAT_DELAY
__timeTicksPerMillis__Globals.__timeTicksPerMillis
__timeStart__Globals.__timeStart
__timeAbsolute__Globals.__timeAbsolute
__vsync__Globals.__vsync
__hinstance__Globals.__hinstance
__hwnd__Globals.__hwnd
__hdc__Globals.__hdc

Statistics

Stat
Sum:
Average:
Minimum:
Maximum:
Standard deviation:
Variance:
warningCritical    Rule warning: Types name should begin with an Upper character
// <Name>Types name should begin with an Upper character</Name>
warnif count > 0 (from t in Types where 
 
!t.NameLike (@"^[A-Z]")      // The name of a type should begin with an Upper letter.
  && // Except if it is generated by compiler or ...
 !t.IsThirdParty && !t.IsGlobal
select new { t, t.NbLinesOfCode }).Take(10)

10 types matched

types# lines of code (LOC)Full Name
_fooAudio3DSample0_fooAudio3DSample
_fooAudioSample0_fooAudioSample
_fooBillboardSample0_fooBillboardSample
_fooFontSample0_fooFontSample
_fooFormsSample0_fooFormsSample
_fooGamepadSample0_fooGamepadSample
_fooLightSample0_fooLightSample
_fooParticlesSample0_fooParticlesSample
_fooPostProcessSample0_fooPostProcessSample
_fooSceneCreateSample0_fooSceneCreateSample

Statistics

Stat   # lines of code (LOC)
Sum:0
Average:0
Minimum:0
Maximum:0
Standard deviation:0
Variance:0
warningCritical    Rule warning: Avoid methods with name too long
// <Name>Avoid methods with name too long</Name>
warnif count > 0 from m in Application.Methods where 
 
!m.IsGeneratedByCompiler 
  
&& m.SimpleName.Length > 35 && !m.IsThirdParty

select new { m, m.SimpleName }

// The regex matches methods with name longer 
// than 35 characters.
// Method Name doesn't contain the type and namespace 
// prefix, FullName does.
// The regex computes the method name length from 
// the beginning until the first open parenthesis 
// or first lower than (for generic methods).
      

14 methods matched

methodsSimpleNameFull Name
luaRegister_PhysicsCollisionObjectCollisionListener()luaRegister_PhysicsCollisionObjectCollisionListenergameplay.__Globals.luaRegister_PhysicsCollisionObjectCollisionListener ()
luaRegister_PhysicsCollisionObjectCollisionPair()luaRegister_PhysicsCollisionObjectCollisionPairgameplay.__Globals.luaRegister_PhysicsCollisionObjectCollisionPair()
luaRegister_PhysicsCollisionShapeDefinition()luaRegister_PhysicsCollisionShapeDefinitiongameplay.__Globals.luaRegister_PhysicsCollisionShapeDefinition()
luaRegister_PhysicsControllerHitFilter()luaRegister_PhysicsControllerHitFiltergameplay.__Globals.luaRegister_PhysicsControllerHitFilter()
luaRegister_PhysicsControllerHitResult()luaRegister_PhysicsControllerHitResultgameplay.__Globals.luaRegister_PhysicsControllerHitResult()
luaRegister_PhysicsControllerListener()luaRegister_PhysicsControllerListenergameplay.__Globals.luaRegister_PhysicsControllerListener()
luaRegister_PhysicsGenericConstraint()luaRegister_PhysicsGenericConstraintgameplay.__Globals.luaRegister_PhysicsGenericConstraint()
luaRegister_PhysicsRigidBodyParameters()luaRegister_PhysicsRigidBodyParametersgameplay.__Globals.luaRegister_PhysicsRigidBodyParameters()
luaRegister_ScriptTargetEventRegistry()luaRegister_ScriptTargetEventRegistrygameplay.__Globals.luaRegister_ScriptTargetEventRegistry()
autoBindingGetWorldViewProjectionMatrix()autoBindingGetWorldViewProjectionMatrixgameplay.RenderState.autoBindingGetWorldViewProjectionMatrix()
autoBindingGetInverseTransposeWorldMatrix()autoBindingGetInverseTransposeWorldMatrixgameplay.RenderState.autoBindingGetInverseTransposeWorldMatrix()
autoBindingGetInverseTransposeWorldViewMatrix()autoBindingGetInverseTransposeWorldViewMatrixgameplay.RenderState.autoBindingGetInverseTransposeWorldViewMatrix()
MethodValueBinding<ClassType,ParameterType> (gameplay::MaterialParameter*,ClassType*,ValueMethod)MethodValueBinding<ClassType,ParameterType>gameplay.MaterialParameter+MethodValueBinding.MethodValueBinding <ClassType,ParameterType>(gameplay::MaterialParameter*,ClassType* ,ValueMethod)
MethodArrayBinding<ClassType,ParameterType> (gameplay::MaterialParameter*,ClassType*,ValueMethod,CountMethod)MethodArrayBinding<ClassType,ParameterType>gameplay.MaterialParameter+MethodArrayBinding.MethodArrayBinding <ClassType,ParameterType>(gameplay::MaterialParameter*,ClassType* ,ValueMethod,CountMethod)

Statistics

Stat   SimpleName
Sum:0
Average:0
Minimum:0
Maximum:0
Standard deviation:0
Variance:0
warningCritical    Rule warning: Namespace name should correspond to file location
// <Name>Namespace name should correspond to file location</Name>

// For a good code organization, 
// do mirror the namespaces hierarchy and the source files directories tree.

warnif count > 0
from n in Application.Namespaces 

// Replace dots by spaces in namespace name
let dirCorresponding = n.Name.Replace('.', ' ')

// Look at source file decl of JustMyCode type's declared in n
from t in n.ChildTypes
where JustMyCode.Contains(t) 
from decl in t.SourceDecls
let sourceFilePath = decl.SourceFile.FilePath.ToString()

// Replace dots and path separators by spaces in source files names
where !sourceFilePath.Replace('.',' ').Replace('\\',' ').Contains(dirCorresponding) && !t.IsThirdParty

select new { t, dirCorresponding , sourceFilePath  } 

1 types matched

typedirCorrespondingsourceFilePathFull Name
__Globalsgameplayc:\GlobalMembersgameplay.__Globals

Statistics

Stat   dirCorresponding   sourceFilePath
Sum:00
Average:00
Minimum:00
Maximum:00
Standard deviation:00
Variance:00

220
Source Files Organization  

warningCritical    Rule warning: Avoid defining multiple types in a source file
// <Name>Avoid defining multiple types in a source file</Name>
warnif count > 0 

// Build a lookup indexed by source files, values being a sequence of types defined in the source file.
let lookup = Application.Types.Where(t => 
                                
!t.IsGlobal && 
                               
// except nested types and types generated by compilers!
                               !t.IsGeneratedByCompiler &&                               
                               
!t.IsNested)                                
                         
// It could make sense to not apply this rule for enumerations.
                         // && !t.IsEnumeration)

            
// We use multi-key, since a type can be declared in multiple source files.
           .ToMultiKeyLookup(t => t.SourceDecls.Select(d => d.SourceFile))
 
from @group in lookup where @group.Count() > 1
   
let sourceFile = @group.Key

   
// CQLinq doesn't let indexing result with sourceFile 
   // so we choose a typeIndex in types, 
   // preferably the type that has the file name.
   let typeWithSourceFileName = @group.FirstOrDefault(t => t.SimpleName == sourceFile.FileNameWithoutExtension)
   
let typeIndex = typeWithSourceFileName ?? @group.First()

select new { typeIndex, 
             
types = @group as IEnumerable<IType>, 
             
sourceFile.FilePathString }

5 types matched

typestypesFilePathStringFull Name
Effect2 typesC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Effect.hgameplay.Effect
Node2 typesC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\Node.hgameplay.Node
ScriptController2 typesC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\ScriptController.hgameplay.ScriptController
ClosestNotMeRayResultCallback2 typesC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src\PhysicsVehicle.cppgameplay.ClosestNotMeRayResultCallback
_fooTerrainSample2 typesC:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\samples\browser\src\TerrainSample.cpp_fooTerrainSample

Statistics

Stat   types   FilePathString
Sum:00
Average:00
Minimum:00
Maximum:00
Standard deviation:00
Variance:00
warningCritical    Rule warning: Types declared in the same namespace, should have their source files stored in the same directory
// <Name>Types declared in the same namespace, should have their source files stored in the same directory</Name>
warnif count > 0 
from @namespace in Application.Namespaces

// Group types of @namespace in a lookup 
// where groups are keyed with directories that contain the types' source file(s).
// Note that a type can be contained in several groups 
// if it is declared in several source files stored in different directories.
let lookup = @namespace.ChildTypes.Where(t => !t.IsGlobal && JustMyCode.Contains(t))
            
.ToMultiKeyLookup(
               
t => t.SourceDecls.Select(
                          
decl => decl.SourceFile.FilePath.ParentDirectoryPath).Distinct()
            
)

// Are types of @namespaces declared in more than one directory?
where lookup.Count > 1

// Infer the main directory, preferably the one that has the same name as the namespace.
let dirs = lookup.Select(types => types.Key)
let mainDirNullable = dirs.Where(d => d.DirectoryName == @namespace.SimpleName).FirstOrDefault()
let mainDir = mainDirNullable ?? dirs.First()

// Types declared out of mainDir, are types in group of types declared in a directory different than mainDir!
let typesDeclaredOutOfMainDir = lookup.Where(types => types.Key != mainDir)
                                
.SelectMany(types => types)
                                
                                
// Filter types declared on several source files that contain generated methods 
                                // because typically such type contains one or several partial definitions generated.
                                // These partially generated types would be false positive for the present rule.
                                .Where(t => t.SourceDecls.Count() == 1 ||
                                            
t.Methods.Count(m => JustMyCode.Contains(m)) == 0)

where typesDeclaredOutOfMainDir.Count() > 0

select new { @namespace, 

             
// Typically a type in typesDeclaredOutOfMainDir ...
             // 1) ... is contained in the wrong namespace but its source file(s) is stored in the right directory.
             //      --> In such situation the type parent namespace should be the namespace corresponding to the directory.
             // 2) ... is contained in the right namespace but its source file(s) is stored in the wrong directory
             //      --> In such situation the type source file should be moved to mainDir.
             // 3) ... is declared in multiple source files, stored in different directories.
             //      --> It would be preferable that all source files are stored in a single directory.
             typesDeclaredOutOfMainDir , 

             
mainDir = mainDir.ToString() }

4 namespaces matched

namespacestypesDeclaredOutOfMainDirmainDirFull Name
55 typesc:
1 typec:
1 typec:
2 typesc:

Statistics

Stat   typesDeclaredOutOfMainDir   mainDir
Sum:00
Average:00
Minimum:00
Maximum:00
Standard deviation:00
Variance:00

Object Oriented Design

Base class should not use derivatives
• Rule Description:

In Object-Oriented Programming, the open/closed principle states: software entities (components, classes, methods, etc.) should be open for extension, but closed for modification. http://en.wikipedia.org/wiki/Open/closed_principle

Hence a base class should be designed properly to make it easy to derive from, this is extension. But creating a new derived class, or modifying an existing one, shouldn't provoke any modification in the base class. And if a base class is using some derivative classes somehow, there are good chances that such modification will be needed.

Extending the base class is not anymore a simple operation, this is not good design.


• How to Fix Violations:

Understand the need for using derivatives, then imagine a new design, and then refactor.

Typically an algorithm in the base class needs to access something from derived classes. You can try to encapsulate this access behind an abstract or a virtual method.

If you see in the base class some conditions on typeof(DerivedClass) not only urgent refactoring is needed. Such condition can easily be replaced through an abstract or a virtual method.

Sometime you'll see a base class that creates instance of some derived classes. In such situation, certainly using the factory method pattern http://en.wikipedia.org/wiki/Factory_method_pattern or the abstract factory pattern http://en.wikipedia.org/wiki/Abstract_factory_pattern will improve the design.

4 types matched

typesderivedClassesUsedFull Name
Control2 typesgameplay.Control
AnimationTarget2 typesgameplay.AnimationTarget
RenderState1 typegameplay.RenderState
Container1 typegameplay.Container

Statistics

Stat   derivedClassesUsed
Sum:0
Average:0
Minimum:0
Maximum:0
Standard deviation:0
Variance:0
Class shouldn't be too deep in inheritance tree
• Rule Description:

This rule warns about classes having 3 or more base classes. Notice that third-party base classes are not counted because this rule is about your code design, not third-party libraries consumed design.

In theory, there is nothing wrong having a long inheritance chain, if the modelization has been well thought out, if each base class is a well-designed refinement of the domain.

In practice, modeling properly a domain demands a lot of effort and experience and more often than not, a long inheritance chain is a sign of confused design, that will be hard to work with and maintain.


• How to Fix Violations:

In Object-Oriented Programming, a well-known motto is Favor Composition over Inheritance.

This is because inheritance comes with pitfalls. In general, the implementation of a derived class is very bound up with the base class implementation. Also a base class exposes implementation details to its derived classes, that's why it's often said that inheritance breaks encapsulation.

On the other hands, Composition favors binding with interfaces over binding with implementations. Hence, not only the encapsulation is preserved, but the design is clearer, because interfaces make it explicit and less coupled.

Hence, to break a long inheritance chain, Composition is often a powerful way to enhance the design of the refactored underlying logic.

You can also read: http://en.wikipedia.org/wiki/Composition_over_inheritance and http://stackoverflow.com/questions/49002/prefer-composition-over-inheritance

No types matched

Constructor should not call a virtual methods
// <Name>Constructor should not call a virtual methods</Name>

// Returns constructor of a non-sealed type calling virtual methods.
// In such a situation, if a derived class overrides the method,
// then the override method will be called before the derived constructor.
// This makes the class fragile to derive from.
//
// Violations reported can be solved by re-designing object initialisation
// or by marking the parent class as sealed, if possible.

warnif count > 0
from t in Application.Types where 
   
t.IsClass &&
  
!t.IsGeneratedByCompiler

from ctor in t.Constructors 
let virtualMethodsCalled = from mCalled in ctor.MethodsCalled
                           
where mCalled.IsVirtual &&
                                
(mCalled.ParentType == t ||
                                 
t.DeriveFrom(mCalled.ParentType))
                           
select mCalled
where virtualMethodsCalled.Count() > 0

select new { ctor , 
             
virtualMethodsCalled, 
             
// If there is no derived type, it might be 
             // an opportunity to mark t as sealed.
             t.DerivedTypes }

1 methods matched

methodvirtualMethodsCalledDerivedTypesFull Name
Channel(gameplay::Animation*,gameplay::AnimationTarget*,int ,gameplay::Curve*,unsignedlong)1 method0 typegameplay.Animation+Channel.Channel(gameplay::Animation* ,gameplay::AnimationTarget*,int,gameplay::Curve*,unsignedlong)

Statistics

Stat   virtualMethodsCalled   DerivedTypes
Sum:00
Average:00
Minimum:00
Maximum:00
Standard deviation:00
Variance:00
Avoid the Singleton pattern
//<Name>Avoid the Singleton pattern</Name>
warnif count > 0
from t in Application.Types
where !t.IsStatic && !t.IsAbstract && (t.IsClass || t.IsStructure)

// All ctors of a singleton are private
where t.Constructors.Where(ctor => !ctor.IsPrivate).Count() == 0

// A singleton contains one static field of its parent type, to reference the unique instance
let staticFieldInstances = t.StaticFields.WithFieldType(t)
where staticFieldInstances.Count() == 1
select new { t, staticFieldInstance = staticFieldInstances.First() }

// The Singleton pattern consists in syntactically enforcing that a class 
// has just one unique instance.
// At first glance, this pattern looks appealing and it is widely used.
// However, we discourage you from using singleton classes because experience
// shows that singletons often result in less testable and less maintainable code.
// More details available in these discussions:
//  http://codebetter.com/patricksmacchia/2011/05/04/back-to-basics-usage-of-static-members/
//  http://adamschepis.com/blog/2011/05/02/im-adam-and-im-a-recovering-singleton-addict/

2 types matched

typesstaticFieldInstanceFull Name
AIState_emptygameplay.AIState
RenderState+StateBlock_defaultStategameplay.RenderState+StateBlock

Statistics

Stat   staticFieldInstance
Sum:0
Average:0
Minimum:0
Maximum:0
Standard deviation:0
Variance:0
Don't assign static fields from instance methods
• Rule Description:

Assigning static fields from instance methods leads to poorly maintainable and non-thread-safe code.

More discussion on the topic can be found here: http://codebetter.com/patricksmacchia/2011/05/04/back-to-basics-usage-of-static-members/


• How to Fix Violations:

If the static field is just assigned once in the program lifetime, make sure to declare it as readonly and assign it inline, or from the static constructor.

In Object-Oriented-Programming the natural artifact to hold states that can be modified is instance fields.

Hence to fix violations of this rule, make sure to hold assignable states through instance fields, not through static fields.

9 fields matched

fieldsassignedByFull Name
_empty2 methodsgameplay.AIState._empty
CLIP_IS_FADING_OUT_BIT1 methodgameplay.AnimationClip.CLIP_IS_FADING_OUT_BIT
INTERSECTS_NONE1 methodgameplay.Ray.INTERSECTS_NONE
_currentFrameBuffer1 methodgameplay.FrameBuffer._currentFrameBuffer
_pausedTimeLast1 methodgameplay.Game._pausedTimeLast
_categories1 methodSamplesGame._categories
_samples1 methodSamplesGame._samples
_quadModel1 methodPostProcessSample._quadModel
_compositorMaterial1 methodPostProcessSample._compositorMaterial

Statistics

Stat   assignedBy
Sum:0
Average:0
Minimum:0
Maximum:0
Standard deviation:0
Variance:0
Avoid Abstract Classes with too many methods
// <Name>Avoid Abstract Classes with too many methods</Name>
// An abstract class  should abstract a clear and well-defined concept.
// Such concept shoudln't be represented with too many methods and property getter.
warnif count > 0 from t in JustMyCode.Types where 
  
t.IsAbstract
let methodsAndGetters = t.Methods
where methodsAndGetters.Count() > 10
select new { t, methodsAndGetters }

4 types matched

typesmethodsAndGettersFull Name
ScriptTarget14 methodsgameplay.ScriptTarget
AnimationTarget22 methodsgameplay.AnimationTarget
PhysicsCollisionObject17 methodsgameplay.PhysicsCollisionObject
Sample57 methodsSample

Statistics

Stat   methodsAndGetters
Sum:0
Average:0
Minimum:0
Maximum:0
Standard deviation:0
Variance:0

API Breaking Changes

API Breaking Changes: Types
// <Name>API Breaking Changes: Types</Name>
// This rule warns if a publicly visible type is 
// not publicly visible anymore or if it has been removed.
// Such type can break the code of your clients.

warnif count > 0 from t in codeBase.OlderVersion().Application.Types
where t.IsPublic && 

     
// The type has been removed and its parent project hasn't been removed ...
     ( (t.WasRemoved() && !t.ParentProject.WasRemoved()) ||

     
// ... or the type is not publicly visible anymore
       !t.WasRemoved() && !t.NewerVersion().IsPublic)

select new { t,
             
NewVisibility = (t.WasRemoved() ? " " : t.NewerVersion().Visibility.ToString()) }

No types matched

API Breaking Changes: Methods
// <Name>API Breaking Changes: Methods</Name>
// This rule warns if a publicly visible method is 
// not publicly visible anymore or if it has been removed.
// Such method can break the code of your clients.

warnif count > 0 from m in codeBase.OlderVersion().Application.Methods
where m.IsPublic && 

     
// The method has been removed and its parent type hasn't been removed ...
     ( (m.WasRemoved() && !m.ParentType.WasRemoved()) ||

     
// ... or the method is not publicly visible anymore
       !m.WasRemoved() && !m.NewerVersion().IsPublic)

select new { m,
             
NewVisibility = (m.WasRemoved() ? " " : m.NewerVersion().Visibility.ToString()) }

No methods matched

API Breaking Changes: Fields
// <Name>API Breaking Changes: Fields</Name>
// This rule warns if a publicly visible field is 
// not publicly visible anymore or if it has been removed.
// Such field can break the code of your clients.

warnif count > 0 from f in codeBase.OlderVersion().Application.Fields
where f.IsPublic &&

     
// The field has been removed and its parent type hasn't been removed ...
     ( (f.WasRemoved() && !f.ParentType.WasRemoved()) ||

     
// ... or the field is not publicly visible anymore
       !f.WasRemoved() && !f.NewerVersion().IsPublic)

select new { f,
             
NewVisibility = (f.WasRemoved() ? " " : f.NewerVersion().Visibility.ToString()) }

No fields matched

API Breaking Changes: Interfaces and Abstract Classes
// <Name>API Breaking Changes: Interfaces and Abstract Classes</Name>
// This rule warns if a publicly visible interface or abstract class 
// has been changed and contains new abstract methods or 
// if some abstract methods have been removed.
// This can break the code of clients 
// that implement such interface or derive from such abstract class.

warnif count > 0 from tNewer in Application.Types where 
 
(tNewer.IsInterface || tNewer.IsClass && tNewer.IsAbstract) && 
  
tNewer.IsPublic && 
  
tNewer.IsPresentInBothBuilds()

let tOlder = tNewer.OlderVersion() where tOlder.IsPublic

let methodsRemoved = tOlder.Methods.Where(m => m.IsAbstract && m.WasRemoved())
let methodsAdded = tNewer.Methods.Where(m => m.IsAbstract && m.WasAdded())

where methodsAdded.Count() > 0 || methodsRemoved.Count() > 0
select new { tNewer, methodsAdded, methodsRemoved }

No types matched

Avoid transforming immutable types into mutable types
// <Name>Avoid transforming immutable types into mutable types</Name>

// Immutability is a strong property on a type.
// Breaking immutability can result in serious problem for an algorithm consummer
// that has been written taking account of the type immutability.

// To visualize changes in code, right-click a matched type and select:
//  - Compare older and newer versions of source file
//  - Compare older and newer versions disassembled with Reflector

warnif count > 0 
from t in Application.Types where
  
t.IsPresentInBothBuilds() &&
 
!t.IsStatic &&
 
!t.IsImmutable && 
  
t.OlderVersion().IsImmutable

let mutableFields = from f in t.InstanceFields where !f.IsImmutable select f

select new { t, mutableFields }

No types matched

API: New publicly visible types
// <Name>API: New publicly visible types</Name>
// List types that are new in the public surface of your Projects

from t in Application.Types
where t.IsPublic && 

     
// The type has been removed and its parent project hasn't been removed ...
     ( (t.WasAdded() && !t.ParentProject.WasAdded()) ||

     
// ... or the type existed but was not publicly visible
       !t.WasAdded() && !t.OlderVersion().IsPublic)

select new { t,
             
OldVisibility = (t.WasAdded() ? " " : t.OlderVersion().Visibility.ToString()) }

No types matched

API: New publicly visible methods
// <Name>API: New publicly visible methods</Name>
// List methods that are new in the public surface of your Projects

from m in Application.Methods
where m.IsPublic && 

     
// The method has been removed and its parent project hasn'm been removed ...
     ( (m.WasAdded() && !m.ParentType.WasAdded()) ||

     
// ... or the t existed but was not publicly visible
       !m.WasAdded() && !m.OlderVersion().IsPublic)

select new { m,
             
OldVisibility = (m.WasAdded() ? " " : m.OlderVersion().Visibility.ToString()) }

No methods matched

API: New publicly visible fields
// <Name>API: New publicly visible fields</Name>
// List fields that are new in the public surface of your Projects

from f in Application.Fields
where f.IsPublic && 

     
// The method has been removed and its parent project hasn'f been removed ...
     ( (f.WasAdded() && !f.ParentType.WasAdded()) ||

     
// ... or the t existed but was not publicly visible
       !f.WasAdded() && !f.OlderVersion().IsPublic)

select new { f,
             
OldVisibility = (f.WasAdded() ? " " : f.OlderVersion().Visibility.ToString()) }

No fields matched

Code Diff Summary

New Projects
// <Name>New Projects</Name>
from a in Application.Projects where a.WasAdded()
select new { a, a.NbLinesOfCode }

No projects matched

Projects removed
// <Name>Projects removed</Name>
from a in codeBase.OlderVersion().Application.Projects where a.WasRemoved()
select new { a, a.NbLinesOfCode }

No projects matched

Projects where code was changed
// <Name>Projects where code was changed</Name>
from a in Application.Projects where a.CodeWasChanged()
select new { a, a.NbLinesOfCode, 
             
oldNbLinesOfCode = a.OlderVersion().NbLinesOfCode ,
             
delta = (int) a.NbLinesOfCode - a.OlderVersion().NbLinesOfCode }

No projects matched

New namespaces
// <Name>New namespaces</Name>
from n in Application.Namespaces where 
 
!n.ParentProject.WasAdded() &&
  
n.WasAdded()
select new { n, n.NbLinesOfCode }

No namespaces matched

Namespaces removed
// <Name>Namespaces removed</Name>
from n in codeBase.OlderVersion().Application.Namespaces where 
 
!n.ParentProject.WasRemoved() &&
  
n.WasRemoved()
select new { n, n.NbLinesOfCode }

No namespaces matched

Namespaces where code was changed
// <Name>Namespaces where code was changed</Name>
from n in Application.Namespaces where n.CodeWasChanged()
select new { n, n.NbLinesOfCode, 
             
oldNbLinesOfCode = n.OlderVersion().NbLinesOfCode ,
             
delta = (int) n.NbLinesOfCode - n.OlderVersion().NbLinesOfCode }

No namespaces matched

New types
// <Name>New types</Name>
from t in Application.Types where 
 
!t.ParentNamespace.WasAdded() &&
  
t.WasAdded()
select new { t, t.NbLinesOfCode }

No types matched

Types removed
// <Name>Types removed</Name>
from t in codeBase.OlderVersion().Application.Types where 
 
!t.ParentNamespace.WasRemoved() &&
  
t.WasRemoved()
select new { t, t.NbLinesOfCode }

No types matched

Types where code was changed
// <Name>Types where code was changed</Name>
// To visualize changes in code, right-click a matched type and select:
//  - Compare older and newer versions of source file
//  - Compare older and newer versions disassembled with Reflector

from t in Application.Types where t.CodeWasChanged() 
//select new { t, t.NbLinesOfCode }
select new { t, t.NbLinesOfCode, 
             
oldNbLinesOfCode = t.OlderVersion().NbLinesOfCode ,
             
delta = (int?) t.NbLinesOfCode - t.OlderVersion().NbLinesOfCode } 
/*from t in Application.Types where t.CodeWasChanged() && t.IsPresentInBothBuild
select new { t, t.NbLinesOfCode, 
             oldNbLinesOfCode = t.OlderVersion().NbLinesOfCode ,
             delta = (int) t.NbLinesOfCode - t.OlderVersion().NbLinesOfCode }*/

No types matched

Heuristic to find types moved from one namespace or project to another
// <Name>Heuristic to find types moved from one namespace or project to another</Name>
let typesRemoved = codeBase.OlderVersion().Types.Where(t => t.WasRemoved())
let typesAdded = Types.Where(t => t.WasAdded())

from tMoved in typesAdded.Join(
   
typesRemoved,
   
t => t.Name,
   
t => t.Name,
   
(tNewer, tOlder) => new { tNewer, 
                             
OlderParentNamespace = tOlder.ParentNamespace,
                             
OlderParentproject = tOlder.ParentProject  } ) 
select tMoved

No types matched

Types directly using one or several types changed
// <Name>Types directly using one or several types changed</Name>
let typesChanged = Application.Types.Where(t => t.CodeWasChanged()).ToHashSet()

from t in JustMyCode.Types.UsingAny(typesChanged) where
  
!t.CodeWasChanged() && 
  
!t.WasAdded()
let typesChangedUsed = t.TypesUsed.Intersect(typesChanged) 
select new { t, typesChangedUsed }

No types matched

Types indirectly using one or several types changed
// <Name>Types indirectly using one or several types changed</Name>
let typesChanged = Application.Types.Where(t => t.CodeWasChanged()).ToHashSet()

// 'depth' represents a code metric defined on types using
// directly or indirectly any type where code was changed.
let depth = JustMyCode.Types.DepthOfIsUsingAny(typesChanged) 

from t in depth.DefinitionDomain where
  
!t.CodeWasChanged() && 
  
!t.WasAdded()

let typesChangedDirectlyUsed = t.TypesUsed.Intersect(typesChanged) 
let depthOfUsingTypesChanged = depth[t]
orderby depthOfUsingTypesChanged 

select new { t, depthOfUsingTypesChanged, typesChangedDirectlyUsed }

No types matched

New methods
// <Name>New methods</Name>
from m in Application.Methods where 
 
!m.ParentType.WasAdded() &&
  
m.WasAdded()
select new { m, m.NbLinesOfCode }

No methods matched

Methods removed
// <Name>Methods removed</Name>
from m in codeBase.OlderVersion().Application.Methods where 
 
!m.ParentType.WasRemoved() &&
  
m.WasRemoved()
select new { m, m.NbLinesOfCode }

No methods matched

Methods where code was changed
// <Name>Methods where code was changed</Name>
// To visualize changes in code, right-click a matched method and select:
//  - Compare older and newer versions of source file
//  - Compare older and newer versions disassembled with Reflector

from m in Application.Methods where m.CodeWasChanged()
select new { m, m.NbLinesOfCode, 
             
oldNbLinesOfCode = m.OlderVersion().NbLinesOfCode ,
             
delta = (int?) m.NbLinesOfCode - m.OlderVersion().NbLinesOfCode }

No methods matched

Methods directly calling one or several methods changed
// <Name>Methods directly calling one or several methods changed</Name>
let methodsChanged = Application.Methods.Where(m => m.CodeWasChanged()).ToHashSet()

from m in JustMyCode.Methods.UsingAny(methodsChanged ) where
  
!m.CodeWasChanged() && 
  
!m.WasAdded()
let methodsChangedCalled = m.MethodsCalled.Intersect(methodsChanged) 
select new { m, methodsChangedCalled }

No methods matched

Methods indirectly calling one or several methods changed
// <Name>Methods indirectly calling one or several methods changed</Name>
let methodsChanged = Application.Methods.Where(m => m.CodeWasChanged()).ToHashSet()

// 'depth' represents a code metric defined on methods using
// directly or indirectly any method where code was changed.
let depth = JustMyCode.Methods.DepthOfIsUsingAny(methodsChanged) 

from m in depth.DefinitionDomain where
  
!m.CodeWasChanged() && 
  
!m.WasAdded()

let methodsChangedDirectlyUsed = m.MethodsCalled.Intersect(methodsChanged) 
let depthOfUsingMethodsChanged = depth[m]
orderby depthOfUsingMethodsChanged 

select new { m, depthOfUsingMethodsChanged, methodsChangedDirectlyUsed }

No methods matched

New fields
// <Name>New fields</Name>
from f in Application.Fields where 
 
!f.ParentType.WasAdded() &&
  
f.WasAdded()
select new { f }

No fields matched

Fields removed
// <Name>Fields removed</Name>
from f in codeBase.OlderVersion().Application.Fields where 
 
!f.ParentType.WasRemoved() &&
  
f.WasRemoved()
select new { f }

No fields matched

Third party types that were not used and that are now used
// <Name>Third party types that were not used and that are now used</Name>
from t in ThirdParty.Types where t.IsUsedRecently()
select new { t, t.Methods, t.Fields } 

No types matched

Third party types that were used and that are not used anymore
// <Name>Third party types that were used and that are not used anymore</Name>
from t in codeBase.OlderVersion().Types where t.IsNotUsedAnymore()
select new { t, t.Methods, t.Fields }  

No types matched

Third party methods that were not used and that are now used
// <Name>Third party methods that were not used and that are now used</Name>
from m in ThirdParty.Methods where 
  
m.IsUsedRecently() &&
 
!m.ParentType.IsUsedRecently()
select m

No methods matched

Third party methods that were used and that are not used anymore
// <Name>Third party methods that were used and that are not used anymore</Name>
from m in codeBase.OlderVersion().Methods where 
  
m.IsNotUsedAnymore() &&
 
!m.ParentType.IsNotUsedAnymore()
select m

No methods matched

Third party fields that were not used and that are now used
// <Name>Third party fields that were not used and that are now used</Name>
from f in ThirdParty.Fields where 
  
f.IsUsedRecently() &&
 
!f.ParentType.IsUsedRecently()
select f

No fields matched

Third party fields that were used and that are not used anymore
// <Name>Third party fields that were used and that are not used anymore</Name>
from f in codeBase.OlderVersion().Fields where 
  
f.IsNotUsedAnymore() &&
 
!f.ParentType.IsNotUsedAnymore()
select f

No fields matched

Test and Code Coverage

C.R.A.P method code metric
• Rule Description:

This rule is executed only if some code coverage data is imported from some code coverage files.

Change Risk Analyzer and Predictor (i.e. CRAP) is a code metric that helps in pinpointing overly complex and untested code. Is has been first defined here: http://www.artima.com/weblogs/viewpost.jsp?thread=215899

The Formula is: CRAP(m) = CC(m)^2 * (1 – cov(m)/100)^3 + CC(m)

• where CC(m) is the cyclomatic complexity of the method m

• and cov(m) is the percentage coverage by tests of the method m

Matched methods cumulates two highly error prone code smells:

• A complex method, difficult to develop and maintain.

• Non 100% covered code, difficult to refactor without introducing any regression bug.

The highest the CRAP score, the more painful to maintain and error prone is the method.

An arbitrary threshold of 30 is fixed for this code rule as suggested by inventors.

Notice that no amount of testing will keep methods with a Cyclomatic Complexity highest than 30, out of CRAP territory.

Notice that this rule doesn't match too short method with less than 10 lines of code.


• How to Fix Violations:

In such situation, it is recommended to both refactor the complex method logic into several smaller and less complex methods (that might belong to some new types especially created), and also write unit-tests to full cover the refactored logic.

You'll find code impossible to cover by unit-tests, like calls to MessageBox.Show(). An infrastructure must be defined to be able to mock such code at test-time.

No methods matched

Complex methods partially covered by tests should be 100% covered
• Rule Description:

This rule is executed only if some code coverage data is imported from some code coverage files.

There are default rules that warn about complex methods to refactor. The present rule warns about complex methods that are already a bit covered by tests but not 100% covered by tests.

Such situation cumulates two highly error prone code smells:

• A complex method, difficult to develop and maintain.

• Non 100% covered code, difficult to refactor without creating any regression bug.

Because the complex method is already covered partially by tests, it might be not so costly to write more tests to full cover it.


• How to Fix Violations:

In such situation, it is recommended to both:

• refactor the complex method logic into several smaller and less complex methods (that might belong to some new types especially created),

• and also write more unit-tests to full cover the refactored logic.

You'll find code impossible to cover by unit-tests, like calls to MessageBox.Show(). An infrastructure must be defined to be able to mock such code at test-time.

No methods matched

Method changed poorly covered
• Rule Description:

This rule is executed only if a baseline for comparison is defined (diff mode). This rule operates only on methods added or refactored since the baseline.

This rule is executed only if some code coverage data is imported from some code coverage files.

It is important to write code mostly covered by tests to achieve maintainable and non-error-prone code.

In real-world, many code bases are poorly covered by tests. However it is not practicable to stop the development for months to refactor and write tests to achieve high code coverage ratio.

Hence it is recommended that each time a method (or a type) gets refactored, the developer takes the time to write associated unit-tests to cover it.

Doing so will help to increase significantly the maintainability of the code base. You'll notice that quickly, refactoring will also be driven by testability, and as a consequence, the overall code structure and design will increase as well.


• How to Fix Violations:

Write unit-tests to cover the code of most methods and classes refactored.

No methods matched

Method added poorly covered
• Rule Description:

This rule is executed only if a baseline for comparison is defined (diff mode). This rule operates only on methods added or refactored since the baseline.

This rule is executed only if some code coverage data is imported from some code coverage files.

It is important to write code mostly covered by tests to achieve maintainable and non-error-prone code.

In real-world, many code bases are poorly covered by tests. However it is not practicable to stop the development for months to refactor and write tests to achieve high code coverage ratio.

Hence it is recommended that each time a method (or a type) gets added, the developer takes the time to write associated unit-tests to cover it.

Doing so will help to increase significantly the maintainability of the code base. You'll notice that quickly, refactoring will also be driven by testability, and as a consequence, the overall code structure and design will increase as well.


• How to Fix Violations:

Write unit-tests to cover the code of most methods and classes added.

No methods matched

Types 95% to 99% covered
• Rule Description:

This rule is executed only if some code coverage data is imported from some code coverage files.

Often covering the few percents of remaining uncovered code of a class, requires as much work as covering the first 90%. For this reason, often teams estimate that 90% coverage is enough. However untestable code usually means poorly written code which usually leads to error prone code. So it might be worth refactoring and making sure to cover the few uncovered lines of code because most tricky bugs might come from this small portion of hard-to-test code.

Not all classes should be 100% covered by tests (like UI code can be hard to test) but you should make sure that most of the logic of your application is defined in some easy-to-test classes, 100% covered by tests.


• How to Fix Violations:

Write more unit-tests dedicated to cover code not covered yet. If you find some hard-to-test code, it is certainly a sign that this code is not well designed and hence, needs refactoring.

No types matched

Namespaces 95% to 99% covered
• Rule Description:

This rule is executed only if some code coverage data is imported from some code coverage files.

Often covering the few percents of remaining uncovered code of one or several classes in a namespace requires as much work as covering the first 90%. For this reason, often teams estimate that 90% coverage is enough. However untestable code usually means poorly written code which usually leads to error prone code. So it might be worth refactoring and making sure to cover the few uncovered lines of code because most tricky bugs might come from this small portion of hard-to-test code.

Not all classes should be 100% covered by tests (like UI code can be hard to test) but you should make sure that most of the logic of your application is defined in some easy-to-test classes, 100% covered by tests.


• How to Fix Violations:

Write more unit-tests dedicated to cover code not covered yet in the namespace. If you find some hard-to-test code, it is certainly a sign that this code is not well designed and hence, needs refactoring.

No namespaces matched

Types not covered at all
• Query Description:

This query is executed only if some code coverage data is imported from some code coverage files.

This code query lists types not covered at all by any test.

Often, when code is not covered at all by test, one can reach decent coverage ratio (like 50% to 90%) just by writing a few tests.

The idea is not to cover code for the sake of it. The idea is that thanks to a small effort of writing a few tests, one can continuously check, that a significant portion of code runs without a problem.

No types matched

Namespaces not covered at all
• Query Description:

This query is executed only if some code coverage data is imported from some code coverage files.

This code query lists namespaces not covered at all by any test.

Often, when code is not covered at all by test, one can reach decent coverage ratio (like 50% to 90%) just by writing a few tests.

The idea is not to cover code for the sake of it. The idea is that thanks to a small effort of writing a few tests, one can continuously check, that a significant portion of code runs without a problem.

No namespaces matched

Test Methods
• Query Description:

We advise to not include test assemblies in code analyzed by NDepend. We estimate that it is acceptable and practical to lower the quality gate of test code, because the important measures for tests are:

• The coverage ratio,

• And the amount of logic results asserted: This includes both assertions in test code, and assertions in code covered by tests, like Code Contract assertions and Debug.Assert(…) assertions.

But if you wish to enforce the quality of test code, you'll need to consider test assemblies in your list of application assemblies analyzed by NDepend.

In such situation, this code query lists tests methods and you can reuse this code in custom rules.

No methods matched

Methods directly called by test Methods
• Query Description:

This query lists all methods directly called by tests methods. Overrides of virtual and abstract methods, called through polymorphism, are not listed. Methods solely invoked through a delegate are not listed. Methods solely invoked through reflection are not listed.

We advise to not include test assemblies in code analyzed by NDepend. We estimate that it is acceptable and practical to lower the quality gate of test code, because the important measures for tests are:

• The coverage ratio,

• And the amount of logic results asserted: This includes both assertions in test code, and assertions in code covered by tests, like Code Contract assertions and Debug.Assert(…) assertions.

But if you wish to run this code query, you'll need to consider test assemblies in your list of application assemblies analyzed by NDepend.

No methods matched

Methods directly and indirectly called by test Methods
• Query Description:

This query lists all methods directly or indirectly called by tests methods. Indirectly called by a test means that a test method calls a method, that calls a method… From this recursion, a code metric named depthOfCalledByTests is inferred, The value 1 means directly called by test, the value 2 means called by a method that is called by a test…

Overrides of virtual and abstract methods, called through polymorphism, are not listed. Methods solely invoked through a delegate are not listed. Methods solely invoked through reflection are not listed.

We advise to not include test assemblies in code analyzed by NDepend. We estimate that it is acceptable and practical to lower the quality gate of test code, because the important measures for tests are:

• The coverage ratio,

• And the amount of logic results asserted: This includes both assertions in test code, and assertions in code covered by tests, like Code Contract assertions and Debug.Assert(…) assertions.

But if you wish to run this code query, you'll need to consider test assemblies in your list of application assemblies analyzed by NDepend.

No methods matched

Dead Code

Potentially dead Types
// <Name>Potentially dead Types</Name>
warnif count > 0

let tt=Types.UsedByAny(Application.Methods).ToHashSet()
// Select types unused
let typesUnused = 
   
from t in JustMyCode.Types where
   
t.NbTypesUsingMe == 0 && !t.IsGlobal  select t



from t in typesUnused  where !tt.Contains(t)
select new { t }
        
        

5 types matched

typesFull Name
Keyboardgameplay.Keyboard
PhysicsController+DebugDrawer+DebugVertexgameplay.PhysicsController+DebugDrawer+DebugVertex
Game+ShutdownListenergameplay.Game+ShutdownListener
TerrainPatch+LayerComparegameplay.TerrainPatch+LayerCompare
VehicleNotMeRaycastergameplay.VehicleNotMeRaycaster

Statistics

Stat
Sum:
Average:
Minimum:
Maximum:
Standard deviation:
Variance:
Potentially dead Methods
// <Name>Potentially dead Methods</Name>
warnif count > 0
// Filter procedure for methods that should'nt be considered as dead
let canMethodBeConsideredAsDeadProc = new Func<IMethod, bool>(
    
m => !m.IsPublic &&       // Public methods might be used by client applications of your Projects.
         !m.IsEntryPoint &&            // Main() method is not used by-design.
         !m.IsClassConstructor &&      
         
!m.IsVirtual &&               // Only check for non virtual method that are not seen as used in IL.
         !(m.IsConstructor &&          // Don't take account of protected ctor that might be call by a derived ctors.
           m.IsProtected) &&
         
!m.NameLike (@"^On") &&        //Exclude Events like MFC ones
         !m.IsGeneratedByCompiler
)

// Get methods unused
let methodsUnused = 
   
from m in JustMyCode.Methods where 
   
m.NbMethodsCallingMe == 0 && 
   
canMethodBeConsideredAsDeadProc(m)
   
select m

// Dead methods = methods used only by unused methods (recursive)
let deadMethodsMetric = methodsUnused.FillIterative(
   
methods => // Unique loop, just to let a chance to build the hashset.
              from o in new[] { new object() }
              
// Use a hashet to make Intersect calls much faster!
              let hashset = methods.ToHashSet()
              
from m in codeBase.Application.Methods.UsedByAny(methods).Except(methods)
              
where canMethodBeConsideredAsDeadProc(m) &&
                    
// Select methods called only by methods already considered as dead
                    hashset.Intersect(m.MethodsCallingMe).Count() == m.NbMethodsCallingMe
              
select m)

from m in JustMyCode.Methods.Intersect(deadMethodsMetric.DefinitionDomain)
select new { m, m.MethodsCallingMe, depth = deadMethodsMetric[m] }

507 methods matched

methodsMethodsCallingMedepthFull Name
MeshBatch(constgameplay::MeshBatch&)0 method0gameplay.MeshBatch.MeshBatch(constgameplay::MeshBatch&)
operator=(constgameplay::MeshBatch&)0 method0gameplay.MeshBatch.operator=(constgameplay::MeshBatch&)
SpriteBatch(constgameplay::SpriteBatch&)0 method0gameplay.SpriteBatch.SpriteBatch(constgameplay::SpriteBatch&)
addSprite(float,float,float,float,float,float,float,float ,constgameplay::Vector4&,SpriteBatch::SpriteVertex*)0 method0gameplay.SpriteBatch.addSprite(float,float,float,float,float,float ,float,float,constgameplay::Vector4&,SpriteBatch::SpriteVertex*)
addSprite(float,float,float,float,float,float,float,float ,constgameplay::Vector4&,constgameplay::Rectangle& ,SpriteBatch::SpriteVertex*)0 method0gameplay.SpriteBatch.addSprite(float,float,float,float,float,float ,float,float,constgameplay::Vector4&,constgameplay::Rectangle& ,SpriteBatch::SpriteVertex*)
Font(constgameplay::Font&)0 method0gameplay.Font.Font(constgameplay::Font&)
~Font()0 method0gameplay.Font.~Font()
operator=(constgameplay::Font&)0 method0gameplay.Font.operator=(constgameplay::Font&)
Keyboard()0 method0gameplay.Keyboard.Keyboard()
operator=(constgameplay::Control&)0 method0gameplay.Control.operator=(constgameplay::Control&)
getOverlayType()0 method0gameplay.Control.getOverlayType()
getState(constchar*)0 method0gameplay.Control.getState(constchar*)
isDirty(int)0 method0gameplay.Control.isDirty(int)
Control(constgameplay::Control&)0 method0gameplay.Control.Control(constgameplay::Control&)
update(constgameplay::Container*)0 method0gameplay.AbsoluteLayout.update(constgameplay::Container*)
AbsoluteLayout(constgameplay::AbsoluteLayout&)0 method0gameplay.AbsoluteLayout.AbsoluteLayout(constgameplay::AbsoluteLayout&)
Logger()0 method0gameplay.Logger.Logger()
~Logger()0 method0gameplay.Logger.~Logger()
Logger(constgameplay::Logger&)0 method0gameplay.Logger.Logger(constgameplay::Logger&)
operator=(constgameplay::Logger&)0 method0gameplay.Logger.operator=(constgameplay::Logger&)
~AIState()0 method0gameplay.AIState.~AIState()
AIState(constgameplay::AIState&)0 method0gameplay.AIState.AIState(constgameplay::AIState&)
operator=(constgameplay::AIState&)0 method0gameplay.AIState.operator=(constgameplay::AIState&)
~AIStateMachine()0 method0gameplay.AIStateMachine.~AIStateMachine()
AIStateMachine(constgameplay::AIStateMachine&)0 method0gameplay.AIStateMachine.AIStateMachine(constgameplay::AIStateMachine&)
operator=(constgameplay::AIStateMachine&)0 method0gameplay.AIStateMachine.operator=(constgameplay::AIStateMachine&)
AIMessage(constgameplay::AIMessage&)0 method0gameplay.AIMessage.AIMessage(constgameplay::AIMessage&)
operator=(constgameplay::AIMessage&)0 method0gameplay.AIMessage.operator=(constgameplay::AIMessage&)
~AIMessage()0 method0gameplay.AIMessage.~AIMessage()
AIAgent(constgameplay::AIAgent&)0 method0gameplay.AIAgent.AIAgent(constgameplay::AIAgent&)
operator=(constgameplay::AIAgent&)0 method0gameplay.AIAgent.operator=(constgameplay::AIAgent&)
Script(constgameplay::Script&)0 method0gameplay.Script.Script(constgameplay::Script&)
Curve()0 method0gameplay.Curve.Curve()
Curve(constgameplay::Curve&)0 method0gameplay.Curve.Curve(constgameplay::Curve&)
~Curve()0 method0gameplay.Curve.~Curve()
operator=(constgameplay::Curve&)0 method0gameplay.Curve.operator=(constgameplay::Curve&)
Animation(constgameplay::Animation&)0 method0gameplay.Animation.Animation(constgameplay::Animation&)
~Animation()0 method0gameplay.Animation.~Animation()
operator=(constgameplay::Animation&)0 method0gameplay.Animation.operator=(constgameplay::Animation&)
Channel(constgameplay::Animation::Channel&)0 method0gameplay.Animation+Channel.Channel(constgameplay::Animation::Channel&)
~Channel()0 method0gameplay.Animation+Channel.~Channel()
operator=(constgameplay::Animation::Channel&)0 method0gameplay.Animation+Channel.operator= (constgameplay::Animation::Channel&)
AnimationValue()0 method0gameplay.AnimationValue.AnimationValue()
~AnimationValue()0 method0gameplay.AnimationValue.~AnimationValue()
AnimationClip()0 method0gameplay.AnimationClip.AnimationClip()
AnimationClip(constgameplay::AnimationClip&)0 method0gameplay.AnimationClip.AnimationClip(constgameplay::AnimationClip&)
~AnimationClip()0 method0gameplay.AnimationClip.~AnimationClip()
operator=(constgameplay::AnimationClip&)0 method0gameplay.AnimationClip.operator=(constgameplay::AnimationClip&)
AnimationController(constgameplay::AnimationController&)0 method0gameplay.AnimationController.AnimationController (constgameplay::AnimationController&)
~AnimationController()0 method0gameplay.AnimationController.~AnimationController()
getState()0 method0gameplay.AnimationController.getState()
unschedule(gameplay::AnimationClip*)1 method1gameplay.AnimationController.unschedule(gameplay::AnimationClip*)
AnimationTarget(constgameplay::AnimationTarget&)0 method0gameplay.AnimationTarget.AnimationTarget (constgameplay::AnimationTarget&)
distance(constgameplay::BoundingSphere&,constgameplay::Vector3&)1 method1gameplay.BoundingSphere.distance(constgameplay::BoundingSphere& ,constgameplay::Vector3&)
contains(constgameplay::BoundingSphere&,gameplay::Vector3*,unsignedint )0 method0gameplay.BoundingSphere.contains(constgameplay::BoundingSphere& ,gameplay::Vector3*,unsignedint)
Mesh(constgameplay::Mesh&)0 method0gameplay.Mesh.Mesh(constgameplay::Mesh&)
operator=(constgameplay::Mesh&)0 method0gameplay.Mesh.operator=(constgameplay::Mesh&)
MeshSkin(constgameplay::MeshSkin&)0 method0gameplay.MeshSkin.MeshSkin(constgameplay::MeshSkin&)
~MeshSkin()0 method0gameplay.MeshSkin.~MeshSkin()
operator=(constgameplay::MeshSkin&)0 method0gameplay.MeshSkin.operator=(constgameplay::MeshSkin&)
clone(gameplay::NodeCloneContext&)1 method1gameplay.MeshSkin.clone(gameplay::NodeCloneContext&)
RenderState(constgameplay::RenderState&)0 method0gameplay.RenderState.RenderState(constgameplay::RenderState&)
operator=(constgameplay::RenderState&)0 method0gameplay.RenderState.operator=(constgameplay::RenderState&)
autoBindingGetLightColor()0 method0gameplay.RenderState.autoBindingGetLightColor()
autoBindingGetLightDirection()0 method0gameplay.RenderState.autoBindingGetLightDirection()
StateBlock(constgameplay::RenderState::StateBlock&)0 method0gameplay.RenderState+StateBlock.StateBlock (constgameplay::RenderState::StateBlock&)
~StateBlock()0 method0gameplay.RenderState+StateBlock.~StateBlock()
Texture(constgameplay::Texture&)0 method0gameplay.Texture.Texture(constgameplay::Texture&)
operator=(constgameplay::Texture&)0 method0gameplay.Texture.operator=(constgameplay::Texture&)
readCompressedPVRTC(constchar*,gameplay::Stream*,int*,int*,int* ,unsignedint*,unsignedint*,int*)0 method0gameplay.Texture.readCompressedPVRTC(constchar*,gameplay::Stream*,int* ,int*,int*,unsignedint*,unsignedint*,int*)
readCompressedPVRTCLegacy(constchar*,gameplay::Stream*,int*,int*,int* ,unsignedint*,unsignedint*,int*)0 method0gameplay.Texture.readCompressedPVRTCLegacy(constchar* ,gameplay::Stream*,int*,int*,int*,unsignedint*,unsignedint*,int*)
getMaskByteIndex(unsignedint)0 method0gameplay.Texture.getMaskByteIndex(unsignedint)
Sampler(gameplay::Texture*)0 method0gameplay.Texture+Sampler.Sampler(gameplay::Texture*)
operator=(constgameplay::Texture::Sampler&)0 method0gameplay.Texture+Sampler.operator=(constgameplay::Texture::Sampler&)
~Effect()0 method0gameplay.Effect.~Effect()
operator=(constgameplay::Effect&)0 method0gameplay.Effect.operator=(constgameplay::Effect&)
Uniform()0 method0gameplay.Uniform.Uniform()
Uniform(constgameplay::Uniform&)0 method0gameplay.Uniform.Uniform(constgameplay::Uniform&)
~Uniform()0 method0gameplay.Uniform.~Uniform()
operator=(constgameplay::Uniform&)0 method0gameplay.Uniform.operator=(constgameplay::Uniform&)
~MaterialParameter()0 method0gameplay.MaterialParameter.~MaterialParameter()
operator=(constgameplay::MaterialParameter&)0 method0gameplay.MaterialParameter.operator=(constgameplay::MaterialParameter& )
operator=(constgameplay::MaterialParameter::MethodBinding&)0 method0gameplay.MaterialParameter+MethodBinding.operator= (constgameplay::MaterialParameter::MethodBinding&)
~VertexAttributeBinding()0 method0gameplay.VertexAttributeBinding.~VertexAttributeBinding()
operator=(constgameplay::VertexAttributeBinding&)0 method0gameplay.VertexAttributeBinding.operator= (constgameplay::VertexAttributeBinding&)
setVertexAttribPointer(int,int,int,int,int,void*)0 method0gameplay.VertexAttributeBinding.setVertexAttribPointer(int,int,int,int ,int,void*)
Pass(constgameplay::Pass&)0 method0gameplay.Pass.Pass(constgameplay::Pass&)
~Pass()0 method0gameplay.Pass.~Pass()
operator=(constgameplay::Pass&)0 method0gameplay.Pass.operator=(constgameplay::Pass&)
clone(gameplay::Technique*,gameplay::NodeCloneContext&)1 method3gameplay.Pass.clone(gameplay::Technique*,gameplay::NodeCloneContext&)
Technique(constgameplay::Technique&)0 method0gameplay.Technique.Technique(constgameplay::Technique&)
~Technique()0 method0gameplay.Technique.~Technique()
operator=(constgameplay::Technique&)0 method0gameplay.Technique.operator=(constgameplay::Technique&)
clone(gameplay::Material*,gameplay::NodeCloneContext&)1 method2gameplay.Technique.clone(gameplay::Material* ,gameplay::NodeCloneContext&)
Material(constgameplay::Material&)0 method0gameplay.Material.Material(constgameplay::Material&)
~Material()0 method0gameplay.Material.~Material()
clone(gameplay::NodeCloneContext&)1 method1gameplay.Material.clone(gameplay::NodeCloneContext&)
Model()0 method0gameplay.Model.Model()
~Model()0 method0gameplay.Model.~Model()
operator=(constgameplay::Model&)0 method0gameplay.Model.operator=(constgameplay::Model&)

Statistics

Stat   MethodsCallingMe   depth
Sum:081
Average:00.16
Minimum:00
Maximum:03
Standard deviation:00.41
Variance:00.17
Potentially dead Fields
// <Name>Potentially dead Fields</Name>
warnif count > 0
from f in JustMyCode.Fields where
   
f.NbMethodsUsingMe == 0 && 
   
!f.IsPublic &&     // Although not recommended, public fields might be used by client applications of your Projects.
   !f.IsEnumValue   
  
   
// If you don't want to link CppDepend.API.dll, you can use your own IsNotDeadCodeAttribute and adapt this rule.
select f

53 fields matched

fieldsFull Name
_viewportgameplay.Font._viewport
_texturegameplay.Texture+Sampler._texture
_wrapSgameplay.Texture+Sampler._wrapS
_wrapTgameplay.Texture+Sampler._wrapT
_wrapRgameplay.Texture+Sampler._wrapR
_minFiltergameplay.Texture+Sampler._minFilter
_magFiltergameplay.Texture+Sampler._magFilter
_programgameplay.Effect._program
_emptyUniformgameplay.Effect._emptyUniform
_locationgameplay.Uniform._location
_typegameplay.Uniform._type
_handlegameplay.VertexAttributeBinding._handle
_twgameplay.Theme+Skin._tw
_thgameplay.Theme+Skin._th
_constraintgameplay.PhysicsConstraint._constraint
_shapegameplay.PhysicsCollisionShape._shape
_meshInterfacegameplay.PhysicsCollisionShape._meshInterface
_centerOfMassOffsetgameplay.PhysicsCollisionObject+PhysicsMotionState._centerOfMassOffset
_worldTransformgameplay.PhysicsCollisionObject+PhysicsMotionState._worldTransform
_bodygameplay.PhysicsRigidBody._body
_alcDevicegameplay.AudioController._alcDevice
_alcContextgameplay.AudioController._alcContext
_collisionConfigurationgameplay.PhysicsController._collisionConfiguration
_dispatchergameplay.PhysicsController._dispatcher
_overlappingPairCachegameplay.PhysicsController._overlappingPairCache
_solvergameplay.PhysicsController._solver
_worldgameplay.PhysicsController._world
_ghostPairCallbackgameplay.PhysicsController._ghostPairCallback
_luagameplay.ScriptController._lua
_returnCountgameplay.ScriptController._returnCount
_alBufferQueuegameplay.AudioBuffer._alBufferQueue
_alSourcegameplay.AudioSource._alSource
_prevCaretLocationgameplay.TextBox._prevCaretLocation
_ghostObjectgameplay.PhysicsGhostObject._ghostObject
_moveVelocitygameplay.PhysicsCharacter._moveVelocity
_verticalVelocitygameplay.PhysicsCharacter._verticalVelocity
_currentVelocitygameplay.PhysicsCharacter._currentVelocity
_normalizedVelocitygameplay.PhysicsCharacter._normalizedVelocity
_collisionNormalgameplay.PhysicsCharacter._collisionNormal
_currentPositiongameplay.PhysicsCharacter._currentPosition
_manifoldArraygameplay.PhysicsCharacter._manifoldArray
_vehicleTuninggameplay.PhysicsVehicle._vehicleTuning
_vehicleRaycastergameplay.PhysicsVehicle._vehicleRaycaster
_vehiclegameplay.PhysicsVehicle._vehicle
_upgameplay.ClosestNotMeConvexResultCallback._up
_minSlopeDotgameplay.ClosestNotMeConvexResultCallback._minSlopeDot
_megameplay.ClosestNotMeRayResultCallback._me
_dynamicsWorldgameplay.VehicleNotMeRaycaster._dynamicsWorld
_megameplay.VehicleNotMeRaycaster._me
_sampleStringFormsSample._sampleString
_vsyncParticlesSample._vsync
_textMeshPrimitiveSample._text
_kickDelayCharacterGame._kickDelay

Statistics

Stat
Sum:
Average:
Minimum:
Maximum:
Standard deviation:
Variance:

Trend Charts


Lines of Code


Rules Violated


Rules Violations


Max


Average


Third-Party Usage

Projects Dependencies

Assembly Depends on Is referenced by
Externals v1.0.0.0 - gameplay v1.0.0.0 ; sample-browser v1.0.0.0 ; sample-spaceship v1.0.0.0 ; sample-character v1.0.0.0 ; sample-racer v1.0.0.0 ;
WindowsAPI v1.0.0.0 - gameplay v1.0.0.0 ; sample-browser v1.0.0.0 ; sample-spaceship v1.0.0.0 ; sample-character v1.0.0.0 ; sample-racer v1.0.0.0 ;
gameplay v1.0.0.0Externals v1.0.0.0 ; WindowsAPI v1.0.0.0 ; sample-browser v1.0.0.0 ; sample-spaceship v1.0.0.0 ; sample-character v1.0.0.0 ; sample-racer v1.0.0.0 ;
sample-browser v1.0.0.0gameplay v1.0.0.0 ; Externals v1.0.0.0 ; WindowsAPI v1.0.0.0 ; -
sample-spaceship v1.0.0.0gameplay v1.0.0.0 ; Externals v1.0.0.0 ; WindowsAPI v1.0.0.0 ; -
sample-character v1.0.0.0gameplay v1.0.0.0 ; Externals v1.0.0.0 ; WindowsAPI v1.0.0.0 ; -
sample-racer v1.0.0.0gameplay v1.0.0.0 ; Externals v1.0.0.0 ; WindowsAPI v1.0.0.0 ; -

Projects Build Order

  1. gameplay
  2. sample-browser
  3. sample-spaceship
  4. sample-character
  5. sample-racer

Projects Build Order

  1. gameplay
  2. sample-browser
  3. sample-spaceship
  4. sample-character
  5. sample-racer

Analysis Log : Information and Warnings

Here are Logs emitted during CppDepend analysis.
The Warnings can reveal potential flaws concerning the health of the build process.
A particular warn can be disabled through the CppDepend interactive UI, panel Error List, tick the checkbox Disabled corresponding to the warn to disable.


</
Kind Message
InfoBegin full analysis with CppDepend v6.0.0.8890
InfoNo Baseline for Comparison loaded.
InfoThe parser used is Clang
Info2 Cores are used, you can change this value from the menu Tools->Options->Parser Configuration
InfoCppCheck is enabled.You can disable it from 'Project Properties=>Plugins Tab'
InfoVera++ is not enabled.You can enable it from 'Project Properties=>Plugins Tab' if you are interested to have style diagnostics
WarningProject:gameplay=>'btBulletDynamicsCommon.h' file not found at C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src/Base.h:126:10
WarningProject:gameplay=>'btBulletDynamicsCommon.h' file not found at C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src/Base.h:126:10
WarningProject:gameplay=>'BulletCollision/CollisionDispatch/btGhostObject.h' file not found at C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src/Base.h:127:10
WarningProject:gameplay=>'AL/al.h' file not found at C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src/Base.h:187:14
WarningProject:gameplay=>'AL/alc.h' file not found at C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src/Base.h:188:14
WarningProject:gameplay=>'BulletCollision/CollisionDispatch/btGhostObject.h' file not found at C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src/Base.h:127:10
WarningProject:gameplay=>'vorbis/vorbisfile.h' file not found at C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src/Base.h:198:10
WarningProject:gameplay=>'AL/al.h' file not found at C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src/Base.h:187:14
WarningProject:gameplay=>'png.h' file not found at C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src/Base.h:201:10
WarningProject:gameplay=>'AL/alc.h' file not found at C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src/Base.h:188:14
WarningProject:gameplay=>'lua/lua.hpp' file not found at C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src/Base.h:205:10
WarningProject:gameplay=>'GL/glew.h' file not found at C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src/Base.h:224:18
WarningProject:gameplay=>'vorbis/vorbisfile.h' file not found at C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src/Base.h:198:10
WarningProject:gameplay=>'png.h' file not found at C:\Users\MacBook Pro\Downloads\GamePlay-master (1)\GamePlay-master\gameplay\src/Base.h:201:10
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