fbsamples / oculus-networked-physics-sample
Conditional Complexity

The distribution of complexity of units (measured with McCabe index).

Intro
  • Conditional complexity (also called cyclomatic complexity) is a term used to measure the complexity of software. The term refers to the number of possible paths through a program function. A higher value ofter means higher maintenance and testing costs (infosecinstitute.com).
  • Conditional complexity is calculated by counting all conditions in the program that can affect the execution path (e.g. if statement, loops, switches, and/or operators, try and catch blocks...).
  • Conditional complexity is measured at the unit level (methods, functions...).
  • Units are classified in four categories based on the measured McCabe index: 1-5 (simple units), 6-10 (medium complex units), 11-25 (complex units), 26+ (very complex units).
Learn more...
Conditional Complexity Overall
  • There are 1,501 units with 20,317 lines of code in units (20.2% of code).
    • 2 very complex units (455 lines of code)
    • 6 complex units (723 lines of code)
    • 40 medium complex units (2,291 lines of code)
    • 109 simple units (4,140 lines of code)
    • 1,344 very simple units (12,708 lines of code)
2% | 3% | 11% | 20% | 62%
Legend:
51+
26-50
11-25
6-10
1-5
Alternative Visuals
Conditional Complexity per Extension
51+
26-50
11-25
6-10
1-5
cs2% | 3% | 11% | 20% | 62%
Conditional Complexity per Logical Component
primary logical decomposition
51+
26-50
11-25
6-10
1-5
Assets/Oculus/VR2% | 5% | 17% | 17% | 56%
Assets/OculusPlatform/Scripts6% | 0% | 3% | 5% | 84%
Assets/Scripts0% | 2% | 6% | 32% | 58%
Assets/OvrAvatar/Scripts0% | 0% | 0% | 19% | 80%
Assets/OculusPlatform/Editor0% | 0% | 0% | 31% | 68%
Assets/Scripts/Editor0% | 0% | 0% | 0% | 100%
Most Complex Units
Top 20 most complex units
Unit# linesMcCabe index# params
internal static Message ParseMessageHandle()
in Networked Physics/Assets/OculusPlatform/Scripts/Message.cs
192 96 1
private void Update()
in Networked Physics/Assets/Oculus/VR/Scripts/OVRManager.cs
263 69 0
static void CheckStaticCommonIssues()
in Networked Physics/Assets/Oculus/VR/Scripts/OVRLint.cs
246 49 0
public virtual void UpdateMovement()
in Networked Physics/Assets/Oculus/VR/Scripts/Util/OVRPlayerController.cs
114 42 0
public RawButton ToRawMask()
in Networked Physics/Assets/Oculus/VR/Scripts/OVRInput.cs
71 34 1
public override Controller Update()
in Networked Physics/Assets/Oculus/VR/Scripts/OVRInput.cs
72 29 0
protected void DeterminePrediction()
in Networked Physics/Assets/Scripts/Common.cs
155 29 12
public virtual void EnsureGameObjectIntegrity()
in Networked Physics/Assets/Oculus/VR/Scripts/OVRCameraRig.cs
65 26 0
void OnGUI()
in Networked Physics/Assets/Oculus/VR/Scripts/OVRLint.cs
98 24 0
static void CheckStaticAndroidIssues()
in Networked Physics/Assets/Oculus/VR/Scripts/OVRLint.cs
113 23 0
void CreateCubeGrid()
in Networked Physics/Assets/Oculus/VR/Scripts/Util/OVRGridCube.cs
48 22 0
public void Process()
in Networked Physics/Assets/Oculus/VR/Scripts/OVRHaptics.cs
84 22 0
private void Awake()
in Networked Physics/Assets/Oculus/VR/Scripts/OVRManager.cs
87 21 0
protected void RefreshRenderTextures()
in Networked Physics/Assets/Oculus/VR/Scripts/Composition/OVRSandwichComposition.cs
36 21 1
private bool PopulateLayer()
in Networked Physics/Assets/Oculus/VR/Scripts/OVROverlay.cs
66 21 5
public static void PredictBallistic()
in Networked Physics/Assets/Scripts/Prediction.cs
100 20 19
public bool GetInterpolatedAvatarState()
in Networked Physics/Assets/Scripts/JitterBuffer.cs
75 19 3
public static bool EnqueueSubmitLayer()
in Networked Physics/Assets/Oculus/VR/Scripts/OVRPlugin.cs
54 18 10
private void Raycast()
in Networked Physics/Assets/Oculus/VR/Scripts/Util/OVRRaycaster.cs
61 17 4
protected void UpdateCameraFramePlaneObject()
in Networked Physics/Assets/Oculus/VR/Scripts/Composition/OVRCameraComposition.cs
92 17 3