The two kinds of messages that an object-communication diagram shows are the synchronous message (in which a sender object must wait for the target to finish) and the asynchronous message (in which a sender object does not need to wait).
Game | Time | WPM | Accuracy |
---|---|---|---|
289421 | 2019-03-17 05:40:51 | 130.26 | 98% |
288339 | 2019-03-16 03:43:23 | 137.15 | 98% |
277235 | 2019-01-04 17:28:18 | 125.28 | 96% |
258049 | 2018-09-23 00:39:42 | 175.65 | 100% |
246011 | 2018-08-28 01:24:22 | 115.17 | 94% |
245343 | 2018-08-27 19:12:25 | 119.48 | 96% |
244018 | 2018-08-26 02:24:37 | 124.55 | 98% |
243363 | 2018-08-25 09:02:36 | 100.95 | 95% |
230367 | 2018-04-19 02:55:44 | 131.27 | 97% |
223957 | 2018-01-21 03:09:20 | 87.70 | 94% |
222791 | 2018-01-17 21:05:42 | 135.39 | 98% |
220960 | 2018-01-13 05:20:29 | 132.24 | 99% |
219671 | 2018-01-11 18:57:34 | 140.60 | 99% |
216021 | 2017-12-17 23:43:01 | 141.94 | 99% |
214966 | 2017-12-12 22:24:55 | 133.03 | 98% |
212497 | 2017-12-05 18:32:51 | 144.06 | 98% |
201732 | 2017-11-02 22:47:39 | 140.26 | 98% |
194043 | 2017-10-19 16:06:18 | 130.52 | 98% |