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 |
---|---|---|---|
174973 | 2020-10-02 21:15:16 | 111.09 | 98% |
174301 | 2020-09-16 21:03:41 | 108.89 | 98% |
174147 | 2020-09-15 16:09:12 | 104.22 | 97% |
168076 | 2020-01-06 21:05:35 | 75.45 | 95% |
163159 | 2019-08-15 18:46:28 | 109.87 | 98% |
162110 | 2019-07-02 19:36:20 | 109.90 | 99% |
152055 | 2018-12-03 16:56:02 | 125.60 | 100% |
147842 | 2018-09-12 22:02:35 | 104.33 | 99% |
145013 | 2018-08-06 19:28:32 | 97.91 | 96% |
138921 | 2018-05-15 04:06:06 | 110.16 | 99% |
136020 | 2018-04-18 16:36:20 | 104.66 | 98% |
133840 | 2018-03-19 13:13:03 | 109.25 | 97% |
131205 | 2018-02-14 14:44:01 | 110.06 | 98% |
126629 | 2017-12-19 14:03:33 | 114.69 | 99% |
124324 | 2017-11-13 18:23:34 | 94.30 | 97% |
122759 | 2017-10-30 22:06:12 | 105.08 | 98% |