bomberman | SMTP Performance and Load Test Tool | Performance Testing library
kandi X-RAY | bomberman Summary
kandi X-RAY | bomberman Summary
SMTP Performance Test Tool.
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Top functions reviewed by kandi - BETA
- sendMail is used to send a mail message
- Starts a new goroutine .
- printResults prints metric results
- ipv4list returns a list of IP addresses .
- init is the main entry point for testing
- getMetric returns the timestamps for a given metric name .
- createBodyFixedSize returns a fixed size of n bytes
- printSlice prints a list of strings .
- metricKeys returns a sorted list of metric keys .
- countMetric returns the count of the metric
bomberman Key Features
bomberman Examples and Code Snippets
Bomberman - SMTP Performance Test Tool
--------------------------------------
Message Count : 1022
Message Size : 75K
Error : 168
Start : 2018-10-12 06:42:56.808098931 +0300 EEST m=+0.000932257
End : 2018-10-12 06:43:34.049561955 +0300 EEST m
./bomberman -host=mail.server.com:25 -from=test@mydomain.com -to=user@remotedomain.com -workers=50 -jobs=50 -count=50 -size=75 -balance
Community Discussions
Trending Discussions on bomberman
QUESTION
I was trying to make a game, it should restart on tap .
But it is not showing any error or neither functioning.
Is it because i have used Gesture Detector before scaffold or something else.
Or I have created a function startgame
is it not proper .
This is the first half which include the function that i have used.
...ANSWER
Answered 2021-Dec-06 at 11:50Change GestureDetector tap functions like this :
QUESTION
I may be approaching this in completely the wrong way, as I'm a bit of a novice when it comes to javascript, but essentially what I'm trying to do (for a bit of fun) is to have a cell of a table change colour onclick, then have the cells to the north, east, south, and west change to a different colour in sequence (think of the bomb effect in bomberman).
So far, I've managed to get the south direction to work using the following code:
...ANSWER
Answered 2021-Dec-04 at 16:48Even though your for loop reversed, it still passes in the same index for every iteration, and that index is used to compute the delay it gets. So no matter what, the item at index 0
gets 0*50
milliseconds delay, regardless whether it happens first or last. You still need your original counter in order to define their ordered index. You could solve it like this:
QUESTION
What I know is to make a class like that:
...ANSWER
Answered 2021-Feb-13 at 10:00Inheritance is implemented using __index
.
See https://www.lua.org/manual/5.4/manual.html#2.4
__index: The indexing access operation table[key]. This event happens when table is not a table or when key is not present in table. The metavalue is looked up in the metatable of table. The metavalue for this event can be either a function, a table, or any value with an __index metavalue. If it is a function, it is called with table and key as arguments, and the result of the call (adjusted to one value) is the result of the operation. Otherwise, the final result is the result of indexing this metavalue with key. This indexing is regular, not raw, and therefore can trigger another __index metavalue.
So whenever something is not implemented in B you can refer the index operation to A.
I suggest you give this a read
http://lua-users.org/wiki/InheritanceTutorial
You can boil everything down to a function like this:
QUESTION
I am trying to make a bomberman explosion in my bomberman clone. I have all the necessary classes implemented in the game, such as Player, Tilemap, Bomb, Grass, Stone etc. However, I struggle to stop / halt the explosion after it hits a block. By this I mean that the explosion (sometimes) continues even after it hits a collidable Tile (Stone, Crate, etc).
What have I done?
As I stated above, I have not done a recursive explosion. Instead, I took another approach.
I made two classes, a Fire class and an Explosion class. The Fire class is an explosion on one specific tile. So if I set a Fire object at (1,1) in the Tilemap grid. It will only explode in that specific tile. The fire class checks for collision in it's Update() function. If it finds a collision it sets HasHitWall to true.
The Explosion class is simple, but it is the class that I can't get to work properly. The Explosion class contains a List of Fire instances. These Fire instances are set in the constructor:
...ANSWER
Answered 2021-Feb-09 at 17:00I would like to state that I solved this issue thanks to @PallarDue & @NicoSchertler.
I had to reorganize my code and play around a bit, but I finally got it working. I will try to sum it up.
The idea is simple, I have an if statement that checks if the direction of fires it belongs to has previously collided. Lets say that index 4 in my fires array collides with a crate. Then I don't want any more fires to be created in that specific direction.
Afterwards I make a Fire object and I check if that Fire object's hitbox collides with any of the colliders hitboxes using IsFireColliding(Fire fire). This method loops through all the collidables and returns true or false depending if any collision is detected.
If IsFireColliding returns false, then I add the fire to my fires List.
If it returns true, then I add the object to my list and set the direction bool (directionContinue[x]) equal to false. Setting the bool to false hinders any more fires to be created in that direction.
Here is the code to the class that does this:
QUESTION
I'm trying to handle key up and key down messages for arrow keys and A
, W
, S
, D
characters.
I can handle arrow keys' up and down behavior using WM_KEYUP
and WM_KEYDOWN
.
But when I try to handle above characters' up and down behavior, it doesn't work properly.
I tried WM_KEYUP
and WM_KEYDOWN
to handle chracters. But after I changed them to WM_CHAR
and WM_DEADCHAR
. But it still doesn't work.
For characters I can handle first few key down and up messages, then program doesn't handle these. But for arrow keys, program works properly.
I'm new in this, didn't found how to handle character's up and down behaviors.
Below is the last code (Just WndProc
function)I tried.
ANSWER
Answered 2021-Feb-09 at 03:22According to WM_DEADCHAR
:
WM_DEADCHAR
specifies a character code generated by a dead key. A dead key is a key that generates a character, such as the umlaut (double-dot), that is combined with another character to form a composite character.
So the WM_DEADCHAR
message is not what you think corresponds to the WM_CHAR
message.
You can also use WM_KEYDOWN
/WM_KEYUP
messages to handle character keys:
QUESTION
I am an absolute beginner when comes to Java and I just installed eclipse. When running my first project I see this strange error that I don't think has anything to do with my code:
...ANSWER
Answered 2020-Nov-24 at 18:45This might probably be coz while creating your own class you might have also accepted to create a default class as prescribed by your IDE. If that's the case try this: go to PROJECT folder -> src folder -> Default package keep only one class(in which you had written code) and delete another one.
Perhaps downgrading the java version and re-creating the project will help
QUESTION
I am making my own version of bomberman, and was wondering if there was a way to have colliderect check for all Rect's on the screen, currently I have only managed to get it to work for one Rect at a time. heres my code(note it is incomplete) note what im trying to get the code to check for collisions with multiple 25x25 Rect's (the terrain squares) without checking for collision with each individual one.
...ANSWER
Answered 2020-Sep-28 at 14:50You can use rect.collidelist(list)
and pass in a list of rects.
I'm pretty sure that all collidelist()
does is iterate through the list of rects, similar to what you're currently doing, but I'd recommend looking at the documentation if you have any further questions.
QUESTION
I am programming a Bomberman game, right now I don't have any sprites but I use rectangles for it. This is my code:
...ANSWER
Answered 2020-Aug-26 at 10:15I have refactored the entire code because the code you posted throws an error and i couldn't test my code. The way we have implemented collision detection here works but is not really effective. If you want to know which side is colliding so you can implement the game logic, then colliderect
is quite pointless. I suggest you ask a new question on how to build custom collision detection, since it's an entirely new topic but the following code solves the original question of how to implement collision detection using colliderect. The following example also shows how draw functions should be a separate method, which is the better way to do it. Btw, if tile == 10
you had put pygame.Rect(x * 32, y * 32, 32, 32)
in your question which basically does nothing, so i put pass
. If you want it to be a new type of wall, you can make a new class similar to Breakable
and Wall
. Final answer, hope it helped :).
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