ping-pong | Classic Ping Pong Game in HTML5 | Canvas library
kandi X-RAY | ping-pong Summary
kandi X-RAY | ping-pong Summary
Classic Ping Pong Game in HTML5
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QUESTION
Here is my underdeveloped pygame ping-pong game, but my sprites(player&opponent) ain't moving, on giving a keyboard input. And when I quit the program, it yells an error pygame.error: video system not initialized
. My pygame is the latest 1.9.6 version with all the files up-to-daee. However, I am certain that pygame.display
is generating this error, but I even tried pygame.display.init()
and that too didn't worked :(
ANSWER
Answered 2021-Jun-15 at 14:57Here, you have two different problems :
First the movement is not working because to differentiate the keys, you use event.type
to compare where it should be event.key
. Try with for example :
QUESTION
I am creating a Discord bot in Discord.js and I need your "+help". The +help
command will display an embed containing all the relevant commands. However, when I make the embed, I get this error.
ANSWER
Answered 2021-May-18 at 10:16According to @Tyler2P's comment, I used Discord
object in the execute()
function in help.js
, but I did not in client.commands.get().execute()
in main.js
.
QUESTION
We have noticed excessive logging from the TrackingEventProcessor
class when scaling up the micro-service to 2 replicas:
Our Axon setup:
- axon version 3.4.3
- spring-boot version 2.1.6.RELEASE
- an in-house couchbase implementation as the
TokenStore
, i.e.CouchBaseTokenStore
- PostgreSQL v11.7 as event store
- Segment count for each tracking event processor = 1
- Tracking Event Processors are configured
forSingleThreadedProcessing
We are seeing the following messages a lot:
...ANSWER
Answered 2021-Apr-15 at 19:54I managed to fix the problem with the help of Allard (see comments on question). The fix was to also persist the token after it has been claimed in the fetch()
method. We also started making use of the replace()
method supplied by the Couchbase SDK instead of the upsert()
method, to better harness the CAS (Compare-and-Swap) optimistic concurency:
QUESTION
I came across this on github (snippet from here):
...ANSWER
Answered 2021-Mar-21 at 13:50If working with data where batch size is the first dimension then you can interchange real_cpu.size(0)
with len(real_cpu)
or with len(data[0])
.
However when working with some models like LSTMs you can have batch size at second dimension, and in such case you couldn't go with len
, but rather real_cpu.size(1)
for example
QUESTION
I am trying to make a ping-pong bot that will respond with your ping. The problem is that it responds with this:
...ANSWER
Answered 2021-Feb-25 at 07:19System.currentTimeMillis()
returns amount of milliseconds since the beginning of Unix epoch, that is, midnight of 1.1.1970 UTC. I'm not sure what you aim to do, but if you want to measure time, you need to compute relative difference of two time points, e.g.
QUESTION
I've recently studied the topic of signals and how to use them to help synchronize the processes. I'm trying to write something that will work like Ping-Pong. When there are 2 processes(Parent and Child), i can manage to do it and my code works just fine but when there are 3 processes(Parent, Child and Grandchild), it just doesn't work and i can't figure out what I'm doing wrong, please check my code and help me. The output should look like this if the input is 10, the program works as it should for the input of 10, however it doesn't work if the input is for example 3,4,5,7,8,9 etc.
grandson 0
son 1
father 2
son 3
grandson 4
son 5
father 6
son 7
grandson 8
son 9
father 10
EDIT:
What the program should do: There should be created parent/child and grandchild processes in the program. These 3 processes should communicate with each other using only one pipe. The program waits for a positive integer input from the user. According to this input, these 3 processes one by one should print out a number starting from 0. For example, if the input is 10, the processes should print from 0 to 1 with printing just one number each and increase it by one. Grandson prints out the first number. He prints 0 first and using the pipe channel he sends the next number to process child. Process child prints, increases the number by one and sends it to the parent process. Parent process prints the number, increases it by one and sends it to the child process. Like this until one of them reaches the number which was input by the user.
For inputs 1,3,5,7,9 my program prints till 2,4,6,8,10 including these numbers, which is not correct. For inputs 4,8 my program prints till numbers 4 and 8, but keeps waiting and doesn't return anything.
...ANSWER
Answered 2020-Nov-23 at 21:17I added some debug output to the program
QUESTION
I want to test how much http request an easy ping-pong service can handle in a certain amount of time. I have already implemented it in Java and Go and it works fine. But when testing it with python one single ping-pong cycle needs a bit more than 2s on my machine and that's enormously long. In the other languages I have nearly 1 per each milliseconds. More than 2000 times what I get with python... how can that be? I think the http server needs to be build up each time again with python, but is it really that and how could I fix it?
And of course the code to my little python scripts is down below:
...ANSWER
Answered 2020-Nov-21 at 16:13The problem you are facing here is that the Python requests library is a synchronous library.
While your Flask app (if set up correctly) will be capable of handling many requests at once, your code used to send the requests will only send one at a time and will block until each one is finished in sequence.
A better test of the speed of your server will be to use Python's somewhat newer async
features utilizing a library like asyncio
Give that a try as the method for firing off your test requests and see if it is still slow. If so, at least you will have ruled out one potential issue!
As an example of an excellent library you could try that utilizes asyncio, look at AIOHTTP.
QUESTION
I have made a Ping-Pong game in python: Pygame. Its running perfectly, and i decided to fix some of its loopholes. At the end when the GAME OVER screen displays, i have to close my game and then go back to my main source code and run it again. So i have decided to add a message "Press a key to play", and i have also added a function to check key press. The message is displayed but once a key is pressed, it isn't able to detect that.
This is the checkForKeyPress():
code:
ANSWER
Answered 2020-Nov-10 at 16:03Add a function that initialize all the game states:
QUESTION
My application sends blocks to slack that require user decision about certain things. Let's simplify it and say it's a "yes" or "no" button click. The thing is--- the object this decision works should work on is a combination of app_domain
-> element_type
-> element_id
-- those three fields are a MUST to identify which object to work on.
Maybe I'm reading the docs wrong, but it seems Slack is pretty limiting and there is absolutely no place to include a custom struct that'll go along with every message the ping-pong of app -> slack and slack -> app interaction. I am limited to block_id
and action_id
pretty much and there is absolutely nothing else I can put custom context-keeping data on. I don't get this crude limitation. Do I really have no other choice other than putting "xxxxxx|xxxxxxxx|xxxxxx"
on the block_id
string so that I can later decode those three IDs in my app to know what objects to work on when the user clicks an interactive button?
There's got to be a smarter way. Any pointers?
...ANSWER
Answered 2020-Nov-02 at 23:43There's another customizable field in the blocks:
private_metadata
QUESTION
I have code that connects to an external WebSocket API, which looks like follows:
...ANSWER
Answered 2020-Oct-22 at 18:05If the connection is explicitly closed, you will get an onclose
almost immediately, but if the connection is broken, for instance when you disconnect the ethernet cable, it will take some time to get an onclose
, probably not before TCP detects loss of connectivity. This can take many minutes, depending on your settings.
It doesn't have to be Ping/Pong by the way; a heartbeat sent by the server and received and processed in the browser is sometimes easier to implement.
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