Chapter 12 (Event-Driven GUI) Flashcards

1
Q

The command line for the Disk Operating System

A

DOS prompt

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2
Q

an occurrence that generates a message sent to an object

A

an event

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3
Q

an object that is “interested in” an event to which you want it to respond

A

listener

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4
Q

clicking and/or dragging an icon is an example of…

A

an event

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5
Q

a component from which an event is generated.

A

“source of the event”

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6
Q

GUI programs are called _____-_____ or _____-______ because actions occur in response to user-initiated actions.

A

event-driven, event-based

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7
Q

the software that runs a computer and manages its resources

A

operating system

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8
Q

True or False: All objects can receive all events

A

False

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9
Q

the procedural modules that depend on user-initiated events

A

scripts

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10
Q

a group of controls that are similar to check boxes

A

option buttons

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11
Q

What do you call option buttons where a user can select any number of them?

A

check box groups

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12
Q

Making programs easier to use for people with physical limitations is called…

A

accessibility

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13
Q

Option buttons that are mutually exclusive (often round in shape)

A

radio buttons

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14
Q

When developing an event-drive application, you must expand on Step 2 of the Procedural Programming Cycle. This requires four steps:

  1. Creating ________
  2. Creating __________
  3. Defining the _______
  4. Defining the connections between the ______ the user will see.
A

wireframes; storyboards; objects; screens

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15
Q

What are alternative phrases for the wireframe?

A

“page schematic” or “screen blueprint”

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16
Q

OOP is different from procedural program in that the user might initiate any number of ______ in any order.

17
Q

The GUI interface should be ______ and ________.

A

natural, predictable

18
Q

True or False: A user should not be able to customize their applications?

A

False; they should be able to

19
Q

A visual guide that helps developers and their user clients decide on the basic features of an interactive program/website

20
Q

A wireframe is a ______/_____ of a screen the user will see when running a program

A

picture/sketch

21
Q

A class of objects whose main purpose is to hold other elements (i.e. a screen, a form, or a window)

22
Q

This contains a series of wireframes that represent a user’s experience with proposed software

A

Storyboard

23
Q

True or False: Enhancements like colors and graphics are discouraged in storyboards.

24
Q

A list of the objects used in a program, the screens where the objects are used and any associated code/script

A

Object dictionary

25
Storyboards contains "_______" views of the screens the user will encounter during the run of a program.
snapshot
26
Where is the position 0,0 displayed?
The upper-left corner of the display/screen
27
The y-coordinate value increases as your travel ________.
downward
28
The x-coordinate value increases as you travel from _____ to _____
left to right
29
Animation is the rapid sequence of still images that produces the _______ of ______.
illusion of movement
30
This shows the relationship between screens in an interactive GUI program
Interactivity diagram
31
A name for signing an object up so that they can react to events initiated by other components.
Register(ing) components
32
The flow of execution of one set of program statements
Thread
33
A technique that allows diverse tasks to be executed concurrently
Multithreading
34
Check box groups are often what shape?
Square