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.

A

events

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

A

Wireframe

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)

A

Container

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.

A

False

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
Q

Storyboards contains “_______” views of the screens the user will encounter during the run of a program.

A

snapshot

26
Q

Where is the position 0,0 displayed?

A

The upper-left corner of the display/screen

27
Q

The y-coordinate value increases as your travel ________.

A

downward

28
Q

The x-coordinate value increases as you travel from _____ to _____

A

left to right

29
Q

Animation is the rapid sequence of still images that produces the _______ of ______.

A

illusion of movement

30
Q

This shows the relationship between screens in an interactive GUI program

A

Interactivity diagram

31
Q

A name for signing an object up so that they can react to events initiated by other components.

A

Register(ing) components

32
Q

The flow of execution of one set of program statements

A

Thread

33
Q

A technique that allows diverse tasks to be executed concurrently

A

Multithreading

34
Q

Check box groups are often what shape?

A

Square