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Event (computing)

Index Event (computing)

In computing, an event is an action or occurrence recognized by software, often originating asynchronously from the external environment, that may be handled by the software. [1]

48 relations: Abstraction (computer science), Application framework, Asynchronous I/O, C Sharp (programming language), Callback (computer programming), Computer keyboard, Computer mouse, Computing, Database, Database trigger, Delegation (computing), DOM events, Event (computing), Event loop, Event-driven programming, Exception handling, Gamepad, Gesture recognition, Graphical user interface, Instruction set architecture, Interactivity, Interface (computing), Interrupt, Interrupt handler, Java (programming language), Java package, Javadoc, JavaScript, Joystick, Message, Object-oriented programming, Observer pattern, Pointing device, Pointing device gesture, Polling (computer science), Proactor pattern, Protocol (object-oriented programming), Reactor pattern, Scroll wheel, Signal (IPC), Signal programming, Software, Subroutine, Telecommunication, Timer, Touchscreen, Virtual synchrony, Widget toolkit.

Abstraction (computer science)

In software engineering and computer science, abstraction is.

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Application framework

In computer programming, an application framework consists of a software framework used by software developers to implement the standard structure of application software.

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Asynchronous I/O

In computer science, asynchronous I/O (also non-sequential I/O) is a form of input/output processing that permits other processing to continue before the transmission has finished.

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C Sharp (programming language)

C# (/si: ʃɑːrp/) is a multi-paradigm programming language encompassing strong typing, imperative, declarative, functional, generic, object-oriented (class-based), and component-oriented programming disciplines.

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Callback (computer programming)

In computer programming, a callback, also known as a "call-after" function, is any executable code that is passed as an argument to other code, which is expected to call back (execute) the argument at a given time.

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Computer keyboard

In computing, a computer keyboard is a typewriter-style device which uses an arrangement of buttons or keys to act as mechanical levers or electronic switches.

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Computer mouse

A computer mouse is a hand-held pointing device that detects two-dimensional motion relative to a surface.

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Computing

Computing is any goal-oriented activity requiring, benefiting from, or creating computers.

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Database

A database is an organized collection of data, stored and accessed electronically.

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Database trigger

A database trigger is procedural code that is automatically executed in response to certain events on a particular table or view in a database.

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Delegation (computing)

Delegation, in computing or computer programming, refers generally to one entity passing something to another entity, and narrowly to various specific forms of relationships.

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DOM events

DOM (Document Object Model) events allow event-driven programming languages like JavaScript, JScript, ECMAScript, VBScript and Java to register various event handlers or listeners on the element nodes inside a DOM tree, such as in HTML, XHTML, XUL and SVG documents.

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Event (computing)

In computing, an event is an action or occurrence recognized by software, often originating asynchronously from the external environment, that may be handled by the software.

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Event loop

In computer science, the event loop, message dispatcher, message loop, message pump, or run loop is a programming construct that waits for and dispatches events or messages in a program.

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Event-driven programming

In computer programming, event-driven programming is a programming paradigm in which the flow of the program is determined by events such as user actions (mouse clicks, key presses), sensor outputs, or messages from other programs/threads.

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Exception handling

Exception handling is the process of responding to the occurrence, during computation, of exceptions – anomalous or exceptional conditions requiring special processing – often changing the normal flow of program execution.

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Gamepad

A gamepad, joypad, or simply controller is a type of game controller held in two hands, where the fingers (especially thumbs) are used to provide input.

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Gesture recognition

Gesture recognition is a topic in computer science and language technology with the goal of interpreting human gestures via mathematical algorithms.

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Graphical user interface

The graphical user interface (GUI), is a type of user interface that allows users to interact with electronic devices through graphical icons and visual indicators such as secondary notation, instead of text-based user interfaces, typed command labels or text navigation.

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Instruction set architecture

An instruction set architecture (ISA) is an abstract model of a computer.

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Interactivity

Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", although all are related to interaction with computers and other machines with a user interface.

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Interface (computing)

In computing, an interface is a shared boundary across which two or more separate components of a computer system exchange information.

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Interrupt

In system programming, an interrupt is a signal to the processor emitted by hardware or software indicating an event that needs immediate attention.

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Interrupt handler

In computer systems programming, an interrupt handler, also known as an interrupt service routine or ISR, is a special block of code associated with a specific interrupt condition.

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Java (programming language)

Java is a general-purpose computer-programming language that is concurrent, class-based, object-oriented, and specifically designed to have as few implementation dependencies as possible.

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Java package

A Java package organizes Java classes into namespaces, providing a unique namespace for each type it contains.

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Javadoc

Javadoc (originally cased JavaDoc) is a documentation generator created by Sun Microsystems for the Java language (now owned by Oracle Corporation) for generating API documentation in HTML format from Java source code.

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JavaScript

JavaScript, often abbreviated as JS, is a high-level, interpreted programming language.

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Joystick

A joystick is an input device consisting of a stick that pivots on a base and reports its angle or direction to the device it is controlling.

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Message

A message is a discrete unit of communication intended by the source for consumption by some recipient or group of recipients.

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Object-oriented programming

Object-oriented programming (OOP) is a programming paradigm based on the concept of "objects", which may contain data, in the form of fields, often known as attributes; and code, in the form of procedures, often known as methods. A feature of objects is that an object's procedures can access and often modify the data fields of the object with which they are associated (objects have a notion of "this" or "self").

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Observer pattern

The observer pattern is a software design pattern in which an object, called the subject, maintains a list of its dependents, called observers, and notifies them automatically of any state changes, usually by calling one of their methods.

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Pointing device

A pointing device is an input interface (specifically a human interface device) that allows a user to input spatial (i.e., continuous and multi-dimensional) data to a computer.

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Pointing device gesture

In computing, a pointing device gesture or mouse gesture (or, simply, gesture) is a way of combining pointing device or finger movements and clicks that the software recognizes as a specific computer event and responds in a manner particular to that software.

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Polling (computer science)

Polling, or polled operation, in computer science, refers to actively sampling the status of an external device by a client program as a synchronous activity.

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Proactor pattern

Proactor is a software design pattern for event handling in which long running activities are running in an asynchronous part.

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Protocol (object-oriented programming)

Protocol is a term used by particular object-oriented programming languages with a variety of specific meanings, which other languages may term interface or trait (or even Dynamic dispatch or Dependency injection), and often associated with languages from Apple Inc. (Protocol when used otherwise is akin to a Communication protocol, indicating the chain of interactions between the caller and the object.) Languages which use the term Protocol include.

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Reactor pattern

The reactor design pattern is an event handling pattern for handling service requests delivered concurrently to a service handler by one or more inputs.

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Scroll wheel

A scroll wheel (or mouse wheel) is a hard plastic or rubbery disc (the "wheel") on a computer mouse that is perpendicular to the mouse surface.

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Signal (IPC)

Signals are a limited form of inter-process communication (IPC), typically used in Unix, Unix-like, and other POSIX-compliant operating systems.

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Signal programming

Signal programming is used in the same sense as dataflow programming, and is similar to event-driven programming.

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Software

Computer software, or simply software, is a generic term that refers to a collection of data or computer instructions that tell the computer how to work, in contrast to the physical hardware from which the system is built, that actually performs the work.

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Subroutine

In computer programming, a subroutine is a sequence of program instructions that performs a specific task, packaged as a unit.

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Telecommunication

Telecommunication is the transmission of signs, signals, messages, words, writings, images and sounds or information of any nature by wire, radio, optical or other electromagnetic systems.

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Timer

A timer is a specialized type of clock used for measuring specific time intervals.

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Touchscreen

A touchscreen is an input and output device normally layered on the top of an electronic visual display of an information processing system.

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Virtual synchrony

Virtual synchrony is an interprocess message passing (sometimes called ordered, reliable multicast) technology.

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Widget toolkit

A widget toolkit, widget library, GUI toolkit, or UX library is a library or a collection of libraries containing a set of graphical control elements (called widgets) used to construct the graphical user interface (GUI) of programs.

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Redirects here:

Click (mouse), Event Listner, Event handler, Event handlers, Event handling, Event listener, Event listner, Event model, Event notification, Event object, Key press, Keypress, Keypresses, Keystroke, Keystrokes, Listener (computing), Mouse click.

References

[1] https://en.wikipedia.org/wiki/Event_(computing)

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