Deck 12: Event Driven Gui Programming Multithreading and Animation

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Question
Many object-oriented languages offer built-in classes that contain methods you can use to draw geometric figures.
Use Space or
up arrow
down arrow
to flip the card.
Question
Operating system software allows you to use a mouse or other pointing device to select pictures, or ____, on the screen.

A) targets
B) icons
C) windows
D) menus
Question
Computer users can expect to see a standard interface in the GUI programs they use.
Question
A(n) ____ consists of a label placed beside a small square.

A) option button
B) button
C) check box
D) text box
Question
GUI programs are frequently called action-controlled because actions occur in response to user-initiated events such as clicking a mouse button.
Question
Performing an operation on an icon causes a(n) ____.

A) instance
B) message
C) event
D) interface
Question
GUI components are excellent examples of the best principles of object-oriented programming; they represent objects with attributes and methods that operate like ____.

A) trap doors
B) black boxes
C) a procedural function
D) a while loop
Question
With a single CPU, multiple threads execute simultaneously.
Question
An important advantage of using GUI data-entry objects is that you often can control what users enter by limiting their options.
Question
From the 1950s, when businesses began to use computers to help them perform many jobs, through the 1980s, almost all interactive dialogues between people and computers took place at the ____.

A) command prompt
B) graphical window
C) menu
D) system interface
Question
When you program in a language that uses GUI components, you need to create them from scratch.
Question
A ____ is a rectangular object you can click; when you do, its appearance usually changes to look pressed.

A) label
B) button
C) check box
D) text box
Question
In object-oriented languages, the procedural modules that depend on user-initiated events are often called ____.

A) scripts
B) blocks
C) handlers
D) windows
Question
A ____ is a rectangular area into which the user can type text.

A) label
B) button
C) check box
D) text box
Question
A GUI picture album represents "snapshot" views of the screens the user will encounter during the run of a program.
Question
The ____ is the location on your computer screen at which you type entries to communicate with the computer's operating system.

A) GUI
B) IDE
C) system terminal
D) command line
Question
Within an event-driven program, a component from which an event is generated is the ____.

A) target of the event
B) source of the event
C) interface of the event
D) message handler
Question
In object-oriented languages, the procedural modules that depend on user-initiated events are often called applets.
Question
In an event-driven program, you design the screens, define the objects, and define how the screens will connect.
Question
Multithreaded programs often run faster and they are more user-friendly.
Question
The ____ contains methods that allow you to set physical properties such as height and width, as well as methods that allow you to add the appropriate components to a container.

A) attributes class
B) container dictionary
C) containment class
D) container class
Question
People who use the Disk Operating System (DOS) also call the command line the ____________________.
Question
A ____ represents a picture or sketch of a screen the user will see when running a program.

A) framework
B) page frame
C) wireframe
D) sketch-up
Question
____ is the rapid sequence of still images, each slightly different from the previous one, that produces the illusion of movement.

A) Screening
B) Animation
C) Filmation
D) Stop motion
Question
A ____________________ contains a series of wireframes that represent a user's experience with proposed software.
Question
Making programs easier to use for people with physical limitations is known as enhancing ____.

A) usability
B) accessibility
C) interface
D) compliance
Question
A(n) ____ shows the relationship between screens in an interactive GUI program.

A) entity diagram
B) data flow diagram
C) use case diagram
D) interactivity diagram
Question
Cartoonists create animated films by drawing a sequence of ____ or cells.

A) frames
B) blocks
C) pictures
D) targets
Question
A ____ is one of the tiny dots of light that form a grid on your screen.

A) point
B) texel
C) textile
D) pixel
Question
A(n) ____________________ is a list of the objects used in a program, including which screens they are used on and whether any code, or script, is associated with them.
Question
When you develop an event-driven application, you need to expand on the ____ step in the program development cycle.

A) understanding the problem
B) planning the logic
C) coding the program
D) testing the program
Question
With most OOP languages, you must ____ components, or sign them up so that they can react to events initiated by other components.

A) register
B) activate
C) instantiate
D) create
Question
With a(n) ____ program, a user can continue to click buttons while your program is reading a data file.

A) single threaded
B) parallel threaded
C) independently threaded
D) multithreaded
Question
In most object-oriented languages, a method named ____________________ executes automatically when a class object is created.
Question
A(n) ____ is a list of the objects used in a program, including which screens they are used on and whether any code is associated with them.

A) object dictionary
B) object index
C) GUI dictionary
D) interface dictionary
Question
Using multiple threads of execution is known as ____.

A) binding
B) racing
C) multithreading
D) multipathing
Question
When you use a menu bar, it is at the top of the screen in most GUI programs, and the first menu item is almost always ____.

A) Edit
B) File
C) Home
D) Help
Question
GUI programmers sometimes refer to screen space as ____.

A) canvas
B) interface
C) real estate
D) territory
Question
You should make sure that unavailable screen options are either dimmed (also called ____) or removed.

A) grayed
B) hidden
C) suppressed
D) blanked
Question
An object that is "interested in" an event to which you want it to respond is a(n) ____________________.
Question
Match between columns
Where a thread is abandoned because other threads occupy all of the computer's resources
event
Where a thread is abandoned because other threads occupy all of the computer's resources
interactivity diagram
Where a thread is abandoned because other threads occupy all of the computer's resources
container
Where a thread is abandoned because other threads occupy all of the computer's resources
thread
Where a thread is abandoned because other threads occupy all of the computer's resources
deadlock
Where a thread is abandoned because other threads occupy all of the computer's resources
starvation
Where a thread is abandoned because other threads occupy all of the computer's resources
x-axis
Where a thread is abandoned because other threads occupy all of the computer's resources
y-axis
Where a thread is abandoned because other threads occupy all of the computer's resources
x-coordinate
Where a thread is abandoned because other threads occupy all of the computer's resources
y-coordinate
Where two or more threads wait for each other to execute
event
Where two or more threads wait for each other to execute
interactivity diagram
Where two or more threads wait for each other to execute
container
Where two or more threads wait for each other to execute
thread
Where two or more threads wait for each other to execute
deadlock
Where two or more threads wait for each other to execute
starvation
Where two or more threads wait for each other to execute
x-axis
Where two or more threads wait for each other to execute
y-axis
Where two or more threads wait for each other to execute
x-coordinate
Where two or more threads wait for each other to execute
y-coordinate
An occurrence that generates a message sent to an object
event
An occurrence that generates a message sent to an object
interactivity diagram
An occurrence that generates a message sent to an object
container
An occurrence that generates a message sent to an object
thread
An occurrence that generates a message sent to an object
deadlock
An occurrence that generates a message sent to an object
starvation
An occurrence that generates a message sent to an object
x-axis
An occurrence that generates a message sent to an object
y-axis
An occurrence that generates a message sent to an object
x-coordinate
An occurrence that generates a message sent to an object
y-coordinate
Its value increases as you travel from top to bottom
event
Its value increases as you travel from top to bottom
interactivity diagram
Its value increases as you travel from top to bottom
container
Its value increases as you travel from top to bottom
thread
Its value increases as you travel from top to bottom
deadlock
Its value increases as you travel from top to bottom
starvation
Its value increases as you travel from top to bottom
x-axis
Its value increases as you travel from top to bottom
y-axis
Its value increases as you travel from top to bottom
x-coordinate
Its value increases as you travel from top to bottom
y-coordinate
A horizontal position
event
A horizontal position
interactivity diagram
A horizontal position
container
A horizontal position
thread
A horizontal position
deadlock
A horizontal position
starvation
A horizontal position
x-axis
A horizontal position
y-axis
A horizontal position
x-coordinate
A horizontal position
y-coordinate
A vertical position
event
A vertical position
interactivity diagram
A vertical position
container
A vertical position
thread
A vertical position
deadlock
A vertical position
starvation
A vertical position
x-axis
A vertical position
y-axis
A vertical position
x-coordinate
A vertical position
y-coordinate
Shows the relationship between screens in an interactive GUI program
event
Shows the relationship between screens in an interactive GUI program
interactivity diagram
Shows the relationship between screens in an interactive GUI program
container
Shows the relationship between screens in an interactive GUI program
thread
Shows the relationship between screens in an interactive GUI program
deadlock
Shows the relationship between screens in an interactive GUI program
starvation
Shows the relationship between screens in an interactive GUI program
x-axis
Shows the relationship between screens in an interactive GUI program
y-axis
Shows the relationship between screens in an interactive GUI program
x-coordinate
Shows the relationship between screens in an interactive GUI program
y-coordinate
A class of objects whose main purpose is to hold other elements
event
A class of objects whose main purpose is to hold other elements
interactivity diagram
A class of objects whose main purpose is to hold other elements
container
A class of objects whose main purpose is to hold other elements
thread
A class of objects whose main purpose is to hold other elements
deadlock
A class of objects whose main purpose is to hold other elements
starvation
A class of objects whose main purpose is to hold other elements
x-axis
A class of objects whose main purpose is to hold other elements
y-axis
A class of objects whose main purpose is to hold other elements
x-coordinate
A class of objects whose main purpose is to hold other elements
y-coordinate
Its value increases as you travel from left to right across the window
event
Its value increases as you travel from left to right across the window
interactivity diagram
Its value increases as you travel from left to right across the window
container
Its value increases as you travel from left to right across the window
thread
Its value increases as you travel from left to right across the window
deadlock
Its value increases as you travel from left to right across the window
starvation
Its value increases as you travel from left to right across the window
x-axis
Its value increases as you travel from left to right across the window
y-axis
Its value increases as you travel from left to right across the window
x-coordinate
Its value increases as you travel from left to right across the window
y-coordinate
The flow of execution of one set of program statements
event
The flow of execution of one set of program statements
interactivity diagram
The flow of execution of one set of program statements
container
The flow of execution of one set of program statements
thread
The flow of execution of one set of program statements
deadlock
The flow of execution of one set of program statements
starvation
The flow of execution of one set of program statements
x-axis
The flow of execution of one set of program statements
y-axis
The flow of execution of one set of program statements
x-coordinate
The flow of execution of one set of program statements
y-coordinate
Question
Describe a thread.
Question
Discuss the purpose of a wireframe.
Question
Discuss multithreading.
Question
List the general design principles used when creating a program that will use a GUI.
Question
Describe the container class.
Question
Explain why your program should be forgiving.
Question
Discuss using the integrated development environment to create applications.
Question
Discuss the purpose of a storyboard.
Question
List the two types of statements that you must write when an object should listen for events.
Question
List the events in developing an event-driven program.
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Deck 12: Event Driven Gui Programming Multithreading and Animation
1
Many object-oriented languages offer built-in classes that contain methods you can use to draw geometric figures.
True
2
Operating system software allows you to use a mouse or other pointing device to select pictures, or ____, on the screen.

A) targets
B) icons
C) windows
D) menus
B
3
Computer users can expect to see a standard interface in the GUI programs they use.
True
4
A(n) ____ consists of a label placed beside a small square.

A) option button
B) button
C) check box
D) text box
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Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
5
GUI programs are frequently called action-controlled because actions occur in response to user-initiated events such as clicking a mouse button.
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
6
Performing an operation on an icon causes a(n) ____.

A) instance
B) message
C) event
D) interface
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
7
GUI components are excellent examples of the best principles of object-oriented programming; they represent objects with attributes and methods that operate like ____.

A) trap doors
B) black boxes
C) a procedural function
D) a while loop
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
8
With a single CPU, multiple threads execute simultaneously.
Unlock Deck
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Unlock Deck
k this deck
9
An important advantage of using GUI data-entry objects is that you often can control what users enter by limiting their options.
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
10
From the 1950s, when businesses began to use computers to help them perform many jobs, through the 1980s, almost all interactive dialogues between people and computers took place at the ____.

A) command prompt
B) graphical window
C) menu
D) system interface
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
11
When you program in a language that uses GUI components, you need to create them from scratch.
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
12
A ____ is a rectangular object you can click; when you do, its appearance usually changes to look pressed.

A) label
B) button
C) check box
D) text box
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
13
In object-oriented languages, the procedural modules that depend on user-initiated events are often called ____.

A) scripts
B) blocks
C) handlers
D) windows
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
14
A ____ is a rectangular area into which the user can type text.

A) label
B) button
C) check box
D) text box
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
15
A GUI picture album represents "snapshot" views of the screens the user will encounter during the run of a program.
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
16
The ____ is the location on your computer screen at which you type entries to communicate with the computer's operating system.

A) GUI
B) IDE
C) system terminal
D) command line
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
17
Within an event-driven program, a component from which an event is generated is the ____.

A) target of the event
B) source of the event
C) interface of the event
D) message handler
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
18
In object-oriented languages, the procedural modules that depend on user-initiated events are often called applets.
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
19
In an event-driven program, you design the screens, define the objects, and define how the screens will connect.
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
20
Multithreaded programs often run faster and they are more user-friendly.
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
21
The ____ contains methods that allow you to set physical properties such as height and width, as well as methods that allow you to add the appropriate components to a container.

A) attributes class
B) container dictionary
C) containment class
D) container class
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
22
People who use the Disk Operating System (DOS) also call the command line the ____________________.
Unlock Deck
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Unlock Deck
k this deck
23
A ____ represents a picture or sketch of a screen the user will see when running a program.

A) framework
B) page frame
C) wireframe
D) sketch-up
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
24
____ is the rapid sequence of still images, each slightly different from the previous one, that produces the illusion of movement.

A) Screening
B) Animation
C) Filmation
D) Stop motion
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
25
A ____________________ contains a series of wireframes that represent a user's experience with proposed software.
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
26
Making programs easier to use for people with physical limitations is known as enhancing ____.

A) usability
B) accessibility
C) interface
D) compliance
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
27
A(n) ____ shows the relationship between screens in an interactive GUI program.

A) entity diagram
B) data flow diagram
C) use case diagram
D) interactivity diagram
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
28
Cartoonists create animated films by drawing a sequence of ____ or cells.

A) frames
B) blocks
C) pictures
D) targets
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
29
A ____ is one of the tiny dots of light that form a grid on your screen.

A) point
B) texel
C) textile
D) pixel
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
30
A(n) ____________________ is a list of the objects used in a program, including which screens they are used on and whether any code, or script, is associated with them.
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
31
When you develop an event-driven application, you need to expand on the ____ step in the program development cycle.

A) understanding the problem
B) planning the logic
C) coding the program
D) testing the program
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
32
With most OOP languages, you must ____ components, or sign them up so that they can react to events initiated by other components.

A) register
B) activate
C) instantiate
D) create
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
33
With a(n) ____ program, a user can continue to click buttons while your program is reading a data file.

A) single threaded
B) parallel threaded
C) independently threaded
D) multithreaded
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
34
In most object-oriented languages, a method named ____________________ executes automatically when a class object is created.
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
35
A(n) ____ is a list of the objects used in a program, including which screens they are used on and whether any code is associated with them.

A) object dictionary
B) object index
C) GUI dictionary
D) interface dictionary
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
36
Using multiple threads of execution is known as ____.

A) binding
B) racing
C) multithreading
D) multipathing
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
37
When you use a menu bar, it is at the top of the screen in most GUI programs, and the first menu item is almost always ____.

A) Edit
B) File
C) Home
D) Help
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
38
GUI programmers sometimes refer to screen space as ____.

A) canvas
B) interface
C) real estate
D) territory
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
39
You should make sure that unavailable screen options are either dimmed (also called ____) or removed.

A) grayed
B) hidden
C) suppressed
D) blanked
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
40
An object that is "interested in" an event to which you want it to respond is a(n) ____________________.
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
41
Match between columns
Where a thread is abandoned because other threads occupy all of the computer's resources
event
Where a thread is abandoned because other threads occupy all of the computer's resources
interactivity diagram
Where a thread is abandoned because other threads occupy all of the computer's resources
container
Where a thread is abandoned because other threads occupy all of the computer's resources
thread
Where a thread is abandoned because other threads occupy all of the computer's resources
deadlock
Where a thread is abandoned because other threads occupy all of the computer's resources
starvation
Where a thread is abandoned because other threads occupy all of the computer's resources
x-axis
Where a thread is abandoned because other threads occupy all of the computer's resources
y-axis
Where a thread is abandoned because other threads occupy all of the computer's resources
x-coordinate
Where a thread is abandoned because other threads occupy all of the computer's resources
y-coordinate
Where two or more threads wait for each other to execute
event
Where two or more threads wait for each other to execute
interactivity diagram
Where two or more threads wait for each other to execute
container
Where two or more threads wait for each other to execute
thread
Where two or more threads wait for each other to execute
deadlock
Where two or more threads wait for each other to execute
starvation
Where two or more threads wait for each other to execute
x-axis
Where two or more threads wait for each other to execute
y-axis
Where two or more threads wait for each other to execute
x-coordinate
Where two or more threads wait for each other to execute
y-coordinate
An occurrence that generates a message sent to an object
event
An occurrence that generates a message sent to an object
interactivity diagram
An occurrence that generates a message sent to an object
container
An occurrence that generates a message sent to an object
thread
An occurrence that generates a message sent to an object
deadlock
An occurrence that generates a message sent to an object
starvation
An occurrence that generates a message sent to an object
x-axis
An occurrence that generates a message sent to an object
y-axis
An occurrence that generates a message sent to an object
x-coordinate
An occurrence that generates a message sent to an object
y-coordinate
Its value increases as you travel from top to bottom
event
Its value increases as you travel from top to bottom
interactivity diagram
Its value increases as you travel from top to bottom
container
Its value increases as you travel from top to bottom
thread
Its value increases as you travel from top to bottom
deadlock
Its value increases as you travel from top to bottom
starvation
Its value increases as you travel from top to bottom
x-axis
Its value increases as you travel from top to bottom
y-axis
Its value increases as you travel from top to bottom
x-coordinate
Its value increases as you travel from top to bottom
y-coordinate
A horizontal position
event
A horizontal position
interactivity diagram
A horizontal position
container
A horizontal position
thread
A horizontal position
deadlock
A horizontal position
starvation
A horizontal position
x-axis
A horizontal position
y-axis
A horizontal position
x-coordinate
A horizontal position
y-coordinate
A vertical position
event
A vertical position
interactivity diagram
A vertical position
container
A vertical position
thread
A vertical position
deadlock
A vertical position
starvation
A vertical position
x-axis
A vertical position
y-axis
A vertical position
x-coordinate
A vertical position
y-coordinate
Shows the relationship between screens in an interactive GUI program
event
Shows the relationship between screens in an interactive GUI program
interactivity diagram
Shows the relationship between screens in an interactive GUI program
container
Shows the relationship between screens in an interactive GUI program
thread
Shows the relationship between screens in an interactive GUI program
deadlock
Shows the relationship between screens in an interactive GUI program
starvation
Shows the relationship between screens in an interactive GUI program
x-axis
Shows the relationship between screens in an interactive GUI program
y-axis
Shows the relationship between screens in an interactive GUI program
x-coordinate
Shows the relationship between screens in an interactive GUI program
y-coordinate
A class of objects whose main purpose is to hold other elements
event
A class of objects whose main purpose is to hold other elements
interactivity diagram
A class of objects whose main purpose is to hold other elements
container
A class of objects whose main purpose is to hold other elements
thread
A class of objects whose main purpose is to hold other elements
deadlock
A class of objects whose main purpose is to hold other elements
starvation
A class of objects whose main purpose is to hold other elements
x-axis
A class of objects whose main purpose is to hold other elements
y-axis
A class of objects whose main purpose is to hold other elements
x-coordinate
A class of objects whose main purpose is to hold other elements
y-coordinate
Its value increases as you travel from left to right across the window
event
Its value increases as you travel from left to right across the window
interactivity diagram
Its value increases as you travel from left to right across the window
container
Its value increases as you travel from left to right across the window
thread
Its value increases as you travel from left to right across the window
deadlock
Its value increases as you travel from left to right across the window
starvation
Its value increases as you travel from left to right across the window
x-axis
Its value increases as you travel from left to right across the window
y-axis
Its value increases as you travel from left to right across the window
x-coordinate
Its value increases as you travel from left to right across the window
y-coordinate
The flow of execution of one set of program statements
event
The flow of execution of one set of program statements
interactivity diagram
The flow of execution of one set of program statements
container
The flow of execution of one set of program statements
thread
The flow of execution of one set of program statements
deadlock
The flow of execution of one set of program statements
starvation
The flow of execution of one set of program statements
x-axis
The flow of execution of one set of program statements
y-axis
The flow of execution of one set of program statements
x-coordinate
The flow of execution of one set of program statements
y-coordinate
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42
Describe a thread.
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43
Discuss the purpose of a wireframe.
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44
Discuss multithreading.
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45
List the general design principles used when creating a program that will use a GUI.
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
46
Describe the container class.
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
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k this deck
47
Explain why your program should be forgiving.
Unlock Deck
Unlock for access to all 51 flashcards in this deck.
Unlock Deck
k this deck
48
Discuss using the integrated development environment to create applications.
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49
Discuss the purpose of a storyboard.
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50
List the two types of statements that you must write when an object should listen for events.
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51
List the events in developing an event-driven program.
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