Exam 9: Event-Driven Programming With Graphical User Interfaces
Exam 1: An Overview of Computer Programming50 Questions
Exam 2: Applications and Data50 Questions
Exam 3: Making Decisions50 Questions
Exam 4: Looping50 Questions
Exam 5: Arrays50 Questions
Exam 6: Using Methods50 Questions
Exam 7: Object-Oriented Concepts50 Questions
Exam 8: More Object Concepts50 Questions
Exam 9: Event-Driven Programming With Graphical User Interfaces50 Questions
Exam 10: Exception Handling50 Questions
Exam 11: System Modeling With the Uml50 Questions
Exam 12: Manipulating Larger Quantities of Data50 Questions
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In an event-driven program, you design the screens, define the objects, and define how the screens will connect.
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True
A(n) ____________________ is an object that is "interested in" an event to which you want it to respond.
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(Short Answer)
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Correct Answer:
listener
When two or more threads wait for each other to execute, the situation that occurs is called a(n) ____________________.
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(Short Answer)
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Correct Answer:
deadlock
GUI programs are called ____________________ because actions occur in response to user-initiated events such as clicking a mouse button.
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The ____________________ is the location on your computer screen at which you type entries to communicate with the computer's operating system.
(Short Answer)
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In the early days of computing, interacting with a computer operating system was difficult because the user had to know the exact syntax to use when typing commands, and had to spell and type those commands accurately.
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Any component you place on the screen has a horizontal, or ____, position.
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A(n) ____________________ is the flow of execution from one set of program statements.
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Performing an operation on an icon causes a(n) ____, which is an occurrence that generates a message sent to an object.
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With procedure-driven programs, the user might initiate any number of events in any order.
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Computer users today typically learn new commands for each GUI interface they use.
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A(n) ____ shows the relationship between screens in an interactive GUI program.
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In a(n) ____________________ program, each step occurs in the order the programmer determines.
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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.
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In graphical programming, the ____________________ value increases as you travel from top to bottom.
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A(n) ____________________ shows the relationship between screens in an interactive GUI program.
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