Exam 9: Event-Driven Programming With Graphical User Interfaces

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A ____ is the flow of execution of one set of program statements.

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When you use GUI components that are already created, you ____________________ objects, each of which belongs to a prewritten class.

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A good GUI design practice is to make sure that unavailable options are dimmed or removed.

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You use ____ to improve the performance of your programs.

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For the programmer, ____________________ programs require considerations other than the typical procedural logic.

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The rapid sequence of still images that produce the illusion of movement is known as ____________________.

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A(n) ____________________ is a tiny dot of light that, when taken together, form a grid on your screen to create images.

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When you program in a language that supports event-driven logic, you must create the GUI components you need from scratch.

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An example of a code error that can occur in multithreading is ____.

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An object that is "interested in" an event you want it to respond to is a(n) ____.

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A(n) ____ is one of the tiny dots of light that form a grid on your screen.

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When creating a program that will use a GUI, the interface should be natural and predictable.

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A ____ represents a picture or sketch of a screen the user will see when running a program.

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The screen design issues that make programs easier to use for people with physical limitations are known as ____ issues.

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You create computer animation using a sequence of ____.

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A ____ class contains methods that allow you to set physical properties, such as height and width.

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In a(n) ____ program, each step occurs in the order the programmer determines.

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A(n) ____________________ represents a picture or sketch of a screen the user will see when running a program.

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When a computer contains a single central processing unit (CPU), it can execute ____ computer instruction(s) at a time.

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You place figures on a graphical screen based on a graphing ____ system.

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