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  2. Event-driven programming - Wikipedia

    en.wikipedia.org/wiki/Event-driven_programming

    In computer programming, event-driven programming is a programming paradigm in which the flow of the program is determined by external events. Typical event can be UI events from mice, keyboards, touchpads and touchscreens, or external sensor inputs, or be programmatically generated ( message passing) from other programs or threads, or network ...

  3. Event (computing) - Wikipedia

    en.wikipedia.org/wiki/Event_(computing)

    The events generated using a touchscreen are commonly referred to as touch events or gestures. Device events. Device events include action by or to a device, such as a shake, tilt, rotation, or move. Delegate event model Delegate event model. clickme is the event source –a button in this example–, and it contains a list of listeners.

  4. Event loop - Wikipedia

    en.wikipedia.org/wiki/Event_loop

    Event loop. In computer science, the event loop (also known as message dispatcher, message loop, message pump, or run loop) is a programming construct or design pattern that waits for and dispatches events or messages in a program. The event loop works by making a request to some internal or external "event provider" (that generally blocks the ...

  5. Event-driven architecture - Wikipedia

    en.wikipedia.org/wiki/Event-driven_architecture

    The event itself is a pointer to a method in another object. If the pointer is not empty, when an event occurs, the event handler is called. Events are commonly used in classes that support GUI. This is not the only area of application for events, however. The following code is an example of using events:

  6. Comparison of programming paradigms - Wikipedia

    en.wikipedia.org/wiki/Comparison_of_programming...

    Event-driven programming – program control flow is determined by events, such as sensor inputs or user actions (mouse clicks, key presses) or messages from other programs or threads. Automata-based programming – a program, or part, is treated as a model of a finite state machine or any other formal automaton.

  7. Observer pattern - Wikipedia

    en.wikipedia.org/wiki/Observer_pattern

    Observer pattern. In software design and engineering, the observer pattern is a software design pattern in which an object, named 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 . It is often used for implementing distributed event ...

  8. Stream processing - Wikipedia

    en.wikipedia.org/wiki/Stream_processing

    Stream processing. In computer science, stream processing (also known as event stream processing, data stream processing, or distributed stream processing) is a programming paradigm which views streams, or sequences of events in time, as the central input and output objects of computation. Stream processing encompasses dataflow programming ...

  9. Integrated master plan - Wikipedia

    en.wikipedia.org/wiki/Integrated_master_plan

    In the United States Department of Defense, the Integrated Master Plan ( IMP) and the Integrated Master Schedule (IMS) are important program management tools that provide significant assistance in the planning and scheduling of work efforts in large and complex materiel acquisitions. [1] The IMP is an event-driven plan that documents the ...