2. Event-Driven Programming Most modern computer programs that people use have Graphical User Interfaces (GUIs). A GUI has icons on the computer screen and a mouse (or other device) to control a pointer that can be used to operate the computer . An Introduction to Programming Using Alice
3. Event-Driven Programming Most modern computer programs that people use have Graphical User Interfaces (GUIs). A GUI has icons on the computer screen and a mouse (or other device) to control a pointer that can be used to operate the computer . An Introduction to Programming Using Alice
4. Event-Driven Programming An Introduction to Programming Using Alice Most modern computer programs that people use have Graphical User Interfaces (GUIs). A GUI has icons on the computer screen and a mouse (or other device) to control a pointer that can be used to operate the computer .
20. Event handlers are specified by dragging method tiles from the details area and dropping them into the event tile.
21.
Editor's Notes
The Events area shows existing events and is used to create new events. An event consists of a condition, called an event trigger , and the name of a method, called an event handler . Whenever the event trigger occurs, the event handler is called into action. For example, you might want the sound of a splash to occur if an ice skater falls through the ice. Some events, such as causing a method to run when a key is pressed, provide user interaction for an Alice world. Events are covered in detail in Chapter 3.
The Events area shows existing events and is used to create new events. An event consists of a condition, called an event trigger , and the name of a method, called an event handler . Whenever the event trigger occurs, the event handler is called into action. For example, you might want the sound of a splash to occur if an ice skater falls through the ice. Some events, such as causing a method to run when a key is pressed, provide user interaction for an Alice world. Events are covered in detail in Chapter 3.
The Events area shows existing events and is used to create new events. An event consists of a condition, called an event trigger , and the name of a method, called an event handler . Whenever the event trigger occurs, the event handler is called into action. For example, you might want the sound of a splash to occur if an ice skater falls through the ice. Some events, such as causing a method to run when a key is pressed, provide user interaction for an Alice world. Events are covered in detail in Chapter 3.
The Events area shows existing events and is used to create new events. An event consists of a condition, called an event trigger , and the name of a method, called an event handler . Whenever the event trigger occurs, the event handler is called into action. For example, you might want the sound of a splash to occur if an ice skater falls through the ice. Some events, such as causing a method to run when a key is pressed, provide user interaction for an Alice world. Events are covered in detail in Chapter 3.
The Events area shows existing events and is used to create new events. An event consists of a condition, called an event trigger , and the name of a method, called an event handler . Whenever the event trigger occurs, the event handler is called into action. For example, you might want the sound of a splash to occur if an ice skater falls through the ice. Some events, such as causing a method to run when a key is pressed, provide user interaction for an Alice world. Events are covered in detail in Chapter 3.
The Events area shows existing events and is used to create new events. An event consists of a condition, called an event trigger , and the name of a method, called an event handler . Whenever the event trigger occurs, the event handler is called into action. For example, you might want the sound of a splash to occur if an ice skater falls through the ice. Some events, such as causing a method to run when a key is pressed, provide user interaction for an Alice world. Events are covered in detail in Chapter 3.
The Events area shows existing events and is used to create new events. An event consists of a condition, called an event trigger , and the name of a method, called an event handler . Whenever the event trigger occurs, the event handler is called into action. For example, you might want the sound of a splash to occur if an ice skater falls through the ice. Some events, such as causing a method to run when a key is pressed, provide user interaction for an Alice world. Events are covered in detail in Chapter 3.
The Events area shows existing events and is used to create new events. An event consists of a condition, called an event trigger , and the name of a method, called an event handler . Whenever the event trigger occurs, the event handler is called into action. For example, you might want the sound of a splash to occur if an ice skater falls through the ice. Some events, such as causing a method to run when a key is pressed, provide user interaction for an Alice world. Events are covered in detail in Chapter 3.
The Events area shows existing events and is used to create new events. An event consists of a condition, called an event trigger , and the name of a method, called an event handler . Whenever the event trigger occurs, the event handler is called into action. For example, you might want the sound of a splash to occur if an ice skater falls through the ice. Some events, such as causing a method to run when a key is pressed, provide user interaction for an Alice world. Events are covered in detail in Chapter 3.
The Events area shows existing events and is used to create new events. An event consists of a condition, called an event trigger , and the name of a method, called an event handler . Whenever the event trigger occurs, the event handler is called into action. For example, you might want the sound of a splash to occur if an ice skater falls through the ice. Some events, such as causing a method to run when a key is pressed, provide user interaction for an Alice world. Events are covered in detail in Chapter 3.