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Mindmap

Event Driven Programming

Jacie Wright Englisch

Inhalt der Mindmap

Event Driven Programming

  1. User Interface (UI)

    • UI EVents
      • or controls, like click, scroll, move mouse, type keyboard key, etc.
    • The user interface, or UI, of an app refers to how a person (user) interacts with their computer or app
      • UI Elements
        • or objects, like buttons, images, text boxes, pull down menus, screens and so on
  2. Event Handling

    • Event Listener
      • Callback Function
        • a function specified as part of an event listener; it is written by the programmer but called by the system as the result of an event trigger
      • a command (e.g., onEvent in App Lab) that can be set up to trigger a function when a particular type of event occurs on a particular UI element
        • while loop
          • a programming construct used to repeat a set of commands while a boolean condition it true
          • Models and Simulations
            • a program which replicates or mimics key features of a real world event in order to investigate its behavior without the cost, time, or danger of running an experiment in real life
          • for loop
            • a typical looping construct designed to make it easy to repeat a section of code using a counter variable. The for loop combines the creation of a variable, a boolean looping condition, and an update to the variable in one statement
        • console.log
          • a command that prints the given message to the console
    • an overarching term for the coding tasks involved in making your app respond to events by triggering functions
    • Users Trigger Events
      • events occur when users click a button, tap the screen, move the mouse, type a key on the keyboard, etc.
    • Events Trigger Code
      • when an event occurs or "fires" it can be used to trigger a particular javascript function
  3. a program designed to run blocks of code or functions in response to specified events (e.g., a mouse click)

    • Data Type
      • all values in a programming language have a "type" - such as a Number, Boolean, or String - that dictates how the computer will interpret it (e.g., 7+5 is different from "7"+"5")
    • String
      • any sequence of characters between quotation marks
      • Concatenate
        • to link together or join, typically used when joining together text Strings in programming
    • Key event
      • an event triggered by pressing or releasing a key on the keyboard
        • event.key
          • use event.key - from the event parameter of the onEvent callback function - to figure out which key was pressed
            • keydown
              • event type triggered when key is pressed down on the keyboard
            • keyup
              • event type triggered when key is released on the keyboard
    • Return Value
      • a value sent back by a function to the place in the code where the function was called from--typically asking for value (e.g. getText(id)) or the result of a calculation or computation of some kind. Most programming languages have many built-in functions that return values, but you can also write your own
  4. Syntax Errors

    • Debugging
    • a type of error occurring when things are misspelled or written in such a way the computer doesn't understand what you're trying to say
  5. the program runs but doesn't do what you were thinking it would do

    • Logic Errors
      • going through code when given an error to figure out why the error is happening and then attempting to fix it; find and fixing problems in your code or algorithm
  6. Variable

    • in most programming languages; a type of memory in which you can change what's stored - it's value can vary
      • Expression
        • any valid unit of code that resolves to a single value (variables can be assigned values that result from an expression)
        • Boolean Expression
          • in programming, an expression that evaluates to True or False
          • Boolean
            • a single value of either TRUE of FALSE
      • if statements
        • a way of checking to see if a condition is true and if it is execute a command
          • equal-equal: ==
            • for checking or testing to see what a value is
        • gets: =
          • assigning a value to a variable
        • Conditionals
          • another term for if statements -- statements that only run under certain conditions
        • Selection
          • a generic term for a type of programming statement (usually an if-statement) that uses a Boolean condition to determine, or select, whether or not to run a certain block of statements
    • Variable Scope
      • dictates what portions of the code can "see" or use a variable, typically derived from where the variable was first created
      • Global Variable
        • a variable whose scope is "global" to the program, it can be used and updated by any part of the code
      • a variable with local scope is one that can only be seen, used, and updated by code within the same scope
        • Local Variable
  7. List

    • a generic term for a programming data structure that holds multiple items
      • Array
        • a data structure in JavaScript used to represent a list
  8. Canvas

    • a user interface element to use in HTML/JavaScript which acts as a digital canvas allowing the programmatic drawing and manipulation of pixels, basic shapes, figures and images.

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Beschreibung
Mindmap am Event Driven Programming, erstellt von Jacie Wright am 25/01/2018.
Erstellt von
Jacie Wright
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