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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 ...
Event (computing) In programming and software design, an event is an action or occurrence recognized by software, often originating asynchronously from the external environment, that may be handled by the software. Computer events can be generated or triggered by the system, by the user, or in other ways.
Guile. Emacs Lisp. JavaScript and some dialects, e.g., JScript. Lua (embedded in many games) OpenCL (extension of C and C++ to use the GPU and parallel extensions of the CPU) OptimJ (extension of Java with language support for writing optimization models and powerful abstractions for bulk data processing) Perl.
Imperative programming – focuses on how to execute, defines control flow as statements that change a program state. Declarative programming – focuses on what to execute, defines program logic, but not detailed control flow. The following are widely considered the main programming paradigms, as seen when measuring programming language ...
JavaScript. JavaScript ( ⫽ ˈdʒɑːvəskrɪpt ⫽ ), often abbreviated as JS, is a programming language and core technology of the Web, alongside HTML and CSS. 99% of websites use JavaScript on the client side for webpage behavior. [10] Web browsers have a dedicated JavaScript engine that executes the client code.
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 ...
An event driven architecture may be built on four logical layers, starting with the sensing of an event (i.e., a significant temporal state or fact), proceeding to the creation of its technical representation in the form of an event structure and ending with a non-empty set of reactions to that event. [6]
Async/await. In computer programming, the async/await pattern is a syntactic feature of many programming languages that allows an asynchronous, non-blocking function to be structured in a way similar to an ordinary synchronous function. It is semantically related to the concept of a coroutine and is often implemented using similar techniques ...