Database System Concepts
7th Edition
ISBN: 9780078022159
Author: Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Publisher: McGraw-Hill Education
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Why do we favor the event delegation model and its components when it comes to the building of GUIs? What is your response, using the examples that are relevant?
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- Why we like the GUI programming of the event delegation approach. Describe with suitable instancesarrow_forwardTo be considered "good," an interface's set of features must be comprehensive. Which skills are absolutely necessary? Is it the intention to standardize on one approach? Provide evidence by citing concrete examples to back up your views.arrow_forwardWhy we favour the event delegation architecture's GUI programming component. Do you have any evidence to back up your claims?arrow_forward
- Why we favour the event delegation architecture's GUI programming component. Do you need any assistance?arrow_forwardWhy do we find the event delegation paradigm and its associated components to be so useful when developing GUIs? How would you answer this question, using specific instances that illustrate your point?arrow_forwardTo what do jQuery and JavaScript events refer? To illustrate your point, could you provide some specifics? Can you elaborate on the concept of "event handling"? In what ways is event management a crucial part of interactive design? Can you write more clearly so I can read it?arrow_forward
- When it comes to object-oriented programming, why is it required to put in more work and coding in order to avoid having classes that are needlessly linked? What are the three most important reasons for your stance?arrow_forwardThis is why we think the GUI programming part of the event delegation framework is so promising. Do you need any assistance, and if so, how can I provide it?arrow_forwardIn what scenarios might a minimalist GUI be preferable over a detailed one?arrow_forward
- Which event delegation model should we use, and how should we implement it, while creating a graphical user interface? Explain in detailarrow_forwardIn game engine and development, what is a standard client-application looks like. For context in developing my own game engine, the client would have to have a layer class and some Application class that will contain all those layers. Another thing to side-note is this would be great if you can visually show in C++ pseudo-code as part of your explanation, thank you.What is a standard way to design the client's perspective project API. Would they be layered-based? How do complex engines abstract these layers portion code, so users do not have to worry about creating instances of these layers?An example is unreal engine after the user creates a new project is generated the source files for the model, actor, world, and etc. In this context how does large engines abstract or in other words look into designing an effective API for the user to allow to focus on the actual development of the game, instead of the boilerplate of their client-side code?arrow_forwardWhy we favour the event delegation architecture's GUI programming component. Do you need any assistance?arrow_forward
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