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Event-driven programming is the dominant paradigm used in graphical user interfaces applications and network servers. In an event-driven application, there is generally an event loop that listens for events and then triggers a callback function when one of those events is detected.
Event propagation models, such as bubbling, capturing, and pub/sub, define how events are distributed and handled within a system. Other key aspects include event loops, event queueing and prioritization, event sourcing, and complex event processing patterns. These mechanisms contribute to the flexibility and scalability of event-driven systems.
Event-driven architecture (EDA) is a software architecture paradigm concerning the production and detection of events. Event-driven architectures are evolutionary in nature and provide a high degree of fault tolerance, performance, and scalability. However, they are complex and inherently challenging to test. EDAs are good for complex and ...
The event loop almost always operates asynchronously with the message originator. When the event loop forms the central control flow construct of a program, as it often does, it may be termed the main loop or main event loop. This title is appropriate, because such an event loop is at the highest level of control within the program.
Event-driven finite-state machine, finite-state machine where the transition from one state to another is triggered by an event or a message; Event-driven programming, a programming paradigm in which the flow of the program is determined by events, and is often characterised by a main loop, event handlers, and asynchronous programming
The observer design pattern is a behavioural pattern listed among the 23 well-known "Gang of Four" design patterns that address recurring design challenges in order to design flexible and reusable object-oriented software, yielding objects that are easier to implement, change, test and reuse.
In computation, a finite-state machine (FSM) is event driven if the transition from one state to another is triggered by an event or a message.This is in contrast to the parsing-theory origins of the term finite-state machine where the machine is described as consuming characters or tokens.
P is a programming language for asynchronous event-driven programming and the IoT that was developed by Microsoft and University of California, Berkeley. [1]P enables programmers to specify systems consisting of a collection of state machines that communicate asynchronously in terms of events. [2]