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In computing, a button (sometimes known as a command button or push button) is a graphical control element that provides the user a simple way to trigger an event, like searching for a query at a search engine, or to interact with dialog boxes, like confirming an action.
Gamepads can have a number of action buttons combined with one or more omnidirectional control sticks or buttons. Action buttons are generally handled with the digits on the right hand, and the directional input handled with the left. Gamepads are the primary means of input on most modern video game consoles.
A hypothetical example of a quick time event in a video game. Pressing the X button can stop Wikipe-tan from missing the football.. In video games, a quick time event (QTE) is a method of context-sensitive gameplay in which the player performs actions on the control device shortly after the appearance of an on-screen instruction/prompt.
A break action is a type of firearm where the barrel(s) are hinged and can be "broken open" to expose the breech. Multi-barrel break action firearms are usually subdivided into over-and-under or side-by-side configurations for two barrel configurations or "combination gun" when mixed rifle and shotgun barrels are used.
A single click or "click" is the act of pressing a computer mouse button once without moving the mouse. Single clicking is usually a primary action of the mouse. Single clicking, by default in many operating systems, selects (or highlights) an object while double-clicking executes or opens the object.
Shoulder buttons ("bumpers") and triggers on an Xbox 360 controller. Some common additions to the standard pad include shoulder buttons (also called "bumpers") and triggers placed along the edges of the pad (shoulder buttons are usually digital, i.e. merely on/off; while triggers are usually analog); centrally placed start, select, and home buttons [clarification needed], and an internal motor ...
Warning that the effects of the current action are not reversible. This is a frequent interaction pattern for modal dialogs, but some usability experts criticize it as ineffective for its intended use (protection against errors in destructive actions) due to habituation. They recommend making the action reversible (providing an "undo" option ...
Based on the basic button configuration established with Nintendo's Super NES Controller, the PlayStation controller added a second pair of shoulder buttons for the middle fingers. Intended to update the gamepad for navigating 3D environments such as the ones PlayStation was designed to generate, the concept behind featuring shoulder buttons ...