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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.
The event dispatching thread (EDT) is a background thread used in Java to process events from the Abstract Window Toolkit (AWT) graphical user interface event queue. It is an example of the generic concept of event-driven programming, that is popular in many other contexts than Java, for example, web browsers, or web servers.
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 programming is often implemented using IoC so that the custom code need only be concerned with the handling of events, while the event loop and dispatch of events/messages is handled by the framework or the runtime environment. In web server application frameworks, dispatch is usually called routing, and handlers may be called ...
In computer science, the event loop (also known as message dispatcher, message loop, message pump, or run loop) is a programming construct or design pattern that waits for and dispatches events or messages in a program. The event loop works by making a request to some internal or external "event provider" (that generally blocks the request ...
DCI can be thought of as an event-driven programming paradigm, where some event (as a human gesture in a model-view-controller (MVC) architecture) triggers a use case. [3] The use case can be short-lived or long-lived. The events are called triggers, and they are handled in the environment in which DCI is embedded. This environment may be the ...
Interrupts and signals are low-level mechanisms that can alter the flow of control in a way similar to a subroutine, but usually occur as a response to some external stimulus or event (that can occur asynchronously), rather than execution of an in-line control flow statement.
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