| A | B |
| event | an action by the user (or the program) that causes a change in the program |
| event-driven program | a program that solves a problem or tells a story mainly through events and handlers |
| event handler | a method invoked in response to an event |
| event source | the object from which an event originates |
| handling an event | invoking a method in response to an event |
| interactive program | program that requests input from a user |
| keyboard event | event triggered when the user presses a keyboard key |
| logic error | a mistake in the logical structure of a program |
| mouse event | an event that is triggered when the user moves the mouse or clicks a mouse button |
| program event | an event triggered when the world starts running or the program changes the value of a variable or condition |
| transition effect | an effect that provides a transition between scenes. Cuts, wipes, and fades are examples of transition effects |
| two-state behavior | standard pattern of behavior for situations when an object can be in one of two states. Two-state behavior can be implemented using an if statement |
| usability | an aspect of programming that refers to ease of use |
| user event | an event initiated by a user. Keyboard events and mouse events are examples of user events |