Widget Toolkits
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Widget Toolkits
A widget toolkit, widget library, GUI toolkit, or UX library is a library or a collection of libraries containing a set of graphical control elements (called ''widgets'') used to construct the graphical user interface (GUI) of programs. Most widget toolkits additionally include their own rendering engine. This engine can be specific to a certain operating system or windowing system or contain back-ends to interface with multiple ones and also with rendering APIs such as OpenGL, OpenVG, or EGL. The look and feel of the graphical control elements can be hard-coded or decoupled, allowing the graphical control elements to be themed/ skinned. Overview Some toolkits may be used from other languages by employing language bindings. Graphical user interface builders such as e.g. Glade Interface Designer facilitate the authoring of GUIs in a WYSIWYG manner employing a user interface markup language such as in this case GtkBuilder. The GUI of a program is commonly constructed in a ...
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Library (computing)
In computing, a library is a collection of System resource, resources that can be leveraged during software development to implement a computer program. Commonly, a library consists of executable code such as compiled function (computer science), functions and Class (computer programming), classes, or a library can be a collection of source code. A resource library may contain data such as images and Text string, text. A library can be used by multiple, independent consumers (programs and other libraries). This differs from resources defined in a program which can usually only be used by that program. When a consumer uses a library resource, it gains the value of the library without having to implement it itself. Libraries encourage software reuse in a Modular programming, modular fashion. Libraries can use other libraries resulting in a hierarchy of libraries in a program. When writing code that uses a library, a programmer only needs to know how to use it not its internal d ...
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User Interface Markup Language
A user interface markup language is a markup language that renders and describes graphical user interfaces and controls. Many of these markup languages are dialects of XML and are dependent upon a pre-existing scripting language engine, usually a JavaScript engine, for rendering of controls and extra scriptability. The concept of the user interface markup languages is primarily based upon the desire to prevent the " re-invention of the wheel" in the design, development and function of a user interface; such re-invention comes in the form of coding a script for the entire user interface. The typical user interface markup language solidifies often re-used program or script code in the form of markup, making it easier to focus upon design of a user interface in an understandable dialect as opposed to focus on function. User interface markup languages, like most markup and programming languages, rely upon sub-application runtimes to interpret and render the markup code as program co ...
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List Of Widget Toolkits
This article provides a list of widget toolkits (also known as GUI frameworks), used to construct the graphical user interface (GUI) of programs, organized by their relationships with various operating systems. Low-level widget toolkits Integrated in the operating system * Mac OS X uses Cocoa. Mac OS 9 and Mac OS X used to use Carbon for 32-bit applications. * The Windows API used in Microsoft Windows. Microsoft had the graphics functions integrated in the kernel until 2006 * The Haiku operating system uses an extended and modernised version of the Be API that was used by its predecessor BeOS. Haiku is expected to drop binary and source compatibility with BeOS at some future time, which will result in a Haiku API. As a separate layer on top of the operating system * The X Window System contains primitive building blocks, called Xt or "Intrinsics", but they are mostly only used by older toolkits such as: OLIT, Motif and Xaw. Most contemporary toolkits, such as GTK or Qt, by ...
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Layout Manager
Layout managers are software components used in widget toolkits which have the ability to lay out graphical control elements by their relative positions without using distance units. It is often more natural to define component layouts in this manner than to define their position in pixels or common distance units, so a number of popular widget toolkits include this ability by default. Widget toolkits that provide this function can generally be classified into two groups: *Those where the layout behavior is coded in special graphic containers. This is the case in XUL and the .NET Framework widget toolkit (both in Windows Forms and in XAML). *Those where the layout behavior is coded in layout managers, that can be applied to any graphic container. This is the case in the Swing widget toolkit that is part of the Java API. Examples Android have the . GTK GTK (formerly GIMP ToolKit and GTK+) is a free software cross-platform widget toolkit for creating graphical user inte ...
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WIMP (computing)
In human–computer interaction, WIMP stands for "window (computing), windows, icon (computing), icons, menu (computing), menus, Pointer (user interface), pointer", denoting a style of interaction using List of graphical user interface elements, these elements of the user interface. Other expansions are sometimes used, such as substituting "mouse" and "mice" for menus, or "pull-down menu" and "pointing" for pointer. Although the acronym has fallen into disuse, it has often been likened to the term ''graphical user interface (GUI)''. Any interface that uses graphics can be called a GUI, and WIMP systems derive from such systems. However, while all WIMP systems use graphics as a key element (the icon and pointer elements), and therefore are GUIs, the reverse is not true. Some GUIs are not based in windows, icons, menus, and pointers. For example, most mobile phones represent actions as icons and menus, but often do not rely on a conventional pointer or containerized windows to host ...
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Window Manager
A window manager is system software that controls the placement and appearance of window (computing), windows within a windowing system in a graphical user interface. Most window managers are designed to help provide a desktop environment. They work in conjunction with the underlying graphical system that provides required functionality—support for graphics hardware, pointing devices, and a keyboard—and are often written and created using a widget toolkit. Few window managers are designed with a clear distinction between the windowing system and the window manager. Every graphical user interface based on a windows metaphor has some form of window management. In practice, the elements of this functionality vary greatly. Elements usually associated with window managers allow the user to open, close, minimize, maximize, move, resize, and keep track of running windows, including window decorators. Many window managers also come with various utilities and features such as task b ...
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Canvas (GUI)
In computer science and visualization, a canvas is a Container (abstract data type), container that holds various drawing elements (lines, shapes, text, frames containing others elements, etc.). It takes its name from the canvas used in visual arts. It is sometimes called a scene graph because it arranges the logical representation of a user interface or graphical scene. Some implementations also define the spatial representation and allow the user to interact with the elements via a graphical user interface. Library support Various Free and open-source software, free and open-source canvas or scene-graph Library (computing), libraries allow developers to construct a user interface and/or user-interface elements for their computer programs. Examples of free and open-source scene-graph canvas options include: * in C (programming language), CEvas (in EFL)from the Enlightenment (software), Enlightenment project * in C (programming language), C, Clutter, associated with the GNOME proj ...
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Window (computing)
In computing, a window is a Graphical widget, graphical control element. It consists of a visual area containing some of the graphical user interface of the program it belongs to and is framed by a #Window decoration, window decoration. It usually has a rectangular shape that can overlap with the area of other windows. It displays the ''output'' of and may allow ''input'' to one or more Process (computing), processes. Windows are primarily associated with graphical displays, where they can be manipulated with a Pointer (graphical user interfaces), pointer by employing some kind of pointing device. Text-only displays can also support windowing, as a way to maintain multiple independent display areas, such as multiple buffers in Emacs. Text windows are usually controlled by keyboard, though some also respond to the mouse. A graphical user interface (GUI) using windows as one of its main "Interface metaphor, metaphors" is called a windowing system, whose main components are the disp ...
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UML State Machine
UML state machine, formerly known as UML statechart, is an extension of the mathematics, mathematical concept of a Finite-state machine, finite automaton in computer science applications as expressed in the Unified Modeling Language (UML) notation. The concepts behind it are about organizing the way a device, computer program, or other (often technical) process works such that an entity or each of its sub-entities is always in exactly one of a number of possible states and where there are well-defined conditional transitions between these states. UML state machine is an object-based variant of Harel statechart, adapted and extended by UML.D. Drusinsky''Modelling and verification using UML statecharts'' Elsevier, 2006 The goal of UML state machines is to overcome the main limitations of traditional finite-state machines while retaining their main benefits. UML statecharts introduce the new concepts of #Hierarchically nested states, hierarchically nested states and #Orthogonal ...
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Finite-state Machine
A finite-state machine (FSM) or finite-state automaton (FSA, plural: ''automata''), finite automaton, or simply a state machine, is a mathematical model of computation. It is an abstract machine that can be in exactly one of a finite number of ''State (computer science), states'' at any given time. The FSM can change from one state to another in response to some Input (computer science), inputs; the change from one state to another is called a ''transition''. An FSM is defined by a list of its states, its initial state, and the inputs that trigger each transition. Finite-state machines are of two types—Deterministic finite automaton, deterministic finite-state machines and Nondeterministic finite automaton, non-deterministic finite-state machines. For any non-deterministic finite-state machine, an equivalent deterministic one can be constructed. The behavior of state machines can be observed in many devices in modern society that perform a predetermined sequence of actions d ...
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Application Code
This glossary of computer science is a list of definitions of terms and concepts used in computer science, its sub-disciplines, and related fields, including terms relevant to software, data science, and . A B C D E F G H I J K L M N O P Q R ...
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Button (computing)
In computing, a button (sometimes known as a command button or push button) is a Graphical control element (software), graphical control element that provides the user a simple way to trigger an event (computing), event, like searching for a query at a search engine, or to interact with dialog boxes, like confirming an action. Overview A typical button is a rectangle or rounded rectangle, wider than it is tall, with a descriptive caption in its center. Other buttons may be square or round, with simple Icon (computing), icons. The most common method of pressing a button is clicking it with a pointer (user interface), pointer controlled by a mouse (computing), mouse, or a touchpad, but other input such as keystroke can be used to execute the command of a button. However, a button is not always restricted to a rectangular shape. The sole requirement of button interaction is that the user can execute a command by a point-and-click, click action. Thus, pictures and background areas ...
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