Our events are vasty different from Medieval or Rennasiance fairs. Our events are not choreographed shows designed to entertain the public and sell souveniors. They are highly interactive and immersive experiences without "spectators". Though we dont expect too much from complete "newbies", everyone who attends is part of the "action". The typical event revolves around a peiod feast and some sort of ceremony to mark the Holiday. Other activities such as combat, games, story telling, and music are fairly typical of events as well.
An event is a set of actions that can occur when an application is running - e.g., clicking the mouse or pressing a key. To the top
arranged in a sequence tell a logical story. In sequencing, events are ordered by time from earliest to latest action, from first moment to last moment, and so on. Sequences tell stories of two types, linear and cyclical. Linear sequences tell us about the growth and decay of a plant or animal, the motion of an object, and the cause and effect of an event. Cyclical sequences tell us about recurring events such as the water cycle, the passing of seasons, or the phases of the moon.
Signals that are triggered when a particular user action occurs or when the browser has completed a specific task.
(VR) An event is a program script which is attached to an object within VRML. The event triggers an action, or behaviour. For example, a script may cause a sphere to turn from red to green when a user performs a certain action. Events range from proximity sensors (users come within a certain distance to an object), to a timer (the user has been in a world for a specified amount of time) or a touch sensor (the user clicks on the object).
An action in Windows, such as opening a document, emptying the Recycle Bin, or shutting down your PC.
An action, either human or machine generated; for example, page turn, pen up, or ink color change
Events are the way an application interacts with the user; this is why GUI coding is known as 'event-driven programming'. A pointer movement, the mouse entering or leaving a widget's focus area, a key or button press, all qualify as events. The programmer ultimately has control over which events are known to any given widget and, usually over the way the event is handled (if at all). The default behaviour of an unhandled event is to propagate up through the widget's ancestry. GTK+ event data is stored in a GdkEvent structure, and controlled via a GdkEventMask.
are actions that occur while a movie is playing. For example, different events are generated when a movie clip loads, the playhead enters a frame, the user clicks a button or movie clip, or the user types at the keyboard.