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Entities of Graphical User Interface (GUI), such as buttons and combo-boxes, are generally presented as a set of classes and their sub-classes. Some libraries support multiple platforms by acting as a pass-through to several platform-specific libraries. For responding to user input the general pattern is to define a special global function and register it with the platform. When tools for creating GUI were introduced, it implied progress. Nevertheless, these tools generate the code that a user program must be aware of, and make references to it in various parts of the program. Although in the approach just described GUI entities are treated as objects, the overall implementation is not object-oriented. The presence of GUI-related code in a program provides the opportunity for all kinds of versatile third-party libraries. The benefits of a GUI-maker become greater with the omission of GUI code from a program. The lack of reference to such a code in a program reduces the development and testing times. The object-oriented approach facilitates localization, decoupling and cohesion. A frame can be focused on a certain aspect of a program. As a result when modifying the code of a frame, other parts of the program will remain completely unaffected. Furthermore, parent-child relationship and data exchange among them becomes more intuitive as opposed to the use of global data.
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