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Mastering JavaFX 10 : Build advanced and visually stunning Java applications.

JavaFX 10 is used to create media-rich client applications. If you are a Java developer and want to create graphical applications and skill up to become a pro at Java GUI programming, then this is the right choice for you. You will be guided through the different components of the JavaFX application...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Grinev, Sergey
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham : Packt Publishing, 2018.
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • Cover; Title Page; Copyright and Credits; Dedication; www.PacktPub.com; Contributors; Table of Contents; Preface; Chapter 1: Stages, Scenes, and Layout; Application and JavaFX subsystems; Components of the JavaFX toolkit; Glass toolkit; Prism and Quantum Toolkit; Media; WebView/WebEngine; Working with JavaFX Application Thread; Application class; Using the Application.launch() method; Managing command-line parameters; Closing the JavaFX application; Stage
  • a JavaFX term for the window; Working with Stage modality options; Using Stage styles; Setting fullscreen and other window options.
  • Scene and SceneGraphOrganizing the Scene content with Layout Managers; Free layout; The most basic layout manager
  • Group; Region and Pane layout managers; Behavioral layout; Positional layout; TilePane and FlowPane; BorderPane layout manager; AnchorPane layout manager; GridPane layout manager; Clock demo; Summary; Chapter 2: Building Blocks
  • Shapes, Text, and Controls; Shapes and their properties; JavaFX shapes overview; Closed shapes; Lines; Curves; Paths; Adding Text to the JavaFX scene; Controlling Shape's color; Paint; ImagePattern; Gradients; Customizing lines with Stroke API.
  • Basic StrokeDashed lines; Connecting line designs using Line Join; Working with the Shape operations; Transformations; Coordinates and bounds; Working with Bounds Demo; Using the ScenicView tool to study JavaFX scenegraph ; Basic Controls; Button and Event Handlers; Size of the Controls; Clock demo; Summary; Chapter 3: Connecting Pieces
  • Binding; Working with the Property API; Using the Observable API; Introducing the Binding API; Rules of binding; Read-only properties ; Binding is a one-to-many relation; Binding blocks setters; Bidirectional binding; Using binding for visual help.
  • The role of listenersUsing binding operations; String operations; Arithmetic operations; Boolean operations; Working with bidirectional binding and converters; Creating custom bindings; Implementing base binding classes; Bindings helper function; Understanding binding collections; Summary; Chapter 4: FXML; Introduction to FXML; Basics of FXML; Benefits of FXML; Limitations of FXML; Working with FXML loaders; Working with resources; Using the FXMLLoader API; Working with the fx:root attribute and custom components; Working with Controllers; Enhancing Controllers.
  • Using a preconstructed ControllerWorking with data; Syntax details of FXML; Reviewing the basics of FXML; Importing packages; Including other FXML files; Using FXML defines; Default properties; Referring to resources from FXML; Adding business logic to FXML; Using static methods in FXML; SceneBuilder; Working with a WYSIWYG editor; Features; Specifying CSS files through the Preview menu; Localization in Preview; Summary; Chapter 5: Animation; What is an animation?; Animation example; Understanding KeyFrame and KeyValue; Adding handlers and timers; Working with the Timeline API.