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Pro JavaFX 8 : a definitive guide to building desktop, mobile, and embedded Java clients /

This book provides code examples that explore the exciting new features provided with JavaFX 8 which comes as part of Oracle's new Java (SE) 8 release. The reader will learn how to: get started with JavaFX, including downloading the SDK and available tools; express user interfaces with SceneBui...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Vos, Johan (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Berkeley, CA : Apress, 2014.
Colección:Expert's voice in Java.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)
Tabla de Contenidos:
  • Machine generated contents note: ch. 1 Getting a Jump Start in JavaFX
  • Brief History of JavaFX
  • Prepare Your JavaFX Journey
  • Required Tools
  • JavaFX, the Community
  • Use the Official Specifications
  • ScenicView
  • Developing Your First JavaFX Program: Hello Earthrise
  • Compiling and Running from the Command Line
  • Understanding the Hello Earthrise Program
  • Building and Running the Program with NetBeans
  • Developing Your Second JavaFX Program: "r;More Cowbell!"r;
  • Building and Running the Audio Configuration Program
  • Behavior of the Audio Configuration Program
  • Understanding the Audio Configuration Program
  • Colors and Gradients
  • Model Class for the Audio Configuration Example
  • Using InvalidationListeners and Lambda Expressions
  • Surveying JavaFX Features
  • Summary
  • Resources
  • ch. 2 Creating a User Interface in JavaFX
  • Programmatic Versus Declarative Creation of the User Interface
  • Introduction to Node-Centric UIs
  • Setting the Stage
  • Understanding the Stage Class
  • Using the Stage Class: The StageCoach Example
  • Understanding the StageCoach Program
  • Making a Scene
  • Using the Scene Class: The OnTheScene Example
  • Understanding the OnTheScene Program
  • Handling Input Events
  • Surveying Mouse, Keyboard, Touch, and Gesture Events and Handlers
  • Understanding the KeyEvent Class
  • Understanding the MouseEvent Class
  • Understanding the TouchEvent Class
  • Understanding the GestureEvent Class
  • Animating Nodes in the Scene
  • Using a Timeline for Animation
  • Using the Transition Classes for Animation
  • Zen of Node Collision Detection
  • Summary
  • Resources
  • ch. 3 Using SceneBuilder to Create a User Interface
  • Setting the Stage with FXML
  • Creating a User Interface Graphically with JavaFX SceneBuilder
  • Understanding the FXML File
  • Understanding the Controller
  • Understanding the FXMLLoader
  • Understanding the FXML Loading Facility
  • Understanding the FXMLLoader Class
  • Understanding the FXML Annotation
  • Exploring the Capabilities of FXML Files
  • Deserialization Power of the FXML Format
  • Understanding Default and Static Properties
  • Understanding Attribute Resolutions and Bindings
  • Using Multiple FXML Files
  • Creating Custom Components Using fx: root
  • Event Handling Using Scripting or Controller Properties
  • Using JavaFX SceneBuilder
  • Overview of JavaFX SceneBuilder
  • Understanding the Menu Bar and Items
  • Understanding the Library Panel
  • Understanding the Document Panel
  • Understanding the Content Panel
  • Understanding the Inspector Panel
  • Summary
  • Resources
  • ch. 4 Properties and Bindings
  • Forerunners of JavaFX Binding
  • Motivating Example
  • Understanding Key Interfaces and Concepts
  • Understanding the Observable Interface
  • Understanding the ObservableValue Interface
  • Understanding the WritableValue Interface
  • Understanding the ReadOnlyProperty Interface
  • Understanding the Property Interface
  • Understanding the Binding Interface
  • Type-Specific Specializations of Key Interfaces
  • Common Theme for Type-Specific Interfaces
  • Commonly Used Classes
  • Creating Bindings
  • Understanding the Bindings Utility Class
  • Understanding the Fluent Interface API
  • Understanding the JavaFX Beans Convention
  • JavaFX Beans Specification
  • Understanding the Eagerly Instantiated Properties Strategy
  • Understanding the Lazily Instantiated Properties Strategy
  • Using Selection Bindings
  • Adapting JavaBeans Properties to JavaFX Properties
  • Understanding JavaBeans Properties
  • Understanding the JavaFX Property Adapters
  • Summary
  • Resources
  • ch. 5 Building Dynamic UI Layouts in JavaFX
  • Introducing JavaFX Reversi
  • Board Layout and Basic Rules
  • Building a JavaFX Model for Reversi
  • Dynamic Layout Techniques
  • Centering Text Using Bind
  • Centering Revisited Using a StackPane
  • Aligning to Edges Using StackPanes and TilePanes
  • Using FlowPane and Boxes for Directional Alignment
  • Composing a Layout Using BorderPane
  • Creating Custom Regions
  • Building a Custom Square Region
  • Building a Resizable Reversi Piece
  • Laying Out the Tiles Using a GridPane
  • Aligning and Stretching with AnchorPane
  • When to Use Different Layouts
  • Bringing Reversi to Life
  • Highlighting Legal Moves
  • Highlighting the Active Cell
  • Taking Turns
  • Declaring the User Interface Using FXML
  • Additional Game Enhancements
  • Summary
  • Resources
  • ch. 6 Using the JavaFX UI Controls
  • Trying Out the JavaFX UI Controls
  • Leveraging the JavaFX UI Controls
  • Creating a Menu and Defining Menu Items
  • Creating a Toolbar
  • Creating a TableView
  • Creating an Accordion and Defining a TitledPane
  • Creating a TreeView
  • Creating a ListView and Assigning Items to a ListView
  • Creating a SplitPane
  • Creating a TreeTableView
  • Defining a ScrollPane
  • Using a CheckBox
  • Defining a RadioButton
  • Creating a Hyperlink
  • Defining a ChoiceBox
  • Using a MenuButton
  • Creating a ContextMenu
  • Creating a SplitMenuButton
  • Defining a TextField
  • Using a PasswordField
  • Creating a TextArea
  • Creating a DatePicker and a ColorPicker
  • Creating a Slider
  • Defining a ProgressIndicator
  • Defining a ScrollBar
  • Using a ProgressBar
  • Creating an HTMLEditor
  • Creating a Popup
  • Using a WebView
  • Summary
  • Resources
  • ch. 7 Collections and Concurrency
  • Understanding Observable Collections and Arrays
  • Understanding ObservableList
  • Handling Change Events in ListChangeListener
  • Understanding ObservableMap
  • Understanding ObservableSet
  • Understanding ObservableArrays
  • Using Factory and Utility Methods from FXCollections
  • Using the JavaFX Concurrency Framework
  • Identifying the Threads in a JavaFX Application
  • Fixing Unresponsive UIs
  • Understanding the javafx.concurrent Framework
  • Mixing JavaFX with Other GUI Toolkits
  • Embedding JavaFX Scenes in Swing Applications
  • Embedding JavaFX Scenes in SWT Applications
  • Embedding Swing Components in JavaFX Applications
  • Summary
  • Resources
  • ch. 8 Creating Charts in JavaFX
  • Structure of the JavaFX Chart API
  • Using the JavaFX PieChart
  • Simple Example
  • Some Modifications
  • Using the XYChart
  • Using the ScatterChart
  • Using the LineChart
  • Using the BarChart
  • Using the StackedBarChart
  • Using the AreaChart
  • Using the StackedAreaChart
  • Using the BubbleChart
  • Summary
  • Resources
  • ch. 9 Using the Media Classes
  • Foundation
  • Supported Media Formats
  • Working with Audio Clips
  • Controlling the Playback Parameters of an AudioClip
  • Constructing the Scene
  • AudioClip Wrap-Up
  • Working with Media
  • Playing Audio
  • Error Handling
  • Displaying Metadata
  • Loading Media
  • Controlling Playback
  • Audio Equalization
  • MediaPlayer Wrap-Up
  • Playing Video
  • Controlling the Size of a MediaView
  • MediaView and Effects
  • Using Markers
  • One Player, Multiple Views
  • Converting AudioPlayer into a VideoPlayer
  • Summary
  • Resources
  • ch. 10 JavaFX 3D
  • Overview
  • Understanding JavaFX 3D Objects
  • Understanding the Shape3D Base Class
  • Creating Predefined 3D Shapes
  • Creating User-Defined 3D Shapes
  • Adding Cameras to JavaFX 3D Scenes
  • Understanding the PerspectiveCamera
  • Adding Lights to JavaFX Scenes
  • Understanding the LightBase Class
  • Understanding the AmbientLight Class
  • Understanding the PointLight Class
  • Understanding SubScenes
  • Specifying the Material of 3D Shapes
  • Understanding the PhongMaterial Class
  • Adding Texture to 3D Shapes
  • Interacting with JavaFX 3D Scenes
  • Understanding the PickResult Class
  • Understanding the Canvas and Image Ops APIs
  • Understanding the Canvas API
  • Understanding the Image Ops API
  • Summary
  • Resources
  • ch.
  • 11 Accessing Web Services
  • Front-End and Back-End Platforms
  • Merging JavaFX and Java Enterprise Modules in the Same Environment
  • Using JavaFX to Call Remote (Web) Services
  • SOAP
  • REST
  • Summary
  • ch. 12 JavaFX on Embedded and Mobile
  • OpenJFX, the Origin of the Code
  • JavaFX on ARM
  • Raspberry Pi
  • JavaFX on the Raspberry Pi
  • Deploying JavaFX Applications on the Embedded ARM Systems
  • JavaFX on Mobile
  • JavaFX on iOS
  • JavaFX on Android
  • JavaFXPorts, Putting It All Together
  • Summary
  • Resources
  • ch. 13 JavaFX Languages and Markup
  • Quick Comparison of Alternative Languages
  • Vanishing Circles in Java
  • Vanishing Circles in Alternative JVM Languages
  • Making Your JavaFX Groovy
  • Introduction to GroovyFX
  • Properties in GroovyFX
  • GroovyFX Binding
  • GroovyFX API Enhancements
  • Scala and JavaFX
  • Getting Started with ScalaFX
  • ScalaFX Proxies and Implicit Conversions
  • JavaFX Properties in Scala
  • ScalaFX Bind APIs
  • API Enhancements
  • Summary
  • Resources.