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|a Essential JavaFX /
|c Gail Anderson, Paul Anderson.
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|a Upper Saddle River, NJ :
|b Prentice Hall,
|c ©2009.
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300 |
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|a 1 online resource (xv, 344 pages) :
|b illustrations
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|a Includes bibliographical references and index.
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|a A complete introduction for beginners to Sun's powerful JavaFX scripting language JavaFX is a scripting language which provides built-in properties for manipulating objects within a 2D coordinate system. A competing technology to Microsoft's Silverlight, JavaFX provides the tools to fill and pen stroke colors, and create special effects, shapes and lines. It also manipulates images and play videos and sound and defines animations that affect objects over time. This complete introduction for any level doesn't bury you with details. It starts quickly with an introduction to the power of JavaFX key features--scene node graphs, nodes as components, the coordinate system, layout options, colors and gradients, custom classes with inheritance, animation, binding, and event handlers. It then shows step-by-step how these features could be used in a real JavaFX application and will help an application look professionally designed. Commissioned by JavaFX product team and reviewed by renowned Java author, Brian Goetz, this guide is intended as the first and most accessible book for people new to JavaFX. The Andersons are working directly with the JavaFX team at Sun for a complete and authoritative guide Gets you started on building rich Web apps quickly without having to sort through unnecessary details or search the Web for answers Focuses on most useful features and shows how to build apps that tap the full potential of JavaFX.
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|f Copyright © 2009 Sun Microsystems, Inc. 4150 Network Circle, Santa Clara, California 95054 U.S.A.
|g 2009
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|f Copyright © 2009 Sun Microsystems, Incorporated 4150 Network Circle, Santa Clara, California 95054 U.S.A.
|g 2009
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|a Cover -- Contents -- Preface -- Acknowledgments -- Chapter 1 Getting Started with JavaFX -- What You Will Learn -- 1.1 What Is JavaFX? -- 1.2 The JavaFX Bundle -- JavaFX SDK -- NetBeans IDE -- JavaFX Production Suite -- 1.3 Where to Get JavaFX -- Create a NetBeans Project -- Edit JavaFX Source Code -- Compile and Run -- Execution Models -- Chapter 2 A Taste of JavaFX -- What You Will Learn -- 2.1 Introducing JavaFX -- 2.2 Project GuitarTuner -- The Scene Graph Metaphor -- Hierarchical Scene Graph -- 2.3 JavaFX Program Structure -- Stage and Scene -- Object Literals -- 2.4 Key JavaFX Features -- Type Inference -- Strings -- Shapes -- Sequences -- Calling Java APIs -- Extending CustomNode -- Geometry System -- Layout/Groups -- JavaFX Script Artifacts -- 2.5 Making Things Look Good -- Gradients -- Color -- Rectangles with Arcs -- DropShadows -- 2.6 Doing Things -- Binding -- Mouse Events -- Animations -- 2.7 Source Code for Project GuitarTuner -- Chapter 3 JavaFX Language -- What You Will Learn -- 3.1 Variables and Types -- JavaFX Types -- Printing Variables -- Pseudo Variables -- 3.2 Operators -- Arithmetic Operators -- Assignment Operators -- Unary Operators -- Relational Operators -- Logical Operators -- Instanceof Operator -- 3.3 Expressions -- Block Expressions -- If Expressions -- For Expressions -- While Expressions -- Break and Continue -- Binding Expressions -- Bidirectional Binding -- 3.4 Sequences -- Sequence Literals -- Printing Sequences -- Creating Sequences with for -- Accessing Sequence Items -- Inserting Items into Sequences -- Deleting Items from Sequences -- Comparing Sequences -- Sequence Slices -- Predicates -- Binding Sequences -- 3.5 Functions -- Defining Functions -- Passing Arguments to Functions -- Returning Values from Functions -- Binding Function Calls -- Bound Functions -- Program Arguments -- Function Types.
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|a 3.6 Classes and Objects -- Classes -- Object Literals -- Using public-init -- Init Blocks -- Using public-read -- Using this -- Using null -- Using Java Objects -- Binding with Object Literals -- Overriding bind -- 3.7 Inheritance -- Overriding Functions -- Using super -- PostInit Blocks -- Abstract Base Classes -- As Operator -- Mixin Inheritance -- 3.8 Triggers -- On Replace with Variables -- On Replace with Sequences -- On Replace with isInitialized -- On Replace with Bind -- 3.9 Script Files and Packages -- Variable Scope -- Function Scope -- Script Files -- Access Modifiers -- Packages -- 3.10 Exception Handling -- Try, Catch, Finally -- Throwing Exceptions -- 3.11 JavaFX Keywords -- Chapter 4 Graphical Objects -- What You Will Learn -- 4.1 Setting the Stage -- Scene -- Node -- Cursor -- Group -- CustomNode -- 4.2 Shapes -- Rectangle -- Circle -- Ellipse -- Arc -- Polygon -- QuadCurve -- CubicCurve -- Line -- Polyline -- SVGPath -- ShapeIntersect/ShapeSubtract -- Text -- 4.3 Paths -- 4.4 Layout Components -- HBox and VBox Layout Components -- Flow and Tile Layout Components -- Stack Layout Component -- 4.5 Geometry -- Point2D -- Bounds/Rectangle2D -- Bounding Rectangles -- Chapter 5 User Interface Components -- What You Will Learn -- 5.1 JavaFX UI Controls -- TextBox -- UI Components -- Popup Windows -- 5.2 Swing Components -- SwingButton -- SwingCheckBox -- SwingComboBox -- SwingComboBoxItem -- SwingIcon -- SwingLabel -- SwingScrollPane -- SwingList -- SwingListItem -- SwingRadioButton -- SwingToggleButton -- SwingToggleGroup -- SwingSlider -- SwingTextField -- 5.3 Swing Example -- Pizzas Are Circles -- Toppings Are Circles -- Selecting Pizza Size with SwingRadioButton -- Selecting Toppings with SwingCheckBox -- Integrating with Bound Functions and Binding -- 5.4 Creating Skinnable Components -- Cascading Style Sheets (CSS).
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|a Skinnable TextButton Component -- Skinnable ChoiceDialog Component -- Chapter 6 Anatomy of a JavaFX Application -- What You Will Learn -- 6.1 Project Piano -- 6.2 PianoKey Components -- Class PianoKey -- Subclass WhiteKey -- Single Key Application -- Subclass BlackKey -- Two Key Application -- 6.3 Building the Keyboard -- 6.4 SwingButtons and Animation -- 6.5 Adding Help and Improving Visual Effects -- 6.6 Source Code for Project Piano -- Chapter 7 Animation -- What You Will Learn -- 7.1 Timelines -- Animation Basics-Moving an Object -- Animating Multiple Targets -- Animating Multiple Targets Independently -- Animating Groups -- Animation and Binding -- 7.2 Timeline Actions -- Using action with a Digital Clock Display -- Using action with a Progress Bar -- 7.3 Transitions -- Transition Basics-Simple Movement -- ScaleTransition -- Rotate and Fade Transitions -- Compound Transitions -- 7.4 Path Animation -- Creating a Path -- PathTransition -- 7.5 Chutes and Ladders -- Class PathBall (PathBall.fx) -- Main Program (Main.fx) -- Chapter 8 Working with Images -- What You Will Learn -- 8.1 Using Image -- Class Image -- 8.2 Using ImageView -- Scaling -- Transformation and Effects Menagerie -- 8.3 Building a Wall of Photos -- 8.4 Mouse Dragging -- 8.5 Animated Photo Carousel -- Photo Carousel Scene Graph -- CarouselPhoto Animation -- CarouselPhoto Custom Node -- Carousel Custom Node -- Class CarouselImage -- Main Script -- Chapter 9 Web Services -- What You Will Learn -- 9.1 JavaFX Pull Parsers -- XML Parsing -- JSON Parsing -- Animated Photo Carousel -- 9.2 JavaFX HttpRequest -- Using HttpRequest -- 9.3 Flickr: Interesting Photos -- Flickr -- Interesting Photos -- 9.4 Flickr: Searching with Tags -- 9.5 Flickr: Getting User Photos -- Chapter 10 Mobile Applications -- What You Will Learn -- 10.1 JavaFX Mobile-What Does It Mean? -- Mobile Emulator.
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|a Discovering Your Environment -- Orientation Changes -- Mouse and Key Events -- User Input -- 10.2 Making a JavaFX Application Mobile Ready -- Detecting the Mobile Environment -- Detecting Orientation Changes -- Reducing the Number and Size of Images -- Adjusting the Animation -- 10.3 Mobile-Only Applications -- Grouping Elements Together -- Index.
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