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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Main Author: | |
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Format: | Electronic eBook |
Language: | English |
Published: |
Berkeley, CA :
Apress,
2014.
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Series: | Expert's voice in Java.
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Subjects: | |
Online Access: | CONNECT |
MARC
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245 | 0 | 0 | |a Pro JavaFX 8 : |b a definitive guide to building desktop, mobile, and embedded Java clients / |c Johan Vos, Weiqi Gao, Stephen Chin, Dean Iverson, James Weaver. |
264 | 1 | |a Berkeley, CA : |b Apress, |c 2014. | |
264 | 2 | |a New York, NY : |b Distributed to the Book trade worldwide by Springer | |
264 | 4 | |c ©2014 | |
300 | |a 1 online resource (xxiii, 588 pages) : |b illustrations | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
347 | |a text file | ||
347 | |b PDF | ||
490 | 1 | |a The expert's voice in Java | |
588 | 0 | |a Online resource; title from PDF title page (SpringerLink, viewed August 5, 2014). | |
504 | |a Includes bibliographical references and index. | ||
520 | |a 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 SceneBuilder and FXML; use property binding to keep the UI easily in sync with the model; use the rich set of JavaFX UI controls, charts, shapes, effects, transformations, and animations to create stunning, responsive, user interfaces; use the powerful JavaFX layout classes to define the user interface in a cross-platform fashion; leverage the observable collection classes to observe changes in, and bind to, Java collections; use the JavaFX media classes to play audio and video; interact with external application services to create an enterprise application with JavaFX; use the JavaFX API with alternative languages such as Scala and Groovy; use Java on embedded, mobile, and tablet devices. -- |c Edited summary from book. | ||
505 | 0 | 0 | |g Machine generated contents note: |g ch. 1 |t Getting a Jump Start in JavaFX -- |t Brief History of JavaFX -- |t Prepare Your JavaFX Journey -- |t Required Tools -- |t JavaFX, the Community -- |t Use the Official Specifications -- |t ScenicView -- |t Developing Your First JavaFX Program: Hello Earthrise -- |t Compiling and Running from the Command Line -- |t Understanding the Hello Earthrise Program -- |t Building and Running the Program with NetBeans -- |t Developing Your Second JavaFX Program: "r;More Cowbell!"r; -- |t Building and Running the Audio Configuration Program -- |t Behavior of the Audio Configuration Program -- |t Understanding the Audio Configuration Program -- |t Colors and Gradients -- |t Model Class for the Audio Configuration Example -- |t Using InvalidationListeners and Lambda Expressions -- |t Surveying JavaFX Features -- |t Summary -- |t Resources -- |g ch. 2 |t Creating a User Interface in JavaFX -- |t Programmatic Versus Declarative Creation of the User Interface -- |t Introduction to Node-Centric UIs -- |t Setting the Stage -- |t Understanding the Stage Class -- |t Using the Stage Class: The StageCoach Example -- |t Understanding the StageCoach Program -- |t Making a Scene -- |t Using the Scene Class: The OnTheScene Example -- |t Understanding the OnTheScene Program -- |t Handling Input Events -- |t Surveying Mouse, Keyboard, Touch, and Gesture Events and Handlers -- |t Understanding the KeyEvent Class -- |t Understanding the MouseEvent Class -- |t Understanding the TouchEvent Class -- |t Understanding the GestureEvent Class -- |t Animating Nodes in the Scene -- |t Using a Timeline for Animation -- |t Using the Transition Classes for Animation -- |t Zen of Node Collision Detection -- |t Summary -- |t Resources -- |g ch. 3 |t Using SceneBuilder to Create a User Interface -- |t Setting the Stage with FXML -- |t Creating a User Interface Graphically with JavaFX SceneBuilder -- |t Understanding the FXML File -- |t Understanding the Controller -- |t Understanding the FXMLLoader -- |t Understanding the FXML Loading Facility -- |t Understanding the FXMLLoader Class -- |t Understanding the FXML Annotation -- |t Exploring the Capabilities of FXML Files -- |t Deserialization Power of the FXML Format -- |t Understanding Default and Static Properties -- |t Understanding Attribute Resolutions and Bindings -- |t Using Multiple FXML Files -- |t Creating Custom Components Using fx: root -- |t Event Handling Using Scripting or Controller Properties -- |t Using JavaFX SceneBuilder -- |t Overview of JavaFX SceneBuilder -- |t Understanding the Menu Bar and Items -- |t Understanding the Library Panel -- |t Understanding the Document Panel -- |t Understanding the Content Panel -- |t Understanding the Inspector Panel -- |t Summary -- |t Resources -- |g ch. 4 |t Properties and Bindings -- |t Forerunners of JavaFX Binding -- |t Motivating Example -- |t Understanding Key Interfaces and Concepts -- |t Understanding the Observable Interface -- |t Understanding the ObservableValue Interface -- |t Understanding the WritableValue Interface -- |t Understanding the ReadOnlyProperty Interface -- |t Understanding the Property Interface -- |t Understanding the Binding Interface -- |t Type-Specific Specializations of Key Interfaces -- |t Common Theme for Type-Specific Interfaces -- |t Commonly Used Classes -- |t Creating Bindings -- |t Understanding the Bindings Utility Class -- |t Understanding the Fluent Interface API -- |t Understanding the JavaFX Beans Convention -- |t JavaFX Beans Specification -- |t Understanding the Eagerly Instantiated Properties Strategy -- |t Understanding the Lazily Instantiated Properties Strategy -- |t Using Selection Bindings -- |t Adapting JavaBeans Properties to JavaFX Properties -- |t Understanding JavaBeans Properties -- |t Understanding the JavaFX Property Adapters -- |t Summary -- |t Resources -- |g ch. 5 |t Building Dynamic UI Layouts in JavaFX -- |t Introducing JavaFX Reversi -- |t Board Layout and Basic Rules -- |t Building a JavaFX Model for Reversi -- |t Dynamic Layout Techniques -- |t Centering Text Using Bind -- |t Centering Revisited Using a StackPane -- |t Aligning to Edges Using StackPanes and TilePanes -- |t Using FlowPane and Boxes for Directional Alignment -- |t Composing a Layout Using BorderPane -- |t Creating Custom Regions -- |t Building a Custom Square Region -- |t Building a Resizable Reversi Piece -- |t Laying Out the Tiles Using a GridPane -- |t Aligning and Stretching with AnchorPane -- |t When to Use Different Layouts -- |t Bringing Reversi to Life -- |t Highlighting Legal Moves -- |t Highlighting the Active Cell -- |t Taking Turns -- |t Declaring the User Interface Using FXML -- |t Additional Game Enhancements -- |t Summary -- |t Resources -- |g ch. 6 |t Using the JavaFX UI Controls -- |t Trying Out the JavaFX UI Controls -- |t Leveraging the JavaFX UI Controls -- |t Creating a Menu and Defining Menu Items -- |t Creating a Toolbar -- |t Creating a TableView -- |t Creating an Accordion and Defining a TitledPane -- |t Creating a TreeView -- |t Creating a ListView and Assigning Items to a ListView -- |t Creating a SplitPane -- |t Creating a TreeTableView -- |t Defining a ScrollPane -- |t Using a CheckBox -- |t Defining a RadioButton -- |t Creating a Hyperlink -- |t Defining a ChoiceBox -- |t Using a MenuButton -- |t Creating a ContextMenu -- |t Creating a SplitMenuButton -- |t Defining a TextField -- |t Using a PasswordField -- |t Creating a TextArea -- |t Creating a DatePicker and a ColorPicker -- |t Creating a Slider -- |t Defining a ProgressIndicator -- |t Defining a ScrollBar -- |t Using a ProgressBar -- |t Creating an HTMLEditor -- |t Creating a Popup -- |t Using a WebView -- |t Summary -- |t Resources -- |g ch. 7 |t Collections and Concurrency -- |t Understanding Observable Collections and Arrays -- |t Understanding ObservableList -- |t Handling Change Events in ListChangeListener -- |t Understanding ObservableMap -- |t Understanding ObservableSet -- |t Understanding ObservableArrays -- |t Using Factory and Utility Methods from FXCollections -- |t Using the JavaFX Concurrency Framework -- |t Identifying the Threads in a JavaFX Application -- |t Fixing Unresponsive UIs -- |t Understanding the javafx.concurrent Framework -- |t Mixing JavaFX with Other GUI Toolkits -- |t Embedding JavaFX Scenes in Swing Applications -- |t Embedding JavaFX Scenes in SWT Applications -- |t Embedding Swing Components in JavaFX Applications -- |t Summary -- |t Resources -- |g ch. 8 |t Creating Charts in JavaFX -- |t Structure of the JavaFX Chart API -- |t Using the JavaFX PieChart -- |t Simple Example -- |t Some Modifications -- |t Using the XYChart -- |t Using the ScatterChart -- |t Using the LineChart -- |t Using the BarChart -- |t Using the StackedBarChart -- |t Using the AreaChart -- |t Using the StackedAreaChart -- |t Using the BubbleChart -- |t Summary -- |t Resources -- |g ch. 9 |t Using the Media Classes -- |t Foundation -- |t Supported Media Formats -- |t Working with Audio Clips -- |t Controlling the Playback Parameters of an AudioClip -- |t Constructing the Scene -- |t AudioClip Wrap-Up -- |t Working with Media -- |t Playing Audio -- |t Error Handling -- |t Displaying Metadata -- |t Loading Media -- |t Controlling Playback -- |t Audio Equalization -- |t MediaPlayer Wrap-Up -- |t Playing Video -- |t Controlling the Size of a MediaView -- |t MediaView and Effects -- |t Using Markers -- |t One Player, Multiple Views -- |t Converting AudioPlayer into a VideoPlayer -- |t Summary -- |t Resources -- |g ch. 10 |t JavaFX 3D -- |t Overview -- |t Understanding JavaFX 3D Objects -- |t Understanding the Shape3D Base Class -- |t Creating Predefined 3D Shapes -- |t Creating User-Defined 3D Shapes -- |t Adding Cameras to JavaFX 3D Scenes -- |t Understanding the PerspectiveCamera -- |t Adding Lights to JavaFX Scenes -- |t Understanding the LightBase Class -- |t Understanding the AmbientLight Class -- |t Understanding the PointLight Class -- |t Understanding SubScenes -- |t Specifying the Material of 3D Shapes -- |t Understanding the PhongMaterial Class -- |t Adding Texture to 3D Shapes -- |t Interacting with JavaFX 3D Scenes -- |t Understanding the PickResult Class -- |t Understanding the Canvas and Image Ops APIs -- |t Understanding the Canvas API -- |t Understanding the Image Ops API -- |t Summary -- |t Resources -- |g ch. |
505 | 0 | 0 | |t 11 |t Accessing Web Services -- |t Front-End and Back-End Platforms -- |t Merging JavaFX and Java Enterprise Modules in the Same Environment -- |t Using JavaFX to Call Remote (Web) Services -- |t SOAP -- |t REST -- |t Summary -- |g ch. 12 |t JavaFX on Embedded and Mobile -- |t OpenJFX, the Origin of the Code -- |t JavaFX on ARM -- |t Raspberry Pi -- |t JavaFX on the Raspberry Pi -- |t Deploying JavaFX Applications on the Embedded ARM Systems -- |t JavaFX on Mobile -- |t JavaFX on iOS -- |t JavaFX on Android -- |t JavaFXPorts, Putting It All Together -- |t Summary -- |t Resources -- |g ch. 13 |t JavaFX Languages and Markup -- |t Quick Comparison of Alternative Languages -- |t Vanishing Circles in Java -- |t Vanishing Circles in Alternative JVM Languages -- |t Making Your JavaFX Groovy -- |t Introduction to GroovyFX -- |t Properties in GroovyFX -- |t GroovyFX Binding -- |t GroovyFX API Enhancements -- |t Scala and JavaFX -- |t Getting Started with ScalaFX -- |t ScalaFX Proxies and Implicit Conversions -- |t JavaFX Properties in Scala -- |t ScalaFX Bind APIs -- |t API Enhancements -- |t Summary -- |t Resources. |
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650 | 0 | |a Internet programming. | |
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