JavaFX for Dummies.
Material type:
- text
- computer
- online resource
- 9781118421666
- 005.133
- QA76.73.J38 -- .L694 2015eb
Intro -- Title Page -- Copyright Page -- Table of Contents -- Introduction -- About This Book -- Foolish Assumptions -- How This Book Is Organized -- Part I: Getting Started with JavaFX -- Part II: JavaFX Controls -- Part III: Enhancing Your Scenic Design -- Part IV: Making Your Programs Come Alive -- Part V: The Part of Tens -- Icons Used in This Book -- Beyond the Book -- Where to Go from Here -- Part I: Getting Started with JavaFX -- Chapter 1: Hello, JavaFX! -- What Is JavaFX? -- Perusing the Possibilities of JavaFX -- Looking at a Simple JavaFX Program -- Downloading and Installing JavaFX -- Downloading JDK 8 -- Installing JDK 8 -- Setting the path -- Developing the Click Me Program with Notepad -- Developing the Click Me Program with TextPad -- Using an IDE to Create the Click Me Program -- Chapter 2: Looking Closer at JavaFX Programming -- Looking Again at the Click Me Program -- Importing JavaFX Packages -- Extending the Application Class -- Launching the Application -- Overriding the start Method -- Creating a Button -- Handling an Action Event -- Creating a Layout Pane -- Making a Scene -- Setting the Stage -- Examining the Click Counter Program -- Chapter 3: Handling Events -- Examining Events -- Handling Events -- Implementing the EventHandler Interface -- Handling Events with Inner Classes -- Handling Events with Anonymous Inner Classes -- Using Lambda Expressions to Handle Events -- Chapter 4: Setting the Stage and Scene Layout -- Examining the Stage Class -- Examining the Scene Class -- Switching Scenes -- Creating a Dialog Box -- Creating a Confirmation Box -- Exit, Stage Right -- Creating a Close button -- Handling the CloseRequest event -- Putting it all together -- Chapter 5: Using Layout Panes to Arrange Your Scenes -- Working with Layout Panes -- Introducing four JavaFX layout panes -- Creating layout panes.
Combining layout panes -- Using the HBox Layout -- Spacing Things Out -- Adding Space with Margins -- Adding Space by Growing Nodes -- Using the VBox Layout -- Aligning Nodes in a Layout Pane -- Making Nodes the Same Width -- Using the Flow Layout -- Using the Border Layout -- Chapter 6: Getting Input from the User -- Using Text Fields -- Validating Numeric Data -- Using Check Boxes -- Using Radio Buttons -- Looking at a Pizza Order Application -- Part II: JavaFX Controls -- Chapter 7: Introducing the JavaFX Node Hierarchy -- An Overview of JavaFX Packages -- The Node Class -- The Parent Class -- The Region Class -- The Control Class -- Chapter 8: Choosing from a List -- Using Choice Boxes -- Creating a choice box -- Setting a default value -- Getting the selected item -- Working with Observable Lists -- Listening for Selection Changes -- Using Combo Boxes -- Creating combo boxes -- Getting the selected item -- Handling combo box events -- Using List Views -- Creating a list view -- Getting the selected items -- Using Tree Views -- Building a tree -- Creating a TreeView control -- Getting the selected node -- Looking at a complete program that uses a tree view -- Chapter 9: Working with Tables -- Creating the Data for a Table -- Creating a Read-Only Table -- Using the TableColumn class -- Using the TableView class -- A Program That Creates a Read-Only Table -- Creating an Editable Table -- Adding table rows -- Deleting table rows -- Editing table cells -- A Program That Creates an Editable Table -- Chapter 10: Making Menus -- Introducing Classes for Creating Menus -- Creating a Basic Menu Bar -- Creating Menus -- Creating Menu Items -- Using Separators -- Using Action Listeners -- Creating Menus That Change -- Using Check and Radio Menu Items -- Creating Submenus -- Creating Custom Menu Items -- Part III: Enhancing Your Scenic Design.
Chapter 11: More about Layout Panes for Precise Scene Design -- Using the StackPane Layout -- Using the TilePane layout -- Using the ScrollPane Layout -- Using the GridPane Layout -- Sketching out a plan -- Creating a grid pane -- Working with grid pane constraints -- Examining a grid pane example -- Chapter 12: Skinning Your Application with CSS -- Using Default Style Sheets -- Adding a Style Sheet to a Scene -- Using Inline Styling -- Creating a Style Sheet -- Using type selectors -- Creating your own style class names -- Using id selectors -- Using multiple selectors -- Specifying Style Properties -- Specifying font properties -- Specifying background colors -- Specifying border properties -- Chapter 13: Drawing Shapes -- Introducing the Shape Class -- Creating lines -- Creating rectangles -- Creating circles and ellipses -- Creating arcs -- Looking at the ShapeMaker program -- Fancy Fills -- Drawing transparently -- Using a gradient fill -- Translating, Scaling, and Rotating -- Drawing Text -- Combining Shapes -- Chapter 14: Adding Special Effects -- Introducing Special Effects -- Adding Shadows -- Creating Reflections -- Making Things Blurry -- Blooming and Glowing -- Gaining Perspective -- Combining Effects -- Part IV: Making Your Programs Come Alive -- Chapter 15: Using Properties to Create Dynamic Scenes -- Introducing JavaFX Properties -- Java API Properties -- JavaFX Property Classes -- Creating a Read/Write Property -- Creating a Read-Only Property -- Creating Properties More Efficiently -- Using Property Events -- Binding Properties -- Chapter 16: Using Images and Media -- Using Images -- Using the Image class -- Using the ImageView class -- Viewing an Image example -- Playing Audio Files -- Playing Video Files -- Chapter 17: Animating Your Scenes -- Introducing JavaFX Animation -- Using Transition Classes.
Looking at a Transition Example -- Combining Transitions -- Animating the Hard Way -- Improving the Ball Bouncer -- Chapter 18: Targeting Touch Devices -- Introducing Gestures and Touch Events -- Listening for Gestures -- Looking at an Example Program -- Part V: The Part of Tens -- Chapter 19: Ten More JavaFX Controls -- TitledPane -- Accordion -- ColorPicker -- DatePicker -- Hyperlink -- ProgressIndicator and ProgressBar -- Slider -- ScrollBar -- PasswordField -- Chapter 20: Ten Steps to Building a 3D World -- Step One: Add a Perspective Camera -- Step Two: Add a Cylinder -- Step Three: Create a Material -- Step Four: Translate the Cylinder -- Step Five: Add a Box -- Step Six: Rotate the Box -- Step Seven: Add a Sphere -- Step Eight: Add a Mesh Object -- Step Nine: Animate the Objects -- Step Ten: Add a Light Source -- Putting It All Together: The Complete 3D World Program -- Index -- About the Author -- Wiley End User License Agreement.
Description based on publisher supplied metadata and other sources.
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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