Contents


preface
acknowledgments
about this book
about the title
about the cover illustration
 
1 Welcome to the future: introducing JavaFX
1.1 Introducing JavaFX
1.2 Minimum effort, maximum impact: a quick shot of JavaFX
1.3 Comparing Java and JavaFX Script: “Hello JavaFX!”
1.4 Comparing JavaFX with Adobe AIR, GWT, and Silverlight
1.5 But why should I buy this book?
1.6 Summary
2 JavaFX Script data and variables
2.1 Annotating code with comments
2.2 Data types
2.3 Working with text, via strings
2.4 Durations, using time literals
2.5 Sequences: not quite arrays
2.6 Autoupdating related data, with binds
2.7 Working nicely with Java
2.8 Summary
3 JavaFX Script code and structure
3.1 Imposing order and control with packages (package, import)
3.2 Developing classes
3.3 Flow control, using conditions
3.4 Sequence-based loops
3.5 Repeating code with while loops (while, break, continue)
3.6 Acting on variable and sequence changes, using triggers
3.7 Trapping problems using exceptions (try, catch, any, finally)
3.8 Summary
4 Swing by numbers
4.1 Swing time: Puzzle, version 1
4.2 Better informed and better looking: Puzzle, version 2
4.3 Game on: Puzzle, version 3
4.4 Other Swing components
4.5 Bonus: using bind to validate forms
4.6 Summary
5 Behind the scene graph
5.1 What is a scene graph?
5.2 Getting animated: LightShow, version 1
5.3 Total transformation: LightShow, version 2
5.4 Lost in translation? Positioning nodes in the scene graph
5.5 Bonus: creating hypertext-style links
5.6 Summary
6 Moving pictures
6.1 Taking control: Video Player, version 1
6.2 Making the list: Video Player, version 2
6.3 Bonus: taking control of fonts
6.4 Summary
7 Controls, charts, and storage
7.1 Comments welcome: Feedback, version 1
7.2 Chart topping: Feedback, version 2
7.3 Bonus: creating a styled UI control in JavaFX
7.4 Summary
8 Web services with style
8.1 Our project: a Flickr image viewer
8.2 Using a web service in JavaFX
8.3 Picture this: the PhotoViewer application
8.4 Size matters: node bounds in different contexts
8.5 Summary
9 From app to applet
9.1 The Enigma project
9.2 Programmer/designer workflow: Enigma machine, version 1
9.3 More cryptic: Enigma machine, version 2
9.4 From application to applet
9.5 Bonus: Building the UI in an art tool
9.6 Summary
10 Clever graphics and smart phones
10.1 Amazing games: a retro 3D puzzle
10.2 The maze game
10.3 On the move: desktop to mobile in a single bound
10.4 Performance tips
10.5 Summary
11 Best of both worlds: using JavaFX from Java
11.1 Different styles of linking the two languages
11.2 Adventures in JavaFX Script
11.3 Adding FX to Java
11.4 Summary

 
appendix A : Getting started
appendix B : JavaFX Script: a quick reference
appendix C : Not familiar with Java?
appendix D : JavaFX and the Java platform
index