Chapter 1, Stages, Scenes, and Layout, starts from the essential basis of the JavaFX application—Stage, Scene, JavaFX Event Thread, and the layout graph concept.
Chapter 2, Building Blocks – Shapes, Text, and Controls, fills the window we created in the previous chapter with various building blocks provided by the JavaFX API.
Chapter 3, Connecting Pieces – Binding, explains that binding is a new method to greatly simplify communication between components.
Chapter 4, FXML, introduces FXML is a powerful tool for building a complex JavaFX UI and separating business logic from UI design. We will design an FXML application and try SceneBuilder—an FXML-based UI designer tool.
Chapter 5, Animation, demonstrates how to use the ...