What this book covers

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 ...

Get Mastering JavaFX 10 now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.