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The aim was to place the text 10 pixels above the bottom of the scene, so you might have expected this line to have read as follows:
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y: sceneheight 10
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Unfortunately, this code does not workThe reason for this is that when the text object is initialized, the enclosing scene hasn t yet been given its final size In fact, its height and width variables would both be zeroAs a result, the text object s y coordinate would be set to -10, with the result that it would be placed 10 pixels above the top of the scene! We need to ensure that the y coordinate is set after the scene has been properly sizedThe simplest way to do that is to arrange for the value of y to be adjusted whenever the value of the scene s height is changedThat is exactly what a binding does:
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y: bind sceneheight 10
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What actually happens as a result of adding this line of code is the following: 1 When the text object is initialized, its y variable is set to -10 because the scene s height at that time is 0 pixels 2 The scene is given its proper height, based on the height of the image, say 375 pixels, so the value of sceneheight changes to 375 3 Because the value of sceneheight has changed and because y is bound to an expression that depends on it, y will be assigned the correct value, which is (375 10) = 365 Binding is a powerful toolTo achieve the same effect as this in a Swing application, you would need to register a ComponentListener with the equivalent of the scene and implement its componentResized() method to adjust the position of the Text componentThat would take considerably more than the single word of code that it takes to declare a binding!
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4 A Simple JavaFX Application
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With these code changes, the initial construction of the application is complete If you run it now, you ll get the result shown in Figure 4-9The next step is to add the animation
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Figure 4-9
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The completed user interface of the SnowStorm application
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Adding the Animation
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To implement the animated part of this example, we need to do two things:
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Periodically add a number of new snowflakes at the top of the scene Periodically move all the existing snowflakes downward and remove those that reach the bottom of the scene
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In a Swing application, you would translate the requirement for a periodic action into a method that is invoked on the expiry of a timer JavaFX has a much more flexible feature that can be used to implement periodic actions, called a timeline In its most general form, a timeline consists of a series of key frames that occur at specified times For a full discussion of timelines and key frames, see 18, Animation In this chapter, we use a timeline as a means of executing some code at regular intervals Adding New Snowflakes Because the snowflakes appear within a scene, they have to be nodesThe easiest way to represent a snowflake in node form is to use a small, white circle, so each snowflake will be an instance of the javafxsceneshapeCircle classWe need to keep a reference to each snowflake that we create so that we always know how many there are and so that we
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Building the SnowStorm Application
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can move them down the screenTo do this, we create a sequence variable called snowflakes to which every snowflake will be added:
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// The snowflakes var snowflakes:Circle[];
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How often should we create new snowflakes There is no easy answer to this question If we create snowflakes too frequently, or if we create too many of them, we may find that the application spends too much time animating them, and it may appear to the user to be sluggish If we don t create enough snowflakes, the snowstorm effect may be lostWe also need to keep in mind that this application could be used on a mobile device that has limited computing power For this example, we adopt a compromise and create 5 new snowflakes every 500 milliseconds, so we need to set up a timeline that executes the code to create the snowflakes twice every second Here s the code that defines the number of snowflakes to be created, declares the timeline, and starts its timerAdd this code to the end of the SnowStormfx file:
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 // Time interval for new snow def newSnowTime = 500ms; // Number of snowflakes per row def snowflakesPerLine = 5; // Random number generator def rand = new Random(SystemcurrentTimeMillis()); // Periodically add snow def addSnowTimeline = Timeline { repeatCount: TimelineINDEFINITE keyFrames: [ KeyFrame { time: newSnowTime action: addNewSnow } ] }; addSnowTimelineplay();
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The variable declaration on line 2 includes the literal value 500msThis is an example of a time literal, and it evaluates to an instance of the javafxlangDuration class representing a time interval of 500 millisecondsThe compiler recognizes the time literal syntax, generates the code to create the corresponding Duration object, and infers that this is the type of the newSnowTime variableAs you ll see in 18, you can use this syntax to specify a duration in hours, minutes, seconds, and milliseconds, and you can also perform arithmetic operations on Duration objects The code on line 8 creates and initializes a random number generator that we use when adding and moving the snowflakes Random is a Java class in the javautil package We could also have used the random() function in the javafxutilMath package (see
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