JavaFX and Android Vocabulary

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Flashcards for JavaFX Vocabulary

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94 Terms

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JavaFX

A set of graphic and media packages that enables developers to design, create, test, debug, and deploy client applications that operate consistently across diverse platforms, written as a Java API.

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javafx.base

Defines the base APIs for the JavaFX UI toolkit, including APIs for bindings, properties, collections, and events.

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javafx.controls

Defines the UI controls, charts, and skins that are available for the JavaFX UI toolkit.

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javafx.fxml

Defines the FXML APIs for the JavaFX UI toolkit.

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SceneBuilder

A graphical tool that helps with UI design without writing FXML code, allowing drag and drop UI components and generating FXML code describing UI design.

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FXML

JavaFX eXtensible Markup Language, an XML based declarative language for constructing a JavaFX application user interface.

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WebView

A web component that uses WebKitHTML technology to make it possible to embed web pages within a JavaFX application.

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SwingNode

A class that enables you to embed Swing content into JavaFX applications.

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Shape3D

API class for 3D graphics features including subclasses like box, cylinder, meshview, and sphere.

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Shape

A visual component that can be a shape, image view, UI control, group, or pane.

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Node

Represents an object on the UI, like a button a user can click.

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Stage

Window for displaying scene that contains nodes.

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Scene

Object is a tree data structure containing the tree nodes that describe the layout of the UI.

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Pane

Automatically lay out the nodes in a desired location and size.

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Group

Container that groups a collection of nodes.

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ObservableValue

A source object, also called bindable object and instance of the javafx.beans.value.ObservableValue interface which is an entity that wraps a value and allows to observe the vale for changes.

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Property

A target object, also called binding object, object that can be bound to a source object which is an instance of the javafx.beans.property.Property.

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JavaFX CSS

Style properties in JavaFX (similar to those in CSS used to specify styles for HTML elements in Web pages).

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Paint class

Abstract class defined by JavaFX for painting a node.

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Color

Concrete subclass of Paint, used to encapsulate colors.

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Font

Font name, weight, and size.

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Image

Class that represents graphical image.

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ImageView

Class that represents node for displaying an image.

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FlowPane

Arranges nodes in the pane horizontally from left to right, or vertically from top to bottom in the order which they were added.

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GridPane

Arranges nodes in a grid (matrix) formation.

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BorderPane

Can place nodes in five regions: top,bottom, left, right, center.

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HBox

Lays out its children in a single horizontal row.

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VBox

Lays out its children in a single vertical column.

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AnchorPane

Allows the edges of child nodes to be anchored to an offset from the anchor pane’s edge

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Text class

Defines nodes that displays a string at starting point (x,y).

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Line class

Defines a line.

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Circle class

Defines circle.

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Ellipse class

Defines ellipse.

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Polygon class

Defines polygon that connects sequence of points.

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Polyline class

Similar to polygon class, except it is not automatically closed.

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Label

Display area for short text, a node, or both.

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Button

Control that triggers an action event when click.

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CheckBox

Used for user to select, inherits all properties such as onAction, text, graphic, alignment, graphicTextGap, textFill, contentDisplay form ButtonBase and Labeled.

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RadioButton

Option buttons, enable you to choose a single item from a group of choices.

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TextField

Can be used to display a string, subclass of TextInputControl.

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TextArea

Enables user to enter multiple lines of text.

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DatePicker

Allows user to enter date as text or select a date from calendar popup.

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MenuBar

Top level menu component used to hold the menus.

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TableView

Designed to visualize an unlimited number of rows and data broken out into columns.

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ComboBox

Aka choice list or drop-down list, contains items from which the user can choose.

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ListView

Control that performs the same function as a ComboBox but enables the user to choose a single value or multiple values.

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ScrollBar

Control that enables users to select from a range of values.

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Media class

Can use Media class to obtain the media source which represents a media source with duration, width, height properties.

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MediaPlayer class

Controls the media with properties such as autoPlay, currentCount, cycleCount, mute, volume, totalDuration.

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MediaView class

To display the video, subclass of Node that provides a view of Media being played by a MediaPlayer which provides properties for viewing the media.

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Event Handler

Create an object that handles the action event on the button.

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Event

An object created from an event source.

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Event-driven programming

When you run a Java GUI program, program interacts with the user, and the events drive its execution.

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Event source object

Component that creates an event and fires it.

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Handler

Object that must be registered with an event source object and must be an instance of an appropriate event-handling instance.

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Listeners

Processes a value change in an observable object.

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Inner class

Class defined within the scope of another class.

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Anonymous inner class

Inner class without a name.

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Lambda expressions

Let you treat functionality as method argument, or code as data.

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Functional interface

Any interface that contains only one abstract method (may contain one or more default or static methods).

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Cascading Style Sheets

Can be used to define the style for UI and separate UI’s contents from the style.

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Container

Object data structure that holds other objects referred to as data or elements.

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Java Collections Frameworks

Java provides several data structures (lists, vectors, stacks, queues, priority queues, sets, and maps) that can be used to organize and manipulate data efficiently.

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Java Collection Interface

Defines the common operations for lists, vectors, stacks, queues, priority queues, and sets.

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Set

Collection that cannot duplicate elements.

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List

An ordered collection (a sequence).

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Queue

Collection used to hold multiple elements prior to processing (typically order elements in FIFO manner).

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Deque

Double ended queue that can be used both as FIFO and LIFO.

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Map

An object that maps key to values, cannot contain duplicate keys.

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ArrayList

Better-performing implementation, content-time positioned access, and not synchronized (multiple threads).

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Vector

Same as ArrayList but synchronized (multiple threads).

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LinkedList

Constant-time add.remove, O(1) and Linear-time positional access, O(n).

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Iterable interface

Defines the iterator method, which return an iterator which can obtain its iterator object to traverse all the elements in the collection.

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Iterator

Classic design pattern for walking through a data structure without having to expose the details of how data is organized in the data structure.

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Event handles

Mouse, key and input methods.

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Image Class

Represents graphical images and is used for loading images form a specified URL.

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Imageview

A node for painting images loaded with image class.

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RadioButton

Two state button that can be checked or unchecked.

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adapted class

Acts as a bridge between an adapterview and the underlying data for that view.

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ArrayAdapter

Provides views for an AdapterView which returns a view for each object in a collection of data objects you provide.

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ListView

Displays a vertically-scrollable collection of views, where each view is positioned immediately below the previous view in the list.

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RecyclerView

Only does the work to process or draw items currently visible on the screen.

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Context

An interface to global information about an application environment.

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AndroidManifest.xml

Informs the system about the apps components.

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Layout

Defines the structure of a user interface in your app such as in an activity

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Views

Every element of the screen in android

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Intent

Provides a facility for performing late runtime binding between the code in different applications.

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Bundle

A collection of data stores as key/value pairs, to pass information from one activity to another.

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Abstract Factory

Provide an interface for creating families of related or dependant object without specifying their concrete classes.

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Singleton Design Pattern

This pattern ensures that a class only has one instance and provides a global point of access to it.

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template Method Pattern

Define the skeleton of an algorithm in an operation,deferring some steps to subclasses.

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Observer pattern

The observer pattern defines and maintains a dependency between objects.

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strategy pattern

Define a family of algorithms that encapsulates each one and make them interchangeable.

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Fragment

A fragment represents a reusable portion of your App’s UI.