Tag Archives: Java

Creating A Sci-Fi JavaFX World Clock @foojay.io



It has been awhile since I last blogged on CarlFX and I want to let my readers (you) know that I will mainly be blogging over at the new foojay.io site. What is foojay you may ask?

“Welcome to foojay, a place for friends oOpenJDK. Foojay’s user-focused Java and OpenJDK technical dashboards provide free data for daily Java developers. At the click of a button, you have access to updated analyses, selected highlights, and categorized lists arranged for easy consumption on all things Java.”


In other words, it’s a community driven site where beginners to advanced Java developers will be able to collaborate and learn about all things Java. There, you’ll be able to learn from experts and Java Champions that discuss topics such as Java, JavaFX, Gaming, Microservices, Security, IDEs, Embedded, IoT, Cloud, etc. Foojay online also has tools that allow you to explore features and command options between Java releases.

What about CarlFX?

While I will be spending more time over at foojay.io I still plan to continue my existing work as time allows to just blog about interesting topics such as programming, algorithms, math, art, AI, gaming, science and design.

Creating a JavaFX World Clock from Scratch

Many of us these days are working from home. Most likely you will be using video chat to talk to co workers possibly around the world. Unfortunately there are many times when I lose track of time and do not realize the time difference while chatting with my co-workers. So in response to this problem I thought of creating a cool looking sci-fi world clock using JavaFX on the new Java 16 JDK.

The blog series are hosted on the foojay.io site if you are interested in following along. The blog series are still a work in progress (Part 1-6). Links will be available when they are published.

Looking forward to getting back into the swing of blogging again and connecting with all of you!

Raspberry Pi with Java: Programming the IoT (Book Review)


Cover of the book Raspberry Pi with Java: Programming the Internet of Things (IoT)

Raspberry Pi with Java: Programming the Internet of Things (IoT) Embedded Application Development for Home and Industry

Greetings Java/JavaFX/Raspberry Pi fans!,

Before beginning this book review it was brought to my attention that I had to disclose lawyer speak in order to comply with FTC rules relating to bloggers.

Disclosure of Material Connection: I received this book free from Oracle Press / McGraw-Hill Education (Publisher) In exchange for a book review. I was not required to write a positive review. The opinions I have expressed are my own. I am disclosing this in accordance with the Federal Trade Commission’s 16 CFR, Part 255: “Guides Concerning the Use of Endorsements and Testimonials in Advertising.”


It is the year 2016, and by now we should be at more than a billion connected devices related to the Internet of Things (IoT) which numerous firms have predicted. If you’re like me a person who loves to tinker and discover things you have probably heard about the Raspberry Pi. On my journey to learn all things Pi I’ve come across many books related to the Raspberry Pi that utilized various programming languages, however when it came down to the Java language the books were pretty scarce.

Look no further, a new book has finally arrived that focuses on Java technologies to drive your Raspberry Pi projects. In this blog entry I will be reviewing the book Raspberry Pi with Java: Programming the Internet of Things (IoT) by Stephen Chin with James L. Weaver  (Oracle Press). Technical editor by Mark Heckler.

Book Review

The two book authors are some of the most respected in the IoT, Java and JavaFX communities. Both Stephen Chin (Oracle) and James Weaver (Pivotal) are Java champions who are renowned speakers at many major developer conferences worldwide. The technical editor Mark Heckler (Pivotal) is also a well known Java geek who also speaks at many prominate conferences around the world.

For starters the authors begin with a very good introductory and summary of the chapters. After the summary of the chapters the book points out two links to download the source code for the book. Other programming books with source code usually point to their publishing company’s website. Fortunately, this book provides two places to obtain the source code. One at the publishing company (www.mhprofessional.com) and the other is hosted at the Github (https://github.com/RaspberryPiWithJava).

Chapter 1: Baking Pie

The authors gets you started by listing all the component parts and software necessary to develop on the Raspberry Pi. The instructions on how to setup and configure the Raspbian OS are thoroughly explained. I like how the authors discuss how to connect all the different Raspberry Pi models to your network. Keep in mind that the book was written prior to the announcement of the Raspberry Pi Zero model, so the book has no mention of it.

In chapter 1 they show you how to connect your Raspberry Pi using Ethernet or Wireless connection. After, successfully connected, the authors show you how to ssh into your Raspberry Pi remotely from the three major OS platforms (MacOS, Linux and Windows) through your terminal (command-line console). Once able to ssh into your Raspberry Pi you will be able to code/compile and run a Hello World Java console application.

Chapter 2: Your First Java Project

In Chapter 2, the authors begin by walking you through setting up the NetBeans IDE to remotely debug live running code on a Raspberry Pi. Once you get comfortable with the developer workflow, the authors start out with a cool (hot) project on brewing the perfect cup of coffee! When beginning a project the authors always start off with a Bill of Materials detailing what and where to buy parts for a project.

In this chapter it delves into APIs (JSR 80) that allows your Java code to communicate with USB ports (usb4j). The authors show you how to read information from a USB port on an electronic scale device. The scale is used to measure the weight of things such as ground coffee beans. This chapter ends with the discussion of the topic of Commercial Licensing and FOSS. Learning about licensing options can help you navigate through legal matters if you decide to go commercial with your Java/Raspberry Pi product.

Chapter 3: Binary Timer

The authors goal in this chapter focuses on how to use GPIO (general purpose input output) pins. The GPIO pins are how the Raspberry Pi talks to analog and digital components such as LEDs, DC motors and light sensors. In this section you will learn the fundamentals of electronics such as power, Ohms law and what resistors you will need to purchase, etc. I love one of the tip blocks on “What is the Worst You Can Do to Your Raspberry Pi“. This tip allows you to not feel intimidated when approaching a Raspberry Pi by explaining how rugged the Raspberry Pi computer actually is, and how to prevent mishaps or damaging the Pi.

The authors mention two Java libraries commonly used for accessing GPIO pins on the Raspberry Pi. One being the Device I/O library and the other Pi4J. In this section the benefits of using each library are fully detailed. This chapter is very hands-on by creating a basic project using LEDs on a breadboard that can count down in binary. Many Fritzing diagrams are presented for step-by-step instruction on how to wire-up components properly. In this chapter the authors mention helpful troubleshooting tips such as Java code to solve the button debouncing issues when dealing with physical buttons or switches in your circuits. Lastly, this chapter provides bonus content that teaches you how to measure and compare performance metrics when using the two Java libraries Device I/O library and Pi4J by turning LEDs on and off very rapidly. Here, both memory-mapped access (Low-level) vs Sysfs access (Higher-level) were compared. This will help you decide which strategy is best depending on your use-case.

Chapter 4: IoT Hat

Now with the fundamentals of the Raspberry Pi, Java and basic electronics out of the way, you can now tackle a magical project that will astonish friends and family. This project involves creating a magicians top hat with the ability to know what playing card was chosen without seeing the face of the card. The authors teach you about how to configure your Raspberry Pi to enable I2C, SPI, and UART protocols. This chapter focuses on learning about NFC/RFID devices such as smart card readers. Beware: This section involves soldering so get your flux on. Here, you will learn how to communicate with an RFID reader’s breakout board.

This project also teaches you about compactness and portability (cordless) because you will be hiding stuff in a top hat. To make things portable the Pi will use a WiFi adapter and USB cell phone charging battery. The authors will also take you through native libraries required for Java to communicate with the NFC device so don’t be alarmed if you encounter Make files and permissions (typical in the Linux world).

Chapter 5: Line Runner

After learning skills for compactness and portability from chapter 4 the authors show you how to reuse your skills to build an autonomous robot! This should be the very reason to get this book. In the Bill of Materials all the parts (Makeblocks) you will need are detailed thoroughly. The robot will be able to anticipate obstacle while capable of following a lined path on a floor surface (Delivering mail comes to my mind). This chapter is focused on sensors, motors, and mechanical construction. With sensors the authors take you through how to use infrared and ultrasonic capabilities. When using motors this chapter explains pulse width modulation (PWM) to control the speed of the robot. The Java code examples are quite straight forward and concise.

Chapter 6: Tea Station

Not a coffee drinker? but a Java fanboy well, this project is for all the tea lovers (including you) out there! This project is building a tea station to steep the perfect cup of tea. In this chapter the author discusses electronic scales (again) except ones having better precision due to tea leaves being extremely light in weight. The author goes on to discuss about temperature sensors that can determine how hot the tea should be when below the temperature of boiling water with very good accuracy. The author delves into serial (RS232 to TTL) communications with various vendors selling electronic scales (In chapter 2, USB was used). Learning this skill is invaluable because many older devices still use serial communications, so you can adapt your ideas with just about anything.

In this chapter the author really takes things to the next level compared to chapter 2 (brewing coffee), because he teaches you how to implement a snazzy JavaFX UI on a touchscreen device! Just like the chapter on brewing coffee the authors have an incredible depth of knowledge on teas and types of teas.

Chapter 7: Autonomous Drone

I’m sure you’ve heard a lot about the drone craze well this chapter will knock your socks off! The authors will be employing a quadcopter and the Raspberry Pi capable of flying autonomously. Don’t be afraid the drone in this project it will not hurt you. Interestingly, enough this chapter will use two WiFi adapters to be attached to the Raspberry Pi (Model B). One adapter is to talk to the drone itself and the other is used as a wireless access point (WAP) to remotely talk to the Raspberry Pi. In this chapter the author highlights an API called Autonomous4j by Mark Heckler. Mr. Heckler is also the technical reviewer of this book. I’ve actually seen the drone in action at a JavaOne conference where Mr. Heckler and Mr. Weaver conducted a live demonstration. The APIs discussed in this chapter are very easy to use for example the following are some of the Java methods:

  • takeoff() – Causes drone to start and take off.
  • goLeft/goRight(int speed) – Given the percent of speed to fly left/right (its left or right)
  • forward/backward(int speed) – Cause drone to go forward/backward given a percent of speed
  • goHome() – Drone flies back to where it lifted off from
  • land() – Land and stop.

Chapter 8: Retro Video Game Emulator

Whoa!? If you are an 80s or 90s kid who enjoyed arcades and game consoles (I know I did) then this chapter is about creating an Nintendo Entertainment System (NES) game console! Most of the parts from the bill of materials can be obtained from the popular electronics company Adafruit. The author teaches you how to build a game controller, attach a speaker, and attach a LCD touch display. This project will involve learning how to connecting GPIO pins to the Kippah board to control a touchscreen display. The author walks you through using a NES emulation Java library halfNES by Andrew Hoffman. As most of you know when dealing with emulators it isn’t legal to play game ROMs of popular games back in the day, unless you actually own the old game cartridge, so the author suggest heading over to a site having free games you can play. I’m sure if you own Mario Brothers you can get the game ROM and try it out. The author ends the chapter with more hacking tips such as overclocking your chip to increase the performance of your Pi. It’s a game so you need it to run fast!

Chapter 9: NightHacking RetroPi

After you’ve learned from chapter 8 on how to build a game console, this chapter will show you how to make a portable hand-held game device just like a Nintendo Game boy!  The author is thoughtful in discussing about the pros and cons on various 3D printers and existing DIY communities at large. This chapter points out all the necessary software to print parts for your hand-held game device. The author provides great illustrations to step you through creating a polished product.


This book has opened my eyes to innovative ideas using Java with the Raspberry Pi. The content is well organized and easy to follow. Often other DIY books have difficulty explaining the integration between hardware and software, but this book blends the two together elegantly. This book is very definitive in terms of the numerous topics, vendors, components, comparisons and implementation strategies. The authors hit on practically every topic relating to how to command and control (many types of) devices.

A good number of projects are very hands-on with an emphasis on the engineering side of things as opposed to the software side (solely a software developer). If you like to build cool gadgets and comfortable with the Java programming language I urge you to get this book.

My only issue (tiny) is the paperback book’s illustrations are in black and white (gray-scale) which can make it difficult to see things such as colored resistors in the Fritzing diagrams or JavaFX UIs (User Interfaces). I believe the PDF version might be in color, but I’ve not seen it yet (just a hunch). But, overall I give this book a two thumbs up. By far, this book is the most comprehensive book combining two great technologies with a plethora of amazing DIY projects to date.

Introduction by Example: JavaFX 8 Printing

I‘ve not blogged in awhile, and I miss sharing with others about all things JavaFX (My day job and family are likely excuses). For those who are new to this blog, I am the author of JavaFX 2 Introduction by Example (JIBE), co-author of Java 7 Recipes, and technical reviewer of the Pro JavaFX 2 books from Apress publishing. For those who already know me, I’d like to thank you for supporting me and the other authors by purchasing these books. More importantly, my hope is to reach out to  Java enthusiasts and share ideas.

The book JavaFX 2 Introduction by Example, was published in Nov. 2011 and many more APIs were added since then. During the writing of the book, I was working on the early editions of JavaFX 2.0 up until the announcement at JavaOne Oct. 2011. It was pretty crazy trying to update the book based on API changes as things were almost set in stone. I thought it was amazing how it even got out the door. However, I was pretty pleased. Some of you who have read the beginning of the book (JIBE) understand that the chapters of JIBE are also found in the book Java 7 Recipes (actually it is originally taken from Java 7 recipes). This little fact explains why the book, JavaFX 2 Introduction by Example, is reminiscent of recipe or cookbook style technical books. My intent was to help the reader get introduced quickly without a lot of tech blather. Instead of trying to convince people about the JavaFX platform, I’d rather demonstrate things with useful examples. I find it counter productive discussing  deep philosophical debates regarding why one particular technology is superior to the other (cheesy 80’s Highlander reference).

After the release of JavaFX 2.0, there came subsequent versions such as JavaFX 2.1, 2.2 and the upcoming release of JavaFX 8 (January 2014). In this blog entry, I will provide a recipe for the JavaFX 8’s Printing API. Similar to my book (JIBE), I will follow the same pattern as before where I present a problem, solution, code, and a “How it Works” section.

Declaimer: In this blog you will encounter Java Functional Interfaces using Lambda expressions. I will not be discussing them here, but will refer you to Oracle’s tutorials on Project Lambda .

Prerequisite software:

JDK 8 – https://jdk8.java.net/download.html



You want to create a JavaFX application that prints out a visited website.


Use the JavaFX 8 PrintJob and Printer APIs to print any JavaFX scene graph node. Also, use the WebView and WebEngine APIs to display a Website or Web page.


Assuming you’ve compiled and have run the application, follow the instruction below:

  1. Enter website address or url into the text field.
  2. Hit the enter key
  3. After the page is loaded, click on the “Print” button
  4. Go to the printer to get the printed web page


package org.carlfx;

import javafx.application.Application;
import javafx.beans.property.BooleanProperty;
import javafx.beans.property.SimpleBooleanProperty;
import javafx.beans.value.ChangeListener;
import javafx.concurrent.Worker.State;
import javafx.print.*;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.TextField;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.HBox;
import javafx.scene.transform.Scale;
import javafx.scene.web.WebEngine;
import javafx.scene.web.WebView;
import javafx.stage.Stage;

 * Demo to use JavaFX 8 Printer API.
 * @author cdea
public class PrintDemo extends Application {
    public void start(Stage primaryStage) {

        final TextField urlTextField = new TextField();
        final Button printButton = new Button("Print");
        final WebView webPage = new WebView();
        final WebEngine webEngine = webPage.getEngine();

        HBox hbox = new HBox();
        hbox.getChildren().addAll(urlTextField, printButton);
        BorderPane borderPane = new BorderPane();
        Scene scene = new Scene(borderPane, 300, 250);
        primaryStage.setTitle("Print Demo");

        // print button pressed, page loaded
        final BooleanProperty printButtonClickedProperty = new SimpleBooleanProperty(false);
        final BooleanProperty pageLoadedProperty = new SimpleBooleanProperty(false);

        // when the a page is loaded and the button was pressed call the print() method.
        final BooleanProperty printActionProperty = new SimpleBooleanProperty(false);

        // WebEngine updates flag when finished loading web page.
                 .addListener( (ChangeListener) (obsValue, oldState, newState) -> {
                    if (newState == State.SUCCEEDED) {

        // When user enters a url and hits the enter key.
        urlTextField.setOnAction( aEvent ->  {

        // When the user clicks the print button the webview node is printed
        printButton.setOnAction( aEvent -> {

        // Once the print action hears a true go print the WebView node.
        printActionProperty.addListener( (ChangeListener) (obsValue, oldState, newState) -> {
            if (newState) {



    /** Scales the node based on the standard letter, portrait paper to be printed.
     * @param node The scene node to be printed.
    public void print(final Node node) {
        Printer printer = Printer.getDefaultPrinter();
        PageLayout pageLayout = printer.createPageLayout(Paper.NA_LETTER, PageOrientation.PORTRAIT, Printer.MarginType.DEFAULT);
        double scaleX = pageLayout.getPrintableWidth() / node.getBoundsInParent().getWidth();
        double scaleY = pageLayout.getPrintableHeight() / node.getBoundsInParent().getHeight();
        node.getTransforms().add(new Scale(scaleX, scaleY));

        PrinterJob job = PrinterJob.createPrinterJob();
        if (job != null) {
            boolean success = job.printPage(node);
            if (success) {

     * The main() method is ignored in correctly deployed JavaFX application.
     * main() serves only as fallback in case the application can not be
     * launched through deployment artifacts, e.g., in IDEs with limited FX
     * support. NetBeans ignores main().
     * @param args the command line arguments
    public static void main(String[] args) {

Print Demo using JavaFX 8

Print Demo using JavaFX 8

How it Works

The code begins by creating a TextField, a Button, and a WebView control to be placed into a BorderPane. When using the BorderPane layout, you will be able to place controls into the following regions: Top, Right, Left, Bottom, and Center.

Similar to a web browser, the text field allows the user to enter a website url. Once the url is entered, the user will hit the enter key to load the web page into the WebView node. When placing controls on any of the side regions, the BorderPane layout will take on the preferred height of any controls that are added. The center region will allow a node to take up the available space minus the remaining space taken up by the width and height of the bordering side regions. In other words, if the side regions contain no nodes (empty), a node in the center region has the opportunity to take all the available width and height space provided by its parent (Scene). Since the WebView node will occupy the center region, it will take all the available width and height (minus top region) when the web page is fully loaded. You’ll also notice scroll bars allowing the user to view pages larger than the current view port.

After laying out all the components for the UI, you will need to wire things up. Here you will simply create three boolean property
(javafx.beans.property.SimpleBooleanProperty) instances. The first property variable printButtonClickedProperty is a flag indicating when the print button was clicked. The second property pageLoadedProperty is a flag indicating that the web page was finished loading. Lastly, you will want to note the printActionProperty which binds the printButtonClickedProperty and the pageLoadedProperty by using the fluent API. As they evaluate, the printActionProperty will be true if both the printLoadedProperty and the printLoadedProperty are true values.

// print button pressed, page loaded
final BooleanProperty printButtonClickedProperty = new SimpleBooleanProperty(false);
final BooleanProperty pageLoadedProperty = new SimpleBooleanProperty(false);

// when the a page is loaded and the button was pressed call the print() method.
final BooleanProperty printActionProperty = new SimpleBooleanProperty(false);

Continuing the wiring up of the UI, I took an event driven approach where the handler code will respond to events and property changes. Starting with the WebView node, I attached handler code to the statePropery instance (ChangeListener) in order that the pageLoadedProperty will be set to true once the web page is loaded successfully.

  // WebEngine updates flag when finished loading web page.
           .addListener( (ChangeListener) (obsValue, oldState, newState) -> {
               if (newState == State.SUCCEEDED) {

Next, you will see the text field’s ‘setOnAction‘ method containing handler code that resets the pageLoadedProperty and printButtonClickedProperty objects. Also, the code will initiate the loading of the page via the WebView‘s WebEngine load() method.

  // When user enters a url and hits the enter key.
  urlTextField.setOnAction( aEvent ->  {

After the TextField control’s action code is wired up, the print button will also need handler code to set the printButtonClickedProperty flag to true. Lastly, the printActionProperty property will need a ChangeListener to respond when its state evaluates to true. When this evaluates to true, my print() method is invoked.

        // When the user clicks the print button the webview node is printed
        printButton.setOnAction( aEvent -> {

        // Once the print action hears a true go print the WebView node.
        printActionProperty.addListener( (ChangeListener) (obsValue, oldState, newState) -> {
            if (newState) {

Finally, the print() method takes a JavaFX Node object to be printed. The Printer object has a method which returns the default printer your computer is set to. Before actually printing, we can derive a default page layout to scale the node before printing the node. If you don’t do this, only part of the web page will be printed. With the default printer obtained, the createPrinterJob() method is invoked to return a PrinterJob instance that does the actual printing. To print a JavaFX displayable type node, you simply invoke the PrinterJob object’s printPage() method by passing in the Node instance as a parameter.

    /** Scales the node based on the standard letter, portrait paper to be printed.
     * @param node The scene node to be printed.
    public void print(final Node node) {
        Printer printer = Printer.getDefaultPrinter();
        PageLayout pageLayout = printer.createPageLayout(Paper.NA_LETTER, PageOrientation.PORTRAIT, Printer.MarginType.DEFAULT);
        double scaleX = pageLayout.getPrintableWidth() / node.getBoundsInParent().getWidth();
        double scaleY = pageLayout.getPrintableHeight() / node.getBoundsInParent().getHeight();
        node.getTransforms().add(new Scale(scaleX, scaleY));

        PrinterJob job = PrinterJob.createPrinterJob();
        if (job != null) {
            boolean success = job.printPage(node);
            if (success) {

In conclusion, I find that the APIs are simpler to use compared to Java Swing/AWT APIs. I would like to mention that there are many features you can play around with since this blog entry only scratches the surface on the APIs currently available.

NOTE: JavaFX 8 printer API is still in the early stages and there are still outstanding issues (Jira issues).

Please visit to vote and help test functionality at https://javafx-jira.kenai.com

Outstanding Tickets: http://bit.ly/1dw7Vc8

A Case Study: A JavaFX Widget Framework API

A prototype of a widget container

A prototype of a widget container

Building a better mousetrap

In short I want to revisit the idea of a cross platform widget framework using JavaFX. In this article I’d like to share some ideas, concepts and prototypes that might invigorate this old but ingenious idea for the desktop and embedded world. An old idea you say? Does anyone remember WidgetFX?

In the early days of JavaFX there were a few Java Champions and community members who decided to create a cross platform JavaFX 1.x widget framework for the desktop (year 2008). I was fortunate enough to know many of those contributors involved.  I grew to love the capabilities the framework and widgets were able to provide.  However, as we all know JavaFX is now redone as Java APIs as opposed to the JavaFX script language. This eventually became apparent regarding to the future of most frameworks back then. Before I begin I would like to give credit to the folks who contributed to the WidgetFX framework project.  I want to thank them for their enthusiasm and their tireless efforts on building the community to what it is today. To see some of their cool widgets please visit the site http://widgetfx.org (catch them before they’re gone). Two of the original founders of the project are Stephen Chin and Keith Combs. Even though I did not partake in the fun during the height of the project I was quite inspired.

Inception phase

To fast forward just last year at the JavaOne 2012 conference I was able to catch up with Keith Combs (Silicon Valley JavaFX User Group organizer) and Stephen Chin (Java Technology Evangelist at Oracle) after his keynote speaking to inquire about the WidgetFX project now that JavaFX 1.x is no more. Steve kindly asked if anyone would be interested in giving it a reboot on the JavaFX 2.x platform (As he peered over towards Keith and me). I believe I said, “I don’t think, so… “. I thought it might be too much to bite off than I could possibly chew. So I politely declined the offer. During the conference I was later enamored by all things Java embedded which later fueled to some of my home automation project ideas using JavaFX with (Arduino, Raspberry Pi, and Beagle Board).

After returning home I was not only excited about the things I’ve learned at the conference but, I also was in the middle of transitioning to a new job and company. Working as a UI and Visualization developer for cloud based monitoring software I often encountered stakeholders/SMEs mentioning the term “SPOG” or single pane of glass.

What does the term “SPOG” mean?

According to Floyd Strimling a cloud technical evangelist at Zenoss explains how so many organizations will create desperate (silos) systems and he goes on to say, “The Holy Grail is a single pane of glass that provides IT managers with a single access point to make sense of their entire underlying infrastructure in real time”. (Searching for the Mythical Single Pane of Glass)

Isn’t “SPOG” an interesting concept for large operation centers? So, I continued to rethink of the old idea of a flexible widget framework that would provide richer interfaces that would allow better desktop integration, decoupled services, higher performance, and capable of empowering users with many of the modern UI metaphors that they’d expect on their favorite OS platform. I believe such a framework should also work on embedded devices for home automation.  Actually I got the idea of a widget framework for embedded devices from my good friend Gerrit Grunwald (Java Champion and author of the popular Steel Series API) while exchanging ideas about graphics performance and launching JavaFX applications on embedded devices.

Wow, with so many different problem domains and so many perspectives could such a widget framework truly exist? Could such a widget framework be able to make everyone happy? Is it possible to create a simple widget framework to rule them all? I believe it is possible.

eWidgetFX is born

In the back of my mind I noticed similar use cases with many customers wanting widget frameworks having this concept of a “SPOG”, but also provide a framework that I could use myself on my own desktop or touch device. So, I kept going back and forth on the possibility of rebooting the old project WidgetFX. Instead I wanted to throw a monkey wrench into the whole business of widget frameworks. Since there are so many kinds of ways to launch, display, and manage widgets it would also be a good idea to build a single widget framework SPI (service provider interface API) which would enable developers to build their own widget containers thus allowing widget developers to run their widgets in any widget container. There would basically be two developer perspectives: Container Developers and Widget Developers. So, I’d like to propose a new API called eWidgetFX (core) that would allow the developers to create widget containers and widgets.

For now I will defer the work of designing the core APIs and make it a future post. So, in this article I’ve decided to generate some prototypes of widget containers that would basically depend on the future eWidgetFX framework API.

Prototyping Widget Containers

Prototyping is probably the most fun part during any software development activity. Shown below are videos I recently uploaded to Youtube.com to kick some ideas around for different kinds of widget containers (Icon App tray) on a desktop environment.


One of the main issue I found in UI development is that customers will often know what they want, but aren’t able to communicate what they ultimately want. It’s almost like playing a game of Charades or a game of Pictionary where guessing is a sought after skill in software design.  We are often faced with providing prototypes and end up settling on one particular view (one view, one way, one silo). The problem became pretty apparent where everyone had an opinion or philosophical stance on a particular GUI interface, usability aspect or UI metaphor. Sometimes it’s based on subjective personal preferences that can go into long discussions. No one person in the room was completely happy, but at the end of the day we compromised and we settled.

I believe that by creating a widget API it would allow organizations to build different single pane of glass instances (widget containers) and capable of sharing all widgets across other panes.

So, imagine seeing different types of widget containers in the wild. Some future widget containers could look like interfaces similar to the following movies: Avengers, Tron, or Minority Report

A final note: Many of of the ideas expressed and proposed are a collective effort from some of my friends (team members) of the JFXtras.org project (Mark Heckler, Hendrik Ebbers, and Gerrit Grunwald).

Would you like to see a talk regarding widget frameworks at JavaOne?

As always comments are welcome.

Carl 😉


JavaFX: http://www.oracle.com/technetwork/java/javafx/overview/index.html
Java Champions: https://java.net/website/java-champions/bios.html
WidgetFX: http://widgetfx.org
Keith Combs from the Silicon Valley JavaFX user group: http://www.svjugfx.org/member/10394895/?op=&memberId=10394895
Steve on Java by Stephen Chin: http://steveonjava.com
Arduino : http://www.arduino.cc
Raspberry Pi: http://www.raspberrypi.org
Beagle Board: http://beagleboard.org
Guest Post: Searching for the Mythical Single Pane of Glass: http://siliconangle.com/blog/2012/02/29/guest-post-searching-for-the-mythical-single-pane-of-glass
Anti-patterns: http://en.wikibooks.org/wiki/Introduction_to_Software_Engineering/Architecture/Anti-Patterns
Google Images of Operation centers: http://bit.ly/106p3h0
Avengers UI design: http://cargocollective.com/jayse/Avengers
Tron UI design: http://dlew.me/Tron-Legacy-Boardroom
Minority Report UI designer demos his tech at TED (video): http://www.engadget.com/2010/06/03/minority-report-ui-designer-demos-his-tech-at-ted
The Java Jungle by Mark Heckler: https://blogs.oracle.com/javajungle/entry/welcome_to_the_jungle
Gui Garage by Hendrik Ebbers: http://www.guigarage.com
Harmonic Code by Gerrit Grunwald: http://harmoniccode.blogspot.de
JFXtras.org : http://jfxtras.orgLeap Motion: https://www.leapmotion.comLeap Motion: https://www.leapmotion.com

JavaFX 2 GameTutorial Part 4

JavaFX 2 Game Tutorial Part 4

Figure 1 JavaFX 2 Game Tutorial Part 4



This is part four of a six part series related to a JavaFX 2 Game Tutorial. If you’ve missed Part 1, Part 2, or Part 3, I encourage you to go through them before beginning this tutorial. To recap, in Part 3 I gave you a little history of the many classic arcade style games and the different input devices that were used. I then showed you how to create a simple game similar to the famous arcade ‘Asteroids’. The controls (movement of the ship) were, however, more similar to those of the PC game ‘Star Craft’. In Part 3, you should have a good understanding of how to receive input from your keyboard and mouse.

This tutorial is about tweaking Part 2’s game engine and updating the existing ‘Asteroids’ style game from Part 3 to handle collision detection. In this tutorial, I will briefly talk about sprites and how to handle collision detection. The spaceship will now have the ability to generate a force field to protect itself from enemies and asteroids. This is reminiscent of the classic arcade ‘Asteroids Deluxe’.  If you want to run the demo, scroll down and click on the WebStart button below. Please read the requirements before launching the game.

What is a Sprite?

According to Wikipedia, “a sprite is a two-dimensional image or animation that is integrated into a larger scene.” From the Java gaming world view, a sprite is an object containing image frames and additional data based on the context of an actor to be animated onto the scene area. In the days of Walt Disney, when cartoons were drawn with a pencil and paper, the artist  produced many drawings that became animations. This example points to the creation of the flip book. I’m sure you’ve created flip books as a kid. I know I did. I used to doodle and make cool animations with all the corners of my notebooks. In our Asteroid type game, I created a sprite object which contains all of the images (ImageView) of the ship pre-rotated just like a flip book. To animate the ship turning, I made the current frame visible and the rest of the frames not visible. Similar to a flip book, it will appear to be rotated about its center (pivot) point. A sprite can also contain other information, such as velocity or health points.

Collision Detection

When actors or sprites animate across the scene, the game engine will check each sprite against other sprites to determine if they have collided into one another. This process should be very efficient especially when you have numerous sprites moving about the screen. There are tradeoffs when it comes to being efficient. Because each cycle in the game loop will check for collision, being more accurate usually degrades your performance. Many games will use the bounding region of the image to determine if two sprites have collided into one another.  Some games use rectangles as bounding regions. Shown below in figure 2 are two sprites colliding:

Bounding box as a rectangular collision region.

Figure 2 Bounding box as a rectangular collision region.

I’m sure you’ll know by now that most actors (images) in games don’t appear rectangular when pixels surrounding the actor are transparent. However, the actor or image is indeed rectangular even if the pixels are transparent or not.

Actor Image

Figure 3 depicts an actor image

Those games which use rectangular bounding regions usually make the bounding box inscribed in the sprite’s image. Shown below in figure 4 two rectangular bounding regions (orange and green) are inscribed in the spaceship image.

Two rectangles used as collision bounding boxes.

Figure 4 Two rectangles used as collision bounding boxes.

I’m sure you will notice that the nose tip of the ship and wings are not covered by either bounding box. This means that when an asteroid overlaps the unbounded region of the sprite the collision will not occur. Some games use this strategy; you will notice that the sprites’ rectangular bounding regions are small and placed in key areas of the sprite image.  Greater precision will be found with better algorithms for polygons and other non-rectangular shapes. In this blog entry, I basically use circles as bounding regions and not rectangles. I could have made each sprite contain an array of collision shapes, but instead, I chose to have only one collision region for each sprite. Each collision region will be a circle shape on the scene graph. For the spaceship, I inscribed the circle based on the center point of the ship with the radius extended to the cock pit of the ship. Shown below in figure 5 the bounded circular collision area of the ship is depicted as a red circle.

The ship's collision region.

Figure 5 The ship’s collision region.

I chose a circle as the bounding region because of the relative ease to determine the collision of two objects based on the distance formula (Pythagorean theorem) which only requires each sprite’s bounding region’s center point and their radii.  After calculating the distance based on the two center points, you will compare the result to see if it is less than or equal to the sum of the two radii. If the result does indeed come out to be less than or equal to the sum of the two radii then a collision has occurred.  Figure 6 depicts  how the distance formula relates to the two center points of circular bounding regions.

Distance formula

Figure 6 distance formula between two center points.

The following code creates the main game loop from the GameWorld class:

  public void handle(javafx.event.ActionEvent event) {

     // update actors

     // check for collision

     // removed dead things


The code below creates the checkCollision() method from the GameWorld class:

    protected void checkCollisions() {
        // check other sprite's collisions
        // check each sprite against other sprite objects.
        for (Sprite spriteA : spriteManager.getCollisionsToCheck()) {
            for (Sprite spriteB : spriteManager.getAllSprites()) {
                if (handleCollision(spriteA, spriteB)) {
                    // The break helps optimize the collisions
                    //  The break statement means one object only hits another
                    // object as opposed to one hitting many objects.
                    // To be more accurate comment out the break statement.

The derived Game World (TheExpanse) class’ implementation of its handleCollision() method:

     * How to handle the collision of two sprite objects.
     * @param spriteA Sprite from the first list.
     * @param spriteB Sprite from the second list.
     * @return boolean returns a true if the two sprites have collided otherwise false.
    protected boolean handleCollision(Sprite spriteA, Sprite spriteB) {
        if (spriteA != spriteB) {
            if (spriteA.collide(spriteB)) {

                if (spriteA != myShip) {
                if (spriteB != myShip) {

        return false;

The Sprite Class’ default implementation of its collide() method using the distance formula:

    public boolean collide(Sprite other) {

        if (collisionBounds == null || other.collisionBounds == null) {
            return false;

        // determine it's size
        Circle otherSphere = other.collisionBounds;
        Circle thisSphere = collisionBounds;
        Point2D otherCenter = otherSphere.localToScene(otherSphere.getCenterX(), otherSphere.getCenterY());
        Point2D thisCenter = thisSphere.localToScene(thisSphere.getCenterX(), thisSphere.getCenterY());
        double dx = otherCenter.getX() - thisCenter.getX();
        double dy = otherCenter.getY() - thisCenter.getY();
        double distance = Math.sqrt(dx * dx + dy * dy);
        double minDist = otherSphere.getRadius() + thisSphere.getRadius();

        return (distance < minDist);

The Sprite Class’ default implementation of its handleDeath() method:

    public void handleDeath(GameWorld gameWorld) {

The Atom (an asteroid or missile) class will override the handleDeath() method:

    public void handleDeath(GameWorld gameWorld) {

JavaFX 2 Sprite and Collision Demo

This simple demo game will be a mix between StarCraft and Asteroids. When using the mouse to navigate the ship, you will notice that the controls will resemble StarCraft’s Battle Cruiser. The objective is to fire your weapon at the spheres before they hit your spaceship or other spheres which implode upon impact. Because this is a simple tutorial or even a game in its early stages of development, the game doesn’t keep track of the score. I encourage you to go to GitHub to download the code and enhance the game. For the sake of brevity, I will not be showing all of the code changes, but I trust you will visit GitHub here: https://github.com/carldea/JFXGen for all the demos and source code.


  • Java 7 or later
  • JavaFX 2.1 or later
  • Windows XP or later (Should be available soon for Linux/MacOS)

A simple Asteroid type game called ‘The Expanse’.


  • Right mouse click (on Windows) to fly ship.
  • Left mouse click (left click on Windows mouse) to fire weapon.
  • Key press ’2′ to change to large missiles. (blue circular projectiles)
  • Other key press defaults to smaller missiles. (red circular projectiles)
  • Space bar key press will toggle a force field to protect the ship from enemies and asteroids.

Click on the Launch button below to start the demo:

Tutorial demo

Part 4 ‘The Expanse’ sprites/collision

Part 4 ‘Sprites/Collision’

Next up is Part 5 (Sound) where you will be using JavaFX to produce sound effects for your game.


Definition of a sprite: http://en.wikipedia.org/wiki/Sprite_%28computer_graphics%29

Walt Disney: http://en.wikipedia.org/wiki/Walt_Disney

How to make a flip book: http://www.bitrebels.com/design/how-to-create-a-flip-book/

JavaFX’s ImageView : http://docs.oracle.com/javafx/2/api/javafx/scene/image/ImageView.html

Collision detection: http://zetcode.com/tutorials/javagamestutorial/collision/

AABBs Collision detection in Java: http://www.youtube.com/watch?v=JIxV-LXqa1g

Pythagorean theorem: http://en.wikipedia.org/wiki/Pythagorean_theorem

Distance formula: http://en.wikipedia.org/wiki/Distance

Serious game of Asteroids Deluxe (Youtube): http://www.youtube.com/watch?v=6DG-GJENHgg

JavaFX 2.0 Introduction by Example book

I recently finished writing a book on the new release of the JavaFX 2.0 SDK and it has already been placed on the shelves at a bookstore (Amazon) near you. The book will walk you through, step-by-step, giving you the ins and outs of JavaFX 2.0. When you encounter a chapter you will be presented recipes which will pose a problem (use case scenario) that will have an associated solution. After a proposed solution you will be shown an example source code listing and its display output after the program has been executed. Lastly you will be shown a section called “How it works” which will explain and discuss the examples and their details. To see more about this book, such as the source code and errata, please visit Apress Publishing (http://www.apress.com/9781430242574).

In this blog entry I also want to give you a sneak preview of a Java Webstart example of chapter 3 recipe 3-1 (JavaFX 2.0 MP3 Player). To launch the JavaFX MP3 player just jump down to Chapter 3 below.

Below is a brief overview of the chapters in the book:

Chapter 1: JavaFX Fundamentals

I begin by instructing you on how to get your environment set-up to rapidly develop rich internet applications using Java and JavaFX.

JavaFX Swiss army knife

After reading this chapter you will be able to answer questions such as:

  • How do I create GUI applications?
  • What is the Scene graph?
  • How do I display text onto the scene graph?
  • How do I incorporate UI controls into my application?
  • How do I bind expressions?
  • How do I draw shapes?
  • How do I generate a background process?
  • How do I associate keyboard sequences to applications?

Chapter 2: Graphics with JavaFX
In chapter 2 there are recipe examples which delve into JavaFX’s graphics and animation capabilities. I begin by explaining some of the basics of JavaFX’s Graphics such as rendering images and animating nodes. I then go on to more advanced topics such as animating with transitions, manipulating layouts, and enhancing nodes using JavaFX CSS.
The following picture, taken from Recipe 2-2, depicts an image viewer application with a custom news ticker control at the bottom.

Photo Viewer and News Ticker application

Photo Viewer and News Ticker application

Chapter 3: Media with JavaFX
Chapter 3 covers all things media related. Here I reveal JavaFX’s media APIs which allows you to integrate audio and video into your applications. I begin by showing you how to create a JavaFX MP3 player and a video player. Then I will walk you through the different ways to enhance the video player with additional features to control media actions and events, mark positions in a video, and synchronize animations.

The illustration below, taken from Recipe 3-1, depicts a JavaFX 2.0 MP3 player with a graphical visualization (using the AudioSpectrumListener API). Before launching the example you will need to know the requirements and instructions to run the demo example.

JavaFX 2.0 MP3 Player

JavaFX MP3 Player

Simple requirements and instructions to run the JavaFX 2.0 MP3 Player:


  • Java 6 update 24 JRE or greater (Java 7 is preferred)
  • JavaFX 2.0 or greater (JavaFX 2.0.2 is preferred)
  • Windows XP SP 3 or greater. (I will update the jnlp as JavaFX becomes available on other OSes)


  1. Click the Webstart launch button below.
  2. By using your file explorer on your host operating system “drag and drop” a music mp3 file onto the surface of the application.
  3. Use the controls to the bottom right of the application to pause, play, and stop the music.
  4. You may use your mouse to drag the application around your desktop.
  5. To close the application click on the ‘X’ in the upper right hand corner.

To launch the application click on the Java Webstart button below:

Demo JavaFX 2.0 MP3 Player

Chapter 4: JavaFX on the Web
In chapter 4 you will be able to take advantage of the interoperability between JavaFX and HTML5.

For starters I will cover how to embed JavaFX applications into a Web page. I then will demonstrate JavaFX’s powerful WebView and WebEngine APIs. Below are the recipe examples from chapter 4 which utilize the  WebView and WebEngine APIs:

  • Displaying HTML5 Content (animated analog clock application)
  • Loading data from a Web service (weather application)
  • Handling Web events
  • Storing and displaying data using an embedded database (RSS reader application)

Depicted below is an animated analog clock application, taken from Recipe 4-2, demonstrating the ability to render HTML5 content.

JavaFX 2.0 Analog Clock

JavaFX 2.0 Analog Clock (HTML5)

I assume you know the Java programming language and some web development concepts. I hope you will enjoy these examples which can be used freely in your own projects. I’ve tested the examples with the latest Java 7 update 2 and JavaFX 2.0.2 runtime and SDK. If you have any questions or comments feel free to ask them here or on my Twitter account @carldea .



JavaFX – Java Applets Making a Comeback?

Pedal to the metal

Petal to the metal


In 2008 JavaWorld had written a great article by Jeff Friesen called “Are applets making a comeback?“. Jeff Friesen poses this question to leading thinkers and doers in the Java developer community. Although the question posed to readers may seem rhetorical, and difficult to answer with an emphatic “Yes“.  I want to try to answer this question in the year 2010.  Right after Oracle has finalized its acquisition of Sun Microsystems, Larry Ellison CEO of Oracle had  an Oracle + Sun Product Strategy Webcast announcing it would invest heavily in JavaFX. So, currently there are lots of things going on with the JavaFX platform. As the JavaFX platform matures the community should mature. So, hopefully I can encourage you to stay more involved in helping the JavaFX community grow.

Are Applets Making a Comeback?

Many Java Developers who have used Applets in the past, have often felt inadequate when competing with the new Web Order due to all the AJAX and Adobe Flash craze.  One of the main complaints about Java Applets was its start-up time. In my opinion ‘Perception‘ is key and when it comes to user experience, it is often said that “If it looks and feels slow, the application is probably not worth running“.  I believe that our society has this urge of instant gratification, so being patient is a hard thing to do these days. During years past Java developers have been longing for that day when Java Applets will make its big comeback. While many Sun engineers are working tirelessly solving this problem it always seems on going (It should).  Sometimes I’ll come across Java developers still feeling unconvinced whenever an update is released. I also have heard people get quite flustered and a little threatening.  I don’t mind if you complain, but do something about it. Then some will say, “What can I do about it?“. Well, the obvious things are forums, blogs and filing bugs. I normally am an early adopter when it comes to Java/JavaFX updates relating to performance increases. Just like folks who decide to buy a new game (Like StarCraft 2) off the shelf they’ll take a look at the graphics requirements such as video ram, etc in hopes their computer can handle it. If not they will likely upgrade their video card or buy a new computer all together. So, upgrading your Java Runtime Environment (JRE) is a snap. So, you are probably wondering where is the part where I encourage you? Well, let me just say with the recent release of JRE 1.6 update 18, I was pretty impressed  with the start-up and reload performance increases. To really see how fast Applets start-up I recommend installing the latest JRE (1.6 update 18), and to please visit Oracle/Sun engineer Rakesh Menon‘s blog entry called “JavaFX – Applet Startup Time“. On his site you will see a list of many folks taking some time to record metrics and describing their browser, OS, and hardware (Please note: make sure your Java Console is set to display so that a text dump outputting  the metrics can later be cut and pasted). I also suggest posting your results if you have a different configuration than the others on the list.

*Note: When clearing the cache (from the Java Control Panel) while having Firefox open be sure to restart Firefox or close tab before re-running the applet.


Once you will notice the start-up time increased you should be able to answer the question yourself  “Are Applets Making a Comeback?“. I know I can see the difference and I’m sure you will too. The Java/JavaFX community with tons of libraries and very good boosts in performance, I truly believe it is safe to say with an emphatic “Yes, Applets are making a comeback!”.  I also want to mention about two very cool sites to test drive your new JRE w/start-up/reload enhanced:

Lastly, I want to applaud and thank the Java/JavaFX engineers (Rakesh and company) for making these great strides.


Are applets making a comeback? by Jeff Friesen: http://www.javaworld.com/javaworld/jw-05-2008/jw-05-applets.html
Larry Ellison CEO of Oracle: http://en.wikipedia.org/wiki/Larry_Ellison
Interactive Pulp – JavaFX, startup time, and security dialogs : http://www.interactivepulp.com/blog/2008/12/javafx-startup-time-and-security-dialogs
Oracle invests in JavaFX: http://learnjavafx.typepad.com/weblog/2010/01/oracle-we-will-invest-heavily-in-javafx.html
Oracle/Sun strategy Webcast: http://www.oracle.com/events/productstrategy/index.html
New Applet Experience by Jeff Friesen: http://www.javaworld.com/javaworld/jw-05-2008/jw-05-newapplet.html
JavaFX forums: http://forums.sun.com/category.jspa?categoryID=132
The JavaFX Journey filing bugs: http://piliq.com/javafx/?p=1144
The Vancouver 2010 Olympics: http://www.vancouver2010.com/olympic-medals/geo-view/
JavaFX – Applet Startup Time: http://rakeshmenonp.wordpress.com/2009/08/31/javafx-applet-startup-time/
Star Cannon: http://www.freearcade.com/StarCannon.jav/StarCannon.html

Does JavaFX have Multiple Inheritance?

CatDog cartoon from Nickodean

CatDog cartoon from Nickelodeon


Often when we learn about object oriented programming we try to find out if a particular language contains a dirty little phrase called multiple inheritance. Of course there are good reasons to try to avoid it (Diamond Problem) but sometimes you can’t.  I believe that it can be used in certain contexts which can be done safely (fearing and trembling from angry purists). In Java when asked if multiple inheritance is supported the answer is “Well, Sort of” or “Yes, but…“. Java has interfaces which follows the Design by Contract concept which forces the developer to implement the interface methods. Fundamentally when we think of abstraction we think of what behavior is common across classes. Abstract classes help but tend to get bloated and some folks resort to creating NOP (No operation performed) methods. One of the major principles of object oriented programming is re-use not un-re-use while rendering an object very coupled-ygoop. It would be wonderful if you could have method re-use from an abstract data type. Well, JavaFX has this ability to do this very thing! So, to ask the question again “Does JavaFX have multiple inheritance?“. I would answer it like this: “Yes, its similar to Java’s Interfaces but with implementation details“. JavaFX uses a concept called Mixin classes which allows the developer to inherit multiple classes. Sweet!


I couldn’t help but think about all kinds of cats when thinking about multiple inheritance (not to be confused with these types of cats I Can Has Cheezburger ). In a nutshell there are Big cats and Small cats.


  • Some Big cats can roar, but all big cats can’t meow.
  • Similarly small cats can meow, but all small cats can’t roar.
  • All cats can purr.

In this example we will model reusable behavior as Mixins and we will also create the standard abstract classes such as “Animal” and “Cat“.

Step 1: Create Abstract Classes

abstract class Animal {
    public var name:String;
    public function eat(food:String){
        println("munchin on {food}");

abstract public class Cat extends Animal {
    public function purr(volume:Integer){
    public function scratch(){


Step 2: Create Mixin Classes

public mixin class Roarer {
    public var bass:Integer = 20;
    public function roar(){

public mixin class Meower {
    public var pitch:Integer = 5;
    public function meow(){

Step 3: Create Derived Classes Inheriting Mixin Classes

// Cheetah's can't roar and can't meow
class Cheetah extends Cat {

class Lion extends Cat, Roarer{
    public override var bass = 50;
    public override function roar() {
        println("(ROAR) I'm King of the land!!!");

class HouseCat extends Cat, Meower {
    public override var pitch = 10;
    public override function meow(){

Step 4: Create instances of the types of Cats

var fluffy:Cat = HouseCat{name:'fluffy'}; // regular house cat
var simba:Cat = Lion{name:'Simba'};      // Lion King cat
var chester:Cat = Cheetah{name:'Chester'}; // Cheetos' Chester

var cats:Cat[] = [fluffy, simba, chester]; // cat bus

Step 5: Create a script level function

Cat will ask to come into your house. Notice the down cast to Meower and Roarer type cats.

function letMeIntoHouse(cat:Cat){
        print("LET ME IN! ");
        if (cat instanceof Meower){
            var meower = (cat as Meower);
        if (cat instanceof Roarer){
            var roarer = (cat as Roarer);

Step 6: run() function like Java’s main()

This will loop through a sequence of cats by:

  • Cat asking in your house
  • Introduces cat
  • Feeds cat
  • Cat will purr
  • function run(){
        def food:String = "tender vittles";
        for (cat:Cat in cats){
            print("The cat named {cat.name} is ");


    LET ME IN! Meow...
    The cat named fluffy is munchin on tender vittles
    LET ME IN! (ROAR) I'm King of the land!!!
    The cat named Simba is munchin on tender vittles
    LET ME IN! Scratching...
    The cat named Chester is munchin on tender vittles


    Although this example doesn’t use Mixins in an RIA context, instead its used with simple domain objects to show multiple inheritance. Hopefully we can now answer the question when asked, “Does JavaFX have multiple inheritance?“. Is it ever a quick answer?