Game Development Reference
In-Depth Information
denote plugs) not only to Scene Graph and Scene Builder, above it , but also to Java
JDK 8 and the Quantum Toolkit, below it . As you can see, Java JDK 8 (and APIs) then
connects the JavaFX new media engine to NetBeans, the JVM, and the various plat-
forms that Java currently supports as well as to future platforms, such as Android 4
(32-bit Android), Android 5 (64-bit Android) and iOS.
Figure 4-1 . How JavaFX 8 is stratified, from the Scene Graph at the top down through Java 8, NetBeans 8.0, JVMs,
and OSs
The Quantum Toolkit , which is connected to the JavaFX 8.0 API, ties together all
the powerful new media engines that you are going to be learning about. The Quantum
Toolkit also handles the thread management for all of these, so your game code, and
your game's new media (audio, video, 3D, and so on), can use separate processors on
the dualcore, quadcore, hexacore and octacore CPUs that are so commonplace in
today's computers and consumer electronics devices.
The Glass Windowing Toolkit controls window management for JavaFX 8.0, and
is responsible for all of the discrete areas on the display screen, such as the stage and
pop-up windows, including dialogs. Glass also manages the event processing queue ,
passing events up to JavaFX for processing, and sets up timers .
As you can see in the figure, there is also a WebKit engine and a Media (player)
engine, which are managed by the Quantum Toolkit. The WebKit engine renders your
HTML5 and CSS3 web content, and the media player media playback engine plays
your digital audio and digital video assets, respectively.
 
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