FXML Best Practices
Daniel Zwolenski
zonski at gmail.com
Wed Dec 19 20:44:54 PST 2012
Ok, cool. I interpreted your response about the controller approach being
on par with the lookups as advocacy rather than laziness (I'm good with
laziness) and got scared SB was using that style too. No point wasting time
on it from the sounds of it.
In the game I'd like to use the controllers though but we can look at that
over there :)
On Thu, Dec 20, 2012 at 3:01 PM, Richard Bair <richard.bair at oracle.com>wrote:
> > I don't think this really merits a discussion. I was lazy. I think I'm
> entitled to being lazy :-)
>
> I don't mean "this was a dumb question", but more that you shouldn't read
> anything into the approach I was using in the game. I like to do things
> different just for the heck of it some times to get a feel for different
> approaches. SceneBuilder's philosophy is simple: be the very best layout
> tool in existence. It is based on top of FXML and is not supposed to
> introduce any additional abstractions or concepts above and beyond what the
> platform already provides. Therefore, it simply maps on top of the existing
> FXML + Controller + Annotations concepts. If we add additional concepts
> into the core of FXML, then SceneBuilder will expose support for that too.
>
> Which is what I meant when I said "it doesn't merit a discussion". I
> wasn't setting any new trend or anything. It was just something different
> for the heck of it.
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