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8233338: FX javadoc headings are out of sequence
Reviewed-by: aghaisas
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modules/javafx.base/src/main/java/javafx/beans/binding/package.html

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<body>
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<p>Provides classes that create and operate on a {@link Binding Binding}
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that calculates a value that depends on one or more sources.</p>
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<h1>Characteristics of Bindings</h1>
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<h2>Characteristics of Bindings</h2>
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<p>Bindings are assembled from one or more sources, usually called
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their dependencies. A binding observes its dependencies for changes
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and updates its own value according to changes in the dependencies.</p>
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That means, if a dependency changes, the result of a binding is not
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immediately recalculated, but it is marked as invalid. Next time the
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value of an invalid binding is requested, it is recalculated.</p>
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<h1>High Level API and Low Level API</h1>
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<h2>High Level API and Low Level API</h2>
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<p>The Binding API is roughly divided in two parts, the High Level
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Binding API and the Low Level Binding API. The High Level Binding API
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allows to construct simple bindings in an easy to use fashion.

modules/javafx.base/src/main/java/javafx/beans/property/package.html

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<p>The package {@code javafx.beans.property} defines read-only
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properties and writable properties, plus a number of implementations.
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</p>
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<h1>Read-only Properties</h1>
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<h2>Read-only Properties</h2>
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<p>Read-only properties have two getters, {@code get()} returns the
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primitive value, {@code getValue()} returns the boxed value.</p>
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<p>It is possible to observe read-only properties for changes. They
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getBean()} and {@code getName()} are defined. They return the
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containing bean and the name of a property.</p>
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<h1>Writable Properties</h1>
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<h2>Writable Properties</h2>
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<p>In addition to the functionality defined for read-only
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properties, writable properties contain the following methods.</p>
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<p>A writable property defines two setters in addition to the
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always contain the same value. If one of the properties changes, the
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other one will be updated.</p>
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</body>
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</html>
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</html>

modules/javafx.base/src/main/java/javafx/beans/value/package.html

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fundamental interfaces {@link javafx.beans.value.ObservableValue} and {@link
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javafx.beans.value.WritableValue} and all of its sub-interfaces.</p>
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<h1>ObservableValue</h1>
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<h2>ObservableValue</h2>
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An ObservableValue wraps a value that can be read and observed for
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invalidations and changes. Listeners have to implement either {@link
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javafx.beans.InvalidationListener} or {@link javafx.beans.value.ChangeListener}. To allow
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</tr>
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</table>
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<h1>WritableValue</h1>
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<h2>WritableValue</h2>
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A WritableValue wraps a value that can be read and set. As with {@code
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ObservableValues}, a number of sub-interfaces are defined to work with
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primitive types directly.

modules/javafx.controls/src/main/java/javafx/scene/control/ButtonBar.java

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* annotations, as well as the overarching
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* {@link #buttonOrderProperty() button order} specified for the ButtonBar.
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*
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* <h3>Uniform button sizing</h3>
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* <h2>Uniform button sizing</h2>
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* <p>By default all buttons are uniformly sized in a ButtonBar, meaning that all
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* buttons take the width of the widest button. It is possible to opt-out of this
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* on a per-button basis, but calling the {@link #setButtonUniformSize(Node, boolean)} method with
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* measuring process, so its size will not influence the maximum size calculated
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* for all buttons in the ButtonBar.
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*
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* <h3>Screenshots</h3>
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* <h2>Screenshots</h2>
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* <p>Because a ButtonBar comes with built-in support for Windows, Mac OS
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* and Linux, there are three screenshots shown below, with the same buttons
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* laid out on each of the three operating systems.
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* <strong>Mac OS:</strong><p><img src="doc-files/buttonBar-mac.png" alt=""></p>
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* <strong>Linux:</strong><p><img src="doc-files/buttonBar-linux.png" alt=""></p>
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*
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* <h3>Code Samples</h3>
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* <h2>Code Samples</h2>
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* <p>Instantiating and using the ButtonBar is simple, simply do the following:
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*
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* <pre>

modules/javafx.controls/src/main/java/javafx/scene/control/Cell.java

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* }
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* </pre>
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*
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* <h3>Key Design Goals</h3>
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* <h2>Key Design Goals</h2>
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* <ul>
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* <li>Both time and memory efficient for large data sets</li>
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* <li>Easy to build and use libraries for custom cells</li>
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* <li>Easy to animate the cell size or other properties</li>
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* </ul>
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*
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* <h3>Key Use Cases</h3>
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* <h2>Key Use Cases</h2>
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* Following are a number of key use cases used to drive the Cell API design,
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* along with code examples showing how those use cases are satisfied by this
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* API. This is by no means to be considered the definitive list of capabilities
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* -fx-text-fill: red;
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* }</pre>
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*
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* <h3>Editing</h3>
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* <h2>Editing</h2>
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* <p>Most virtualized controls that use the Cell architecture (e.g. {@link ListView},
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* {@link TreeView}, {@link TableView} and {@link TreeTableView}) all support
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* the notion of editing values directly via the cell. You can learn more about

modules/javafx.controls/src/main/java/javafx/scene/control/ComboBox.java

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* a different type is specified and the ComboBox is to be editable, it is
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* necessary to specify a custom {@link StringConverter}.
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*
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* <h3>A warning about inserting Nodes into the ComboBox items list</h3>
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* <h2>A warning about inserting Nodes into the ComboBox items list</h2>
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* ComboBox allows for the items list to contain elements of any type, including
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* {@link Node} instances. Putting nodes into
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* the items list is <strong>strongly not recommended</strong>. This is because

modules/javafx.controls/src/main/java/javafx/scene/control/Dialog.java

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* the above is to help introduce developers to the {@link Optional} API, which
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* is new in Java 8 and may be foreign to many developers.
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*
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* <h3>Dialog Validation / Intercepting Button Actions</h3>
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* <h2>Dialog Validation / Intercepting Button Actions</h2>
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*
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* <p>In some circumstances it is desirable to prevent a dialog from closing
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* until some aspect of the dialog becomes internally consistent (e.g. a form
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* }
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* });}</pre>
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*
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* <h3>Dialog Closing Rules</h3>
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* <h2>Dialog Closing Rules</h2>
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*
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* <p>It is important to understand what happens when a Dialog is closed, and
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* also how a Dialog can be closed, especially in abnormal closing situations

modules/javafx.controls/src/main/java/javafx/scene/control/ListView.java

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* making use of ListView, as all modern IDEs are able to auto-complete far
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* more successfully with the additional type information.
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*
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* <h3>Populating a ListView</h3>
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* <h2>Populating a ListView</h2>
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* <p>A simple example of how to create and populate a ListView of names (Strings)
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* is shown here:
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*
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* copied into the items list - meaning that subsequent changes to the content
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* list are not observed, and will not be reflected visually within the ListView.
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*
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* <h3>ListView Selection / Focus APIs</h3>
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* <h2>ListView Selection / Focus APIs</h2>
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* <p>To track selection and focus, it is necessary to become familiar with the
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* {@link SelectionModel} and {@link FocusModel} classes. A ListView has at most
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* one instance of each of these classes, available from
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*
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* <pre> {@code listView.getSelectionModel().setSelectionMode(SelectionMode.MULTIPLE);}</pre>
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*
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* <h3>Customizing ListView Visuals</h3>
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* <h2>Customizing ListView Visuals</h2>
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* <p>The visuals of the ListView can be entirely customized by replacing the
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* default {@link #cellFactoryProperty() cell factory}. A cell factory is used to
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* generate {@link ListCell} instances, which are used to represent an item in the
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* ListView. See the {@link Cell} class documentation for a more complete
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* description of how to write custom Cells.
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*
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* <h3>Editing</h3>
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* <h2>Editing</h2>
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* <p>This control supports inline editing of values, and this section attempts to
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* give an overview of the available APIs and how you should use them.</p>
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*

modules/javafx.controls/src/main/java/javafx/scene/control/Pagination.java

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* which has been divided into smaller parts.
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* </p>
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*
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* <h3>Styling the page indicators</h3>
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* <h2>Styling the page indicators</h2>
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* <p>
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* The control can be customized to display numeric page indicators or bullet style indicators by
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* setting the style class {@link #STYLE_CLASS_BULLET}. The
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* via CSS using -fx-max-page-indicator-count.
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*</p>
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*
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* <h3>Page count</h3>
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* <h2>Page count</h2>
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* <p>
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* The {@link #pageCountProperty() pageCountProperty} controls the number of
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* pages this pagination control has. If the page count is
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* not known {@link #INDETERMINATE} should be used as the page count.
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* </p>
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*
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* <h3>Page factory</h3>
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* <h2>Page factory</h2>
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* <p>
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* The {@link #pageFactoryProperty() pageFactoryProperty} is a callback function
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* that is called when a page has been selected by the application or
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* Null should be returned if the selected page index does not exist.
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* </p>
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*
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* <h3>Creating a Pagination control:</h3>
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* <h2>Creating a Pagination control:</h2>
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* <p>
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* A simple example of how to create a pagination control with ten pages and
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* each page containing text.

modules/javafx.controls/src/main/java/javafx/scene/control/TreeView.java

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* nodes of the root node are shown. By default, the root node is shown in the
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* TreeView.
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*
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* <h3>TreeView Selection / Focus APIs</h3>
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* <h2>TreeView Selection / Focus APIs</h2>
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* <p>To track selection and focus, it is necessary to become familiar with the
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* {@link SelectionModel} and {@link FocusModel} classes. A TreeView has at most
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* one instance of each of these classes, available from
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*
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* <pre> {@code treeView.getSelectionModel().setSelectionMode(SelectionMode.MULTIPLE);}</pre>
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*
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* <h3>Customizing TreeView Visuals</h3>
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* <h2>Customizing TreeView Visuals</h2>
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* <p>The visuals of the TreeView can be entirely customized by replacing the
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* default {@link #cellFactoryProperty() cell factory}. A cell factory is used to
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* generate {@link TreeCell} instances, which are used to represent an item in the
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* TreeView. See the {@link Cell} class documentation for a more complete
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* description of how to write custom Cells.
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*
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* <h3>Editing</h3>
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* <h2>Editing</h2>
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* <p>This control supports inline editing of values, and this section attempts to
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* give an overview of the available APIs and how you should use them.</p>
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*

modules/javafx.graphics/src/main/java/javafx/scene/Node.java

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* an UnsupportedOperationException being thrown.
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* </p>
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*
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* <h3>String ID</h3>
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* <h2>String ID</h2>
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* <p>
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* Each node in the scene graph can be given a unique {@link #idProperty id}. This id is
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* much like the "id" attribute of an HTML tag in that it is up to the designer
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* scene graph. The id can also be used identify nodes for applying styles; see
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* the CSS section below.
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*
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* <h3>Coordinate System</h3>
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* <h2>Coordinate System</h2>
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* <p>
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* The {@code Node} class defines a traditional computer graphics "local"
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* coordinate system in which the {@code x} axis increases to the right and the
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* important context-specific information about coordinate mapping and how
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* it can affect rendering.
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*
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* <h3>Transformations</h3>
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* <h2>Transformations</h2>
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* <p>
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* Any {@code Node} can have transformations applied to it. These include
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* translation, rotation, scaling, or shearing.
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* chain of transforms. The order in which the transforms are applied is
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* defined by the ObservableList specified in the {@link #getTransforms transforms} variable.
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*
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* <h3>Bounding Rectangles</h3>
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* <h2>Bounding Rectangles</h2>
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* <p>
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* Since every {@code Node} has transformations, every Node's geometric
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* bounding rectangle can be described differently depending on whether
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* respective bounds"> </p>
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*
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*
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* <h3>CSS</h3>
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* <h2>CSS</h2>
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* <p>
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* The {@code Node} class contains {@code id}, {@code styleClass}, and
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* {@code style} variables that are used in styling this node from

modules/javafx.graphics/src/main/java/javafx/scene/input/DragEvent.java

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* Drag entered/exited events behave similarly to mouse entered/exited
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* events, please see {@code MouseEvent} overview.
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*
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* <h3>Drag sources: initiating a drag and drop gesture</h3>
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* <h2>Drag sources: initiating a drag and drop gesture</h2>
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*
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* When a drag gesture is detected, an application can decide whether to
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* start a drag and drop gesture or continue with a press-drag-release gesture.
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});
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* </pre>
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*
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* <br><h3>Potential drop targets</h3>
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* <br><h2>Potential drop targets</h2>
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*
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* <p>
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* After the drag and drop gesture has been started, any object
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});
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* </pre>
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*
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* <h3>Drag sources: finalizing drag and drop gesture</h3>
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* <h2>Drag sources: finalizing drag and drop gesture</h2>
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*
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* <p>
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* After the gesture has been finished, whether by successful or unsuccessful

modules/javafx.graphics/src/main/java/javafx/scene/input/MouseEvent.java

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* screenX,screenY - relative to origin of the screen that
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* contains the mouse pointer.
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*
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* <h3>Dragging gestures</h3>
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* <h2>Dragging gestures</h2>
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* <p>
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* There are three types of dragging gestures. They are all initiated by
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* a mouse press event and terminated as a result of a mouse released
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* {@code isSynthesized()} method may be used to detect the problem and make the
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* dragging handlers behave accordingly.
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*
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* <h3>Mouse enter/exit handling</h3>
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* <h2>Mouse enter/exit handling</h2>
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* <p>
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* When mouse enters a node, the node gets {@code MOUSE_ENTERED} event, when
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* it leaves, it gets {@code MOUSE_EXITED} event. These events are delivered
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* {@code MOUSE_ENTERED_TARGET} event handler will receive the
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* {@code MOUSE_ENTERED} event on target.
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*
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* <h3>Notes</h3>
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* <h2>Notes</h2>
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* <ul>
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* <li>For triggering context menus see the {@link ContextMenuEvent}.</li>
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* </ul>

modules/javafx.graphics/src/main/java/javafx/scene/layout/AnchorPane.java

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* AnchorPanes may be styled with backgrounds and borders using CSS. See
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* {@link javafx.scene.layout.Region Region} superclass for details.</p>
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*
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* <h3>Anchor Constraints</h3>
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* <h2>Anchor Constraints</h2>
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* <p>
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* The application sets anchor constraints on each child to configure the anchors
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* on one or more sides. If a child is anchored on opposite sides (and is resizable), the
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* anchorPane.getChildren().addAll(list, button);
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* </code></pre>
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*
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* <h3>Resizable Range</h3>
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* <h2>Resizable Range</h2>
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* <p>
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* An anchor pane's parent will resize the anchor pane within the anchor pane's resizable range
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* during layout. By default the anchor pane computes this range based on its content

modules/javafx.graphics/src/main/java/javafx/scene/layout/BorderPane.java

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* BorderPane lays out each child set in the five positions regardless of the child's
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* visible property value; unmanaged children are ignored.</p>
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*
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* <h3>Resizable Range</h3>
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* <h2>Resizable Range</h2>
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* <p>
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* BorderPane is commonly used as the root of a {@link javafx.scene.Scene Scene},
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* in which case its size will track the size of the scene. If the scene or stage
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* bounds may extend outside its own bounds if a child's min size prevents it from
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* being fit within it space.</p>
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*
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* <h4>Optional Layout Constraints</h4>
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* <h2>Optional Layout Constraints</h2>
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*
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* <p>
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* An application may set constraints on individual children to customize BorderPane's layout.

modules/javafx.graphics/src/main/java/javafx/scene/layout/FlowPane.java

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* FlowPane may be styled with backgrounds and borders using CSS. See
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* {@link javafx.scene.layout.Region Region} superclass for details.</p>
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*
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* <h3>Resizable Range</h3>
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* <h2>Resizable Range</h2>
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*
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* <p>
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* A flowpane's parent will resize the flowpane within the flowpane's resizable range

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