| Java FX – GUIs 
 LESSON NOTE 
 GAME LOOP OR ANIMATION Both a game or animation require for a program to
  update and redraw regularly.  This can
  be done using the AnimationTimer class.  Once started, such a timer automatically
  calls its handle method at 60 frames per second.  It is in the handle method that we make
  update and redraw the game/animation. NOT SO FAST There
  is one complication.  AnimationTimer is not an interface.  So we can't simply implement it like we did
  for EventHandlers. AnimationTimer is an abstract class.  That is simply a class that you must extend
  in order to use.  When extending, you
  are required to implement the handle method. 
   
 There
  are two ways to work with this.  One is
  to extend the AnimationTimer class and then use our
  new class.  This does lead to having
  two files to deal with – but that's not a very big deal. OPTION 2 – USE AN
  ANOMYMOUS INNER CLASS Java
  also allows us to implement the required handle method for this abstract
  class inside another class.  It's a
  little ugly to look at but it does keep the core of our application in a
  single file. EXAMPLE
  OF OPTION 1 In this example, we will simply have an update()
  method that will be called every frame. 
  To keep things simple, we will just output to console for now. 
 
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