Scale not updating during key inputs - python-3.x

I am currently working on scales using tkinter. I have gotten the code to work except one thing. I have bound keys to the motion of a servo motor. When I press the keys however the scale does not follow what the key bindings do.How can I get the scale to follow the key bindings?
Please see code below
....GPIO setup code above not shown...
def fMin(event):
iDCServo = 2.5
pServo.ChangeDutyCycle(iDCServo) #this is pwm code for the servo motor
def fMin2(event):
iDCServo = 7.5
pServo.ChangeDutyCycle(iDCServo)
def fMax(event):
iDCServo = 12.5
pServo.ChangeDutyCycle(iDCServo)
def fMax2(event):
iDCServo = 7.5
pServo.ChangeDutyCycle(iDCServo)
def fOperation():
global guiSliderServo1, iLoop
while True:
win = Tk()
win.wm_title(">>>Servo Slider<<<")
win.geometry("800x100+0+0")
guiSliderServo1 = Scale(win, from_=-45, to_=45, orient=HORIZONTAL, length_=700, sliderlength_=10, tickinterval_=5, command=fSliderServo1)
guiSliderServo1.set(0)
guiSliderServo1.grid(row=0)
guiSliderServo1.pack(side=TOP)
guiSliderServo1.bind('<Key-q>', fMin)
guiSliderServo1.bind('<KeyRelease-q>', fMin2)
guiSliderServo1.bind('<Key-e>', fMax)
guiSliderServo1.bind('<KeyRelease-e>', fMax2)
guiSliderServo1.focus_set()
guiButtonExit = Button(win, text="Exit Slider", command=quit)
guiButtonExit.pack(side=BOTTOM)
win.mainloop()
...there is some remaining code regarding looks, functions and imports not shown, not sure, but probably would just clutter the real question.
Thank you

The while True hogs the computer so there is no time left for Tkinter to update the widget. You should be able to just delete the while True in the above code and be fine because Tkinter's mainloop() essentially does the same thing, i.e. continually checks for a keypress. Also mixing grid and pack, you use both, yields unknown results. Settle on one and use it. Note that this code does not change the scale, and the Button command should be win.quit.

Related

Splitting tkinter canvas and frame apart

Got a tkinter frame on the left being used for labels, checkbuttons, etc. On the right is a canvas displaying a map. I can scroll over the map and it will give the longitude/latitude coordinates of where the mouse pointer is located on the map at the time in question. I can click on the map and it will zoom in on the map. The problem is when I'm on the frame where I want to display underlying map data as I scroll the mouse across the frame the longitude/latitude changes, even though I'm not on the canvas. If I click on the frame, haven't put any checkbuttons on there yet to test it that way, it zooms right in just like it would over on the canvas.
Is there any way to split apart the action 'sensing' of the frame and canvas to keep them separate.
I would post up the code, a bit lengthy, but I got get out of here as I'm already running late.
Edit:
I'm back and thanks to Bryan's reply I think I understand what he was saying to do, just not sure how to do it. In a couple of attempts nothing seemed to work. Granted I'm still not fully sure of the (self,parent) 'addressing' method in the code below.
Also I see high probability coming up in the not to distant future of needing to be able to reference the mouse button to both t he canvas and the frame separately, aka have it do different things depending on where I have clicked on. Fortunately with the delay thanks to having to get out of here earlier and with Bryan's answer I have been able to shorten the code down even more and now have code that is doing exactly what I'm talking about. The delay in posting code worked to my benefit.
import tkinter as tk
from tkinter import *
class Example(tk.Frame):
def __init__(self, parent):
tk.Frame.__init__(self, parent)
self.frame = tk.Frame(self,bg='black', width=1366, height=714)
self.frame1 = tk.Frame(self,bg='gray', width=652, height=714)
self.frame.pack()
self.canvas = tk.Canvas(self, background="black", width=714, height=714)
self.canvas.pack_propagate(0)
self.canvas.place(x=652,y=0)
self.frame1.pack_propagate(0)
self.frame1.place(x=0,y=0)
self.longitudecenter = -95.9477127
self.latitudecenter = 36.989772
self.p = 57.935628
global v
s = Canvas(self, width=150, height=20)
s.pack_propagate(0)
s.place(x=0,y=695)
v = Label(s, bg='gray',fg='black',borderwidth=0,anchor='w')
v.pack()
parent.bind("<Motion>", self.on_motion)
self.canvas.focus_set()
self.canvas.configure(xscrollincrement=1, yscrollincrement=1)
def on_motion(self, event):
self.canvas.delete("sx")
self.startx, self.starty = self.canvas.canvasx(event.x),self.canvas.canvasy(event.y)
px = -(round((-self.longitudecenter + (self.p/2))- (self.startx * (self.p/714)),5))
py = round((self.latitudecenter + (self.p/2))-(self.starty * (self.p /714)),5)
v.config(text = "Longitude: " + str(px))
if __name__ == "__main__":
root = tk.Tk()
Example(root).pack(fill="both", expand=True)
root.mainloop()
This is part of what I've been using. How do I change it so I can bind to to the frame and to the canvas separately. Right now I only need, with the case of the mouse position, to be able to bind to the canvas, but in the future I will need to be able to use mouse clicks, maybe even mouse position separately on the canvas and frame.(who knows given how much this project has changed/advanced since I started it three weeks ago...the sky is the limit).
If you want a binding to only fire for a specific widget, but the binding on that widget rather than on a containing widget.
Change this:
parent.bind("<Motion>", self.on_motion)
To this:
self.canvas.bind("<Motion>", self.on_motion)

Stopping, restarting and changing variables in a thread from the main program (Python 3.5)

I'm very new to threading am and still trying to get my head around how to code most of it. I am trying to make what is effectively a text editor-type input box and so, like every text editor I know, I need a cursor-bar thing to indicate the location at which the text is being typed to. Thus I also want to be able to flicker/blink the cursor, which i thought would also prove good practice for threading.
I have a class cursor that creates a rectangle on the canvas based on the bounding box of my canvas text, but I then need to change it's location as more characters are typed; stop the thread and instantaneously hide the cursor rectangle when the user clicks outside of the input box; and lastly restart the thread/a loop within the thread (once again, sharing a variable) - the idea here being that the cursor blinks 250 times and after then, disappears (though not necessary, I thought it would make a good learning exercise).
So assuming that I have captured the events needed to trigger these, what would be the best way to go about them? I have some code, but I really don't think it will work, and just keeps getting messier. My idea being that the blinking method itself was the thread. Would it be better to make the whole class a thread instead? Please don't feel restricted by the ideas in my code and feel free to improve it. I don't think that the stopping is working correctly because every time I alt+tab out of the window (which i have programmed to disengage from the input box) the Python shell and tkinter GUI stop responding.
from tkinter import *
import threading, time
class Cursor:
def __init__(self, parent, xy):
self.parent = parent
#xy is a tuple of 4 integers based on a text object's .bbox()
coords = [xy[2]] + list(xy[1:])
self.obj = self.parent.create_rectangle(coords)
self.parent.itemconfig(self.obj, state='hidden')
def blink(self):
blinks = 0
while not self.stop blinks <= 250:
self.parent.itemconfig(self.obj, state='normal')
for i in range(8):
time.sleep(0.1)
if self.stop: break
self.parent.itemconfig(self.obj, state='hidden')
time.sleep(0.2)
blinks += 1
self.parent.itemconfig(self.obj, state='hidden')
def startThread(self):
self.stop = False
self.blinking = threading.Thread(target=self.blink, args=[])
self.blinking.start()
def stopThread(self):
self.stop = True
self.blinking.join()
def adjustPos(self, xy):
#I am not overly sure if this will work because of the thread...
coords = [xy[2]] + list(xy[1:])
self.parent.coords(self.obj, coords)
#Below this comment, I have extracted relevant parts of classes to global
#and therefore, it may not be completely syntactically correct nor
#specifically how I initially wrote the code.
def keyPress(e):
text = canvas.itemcget(textObj, text)
if focused:
if '\\x' not in repr(e.char) and len(e.char)>0:
text += e.char
elif e.keysym == 'BackSpace':
text = text[:-1]
canvas.itemconfig(textObj, text=text)
cursor.adjustPos(canvas.bbox(textObj))
def toggle(e):
if cursor.blinking.isAlive(): #<< I'm not sure if that is right?
cursor.stopThread()
else:
cursor.startThread()
if __name__=="__main__":
root = Tk()
canvas = Canvas(root, width=600, height=400, borderwidth=0, hightlightthickness=0)
canvas.pack()
textObj = canvas.create_text(50, 50, text='', anchor=NW)
root.bind('<Key>', keyPress)
cursor = Cursor(canvas, canvas.bbox(textObj))
#Using left-click event to toggle thread start and stop
root.bind('<ButtonPress-1', toggle)
#Using right-click event to somehow restart thread or set blinks=0
#root.bind('<ButtonPress-3', cursor.dosomething_butimnotsurewhat)
root.mainloop()
If there is a better way to do something written above, please also tell me.
Thanks.

I'm new to coding. A while loop in Python won't work properly, but has no errors

I got this code from a book called "Python for Kids," by Jason Briggs. This code was ran in Python 3.4.3. I don't have any outside coding experience outside from this book. I tried multiple possibilities to fix this and looked online, but I couldn't find anything that would work or help my problem. If you have new code or edits for this code, that would be helpful to me continuing to learn Python.
from tkinter import *
import random
import time
class Game:
def __init__(self):
self.tk = Tk()
self.tk.title("Mr. Stick Man Races for The Exit")
self.tk_resizable(0, 0)
self.tk.wm_attributes("-topmost", 1)
self.canvas = Canvas(self.tk, width=500, height=500, highlightthickness=0)
self.canvas.pack()
self.tk.update()
self.canvas_height = 500
self.canvas_width = 500
self.bg = PhotoImage(file="Wallpaper.gif")
w = self.bg.width()
h = self.bg.height()
for x in range(0, 5):
for y in range(0, 5):
self.canvas.create_image(x * w, y * h, image=self.bg, anchor='nw')
self.sprites = []
self.running = True
def mainloop(self):
while 1:
if self.running == True:
for sprite in self.sprites:
sprites.move()
self.tk.update_idletasks()
self.tk.update()
time.sleep(0.01)
g = Game()
g.mainloop()
This code was supposed to make a window with a wallpaper I created in Gimp to fill the window. When I ran the code, nothing happened and no errors appeared. What I need help on is making a window with my wallpaper appear. If you can help, can you give me an explanation with code. I'm sorry if my mistakes are obvious.
These two statements need to be all the way to the left, with no indentation:
g = Game()
g.mainloop()
The code class Game: creates a class, which can be thought of as a recipe for how to create a game. It does not actually create the game, it only provides code to create the game.
In order to actually create the game -- called instantiatiation -- you need to call Game as if it was a function. When you do g = Game() you are actually creating the game object and saving a reference to it. Unless you do this, the game will never be created. Thus, to create a instance of the game, you must define it in one step (class Game()) and create it in another (g = Game())
Warning, there are other problems in the code. This answers your specific question, but you need to fix the indentation of the def mainloop statemen, and there may be other issues.
The biggest problem is that this simply isn't the right way to do animation in Tkinter. It might be ok as a learning tool, but ultimately this is simply not proper usage of tkinter. I don't know if this code is straight from the book or if this is code you're trying on your own, but tkinter simply isn't designed to work this way. You shouldn't be creating your own mainloop function because tkinter has one that is built in.
To fix the mainloop issue, remove the existing mainloop function, and add this in its place (properly indented under class Game():
def mainloop(self):
# start the animation
self.animate()
# start the event loop
self.tk.mainloop()
def animate(self):
if self.running == True:
for sprite in self.sprites:
sprites.move()
self.tk.after(10, self.animate)

Continually running functions in tkinter after mainloop in Python 3.4

What I want to do is colour in a single pixel in the centre of the screen, then at random choose an adjacent pixel and colour it in, and then repeat until some condition is met - anything such as time, or the screen is full, or after a certain number of pixels are full. This ending isn't too important, I haven't got that far yet, and I think I could manage to work that out myself.
I have no experience with tkinter, but I decided it was the best way to display this, since I don't really no any other way. Some of this code (mainly the tkinter functions like Canvas, PhotoImage etc) is therefore copy-pasted (and slightly edited) from examples I found here.
What my code does when run is hard to tell - it uses the CPU as much as it can seemingly indefinitely, and slowly increases its memory usage, but doesn't appear to do anything. No window opens, and the IDLE interpreter goes to a blank line, as usual when calculating something. When killed, the window opens, and displays a white page with a little black blob in the bottom right corner - as if the program had done what it was meant to, but without showing it happening, and starting in the wrong place.
So:
Why does it do this?
What should I do to make my program work?
What would be a better way of coding this, changing as many things as you like (ie. no tkinter, a different algorithm etc)?
from tkinter import Tk, Canvas, PhotoImage, mainloop
from random import randrange
from time import sleep
def choose_pixel(pixel_list):
possible_pixels = []
for x in pixel_list:
#adjacent pixels to existing ones
a = [x[0] + 1, x[1]]
b = [x[0] - 1, x[1]]
c = [x[0], x[1] + 1]
d = [x[0], x[1] - 1]
#if a not in pixel_list:
possible_pixels.append(a)
#if b not in pixel_list:
possible_pixels.append(b)
#if c not in pixel_list:
possible_pixels.append(c)
#if d not in pixel_list:
possible_pixels.append(d)
pixel_choosing = randrange(len(possible_pixels))
final_choice = possible_pixels[pixel_choosing]
return final_choice
def update_image(img_name, pixel):
img.put("#000000", (pixel[0], pixel[1]))
WIDTH, HEIGHT = 320, 240
window = Tk()
#create white background image
canvas = Canvas(window, width=WIDTH, height=HEIGHT, bg="#ffffff")
canvas.pack()
img = PhotoImage(width=WIDTH, height=HEIGHT)
canvas.create_image((WIDTH, HEIGHT), image=img, state="normal")
first_pixel = [int(WIDTH/2), int(HEIGHT/2)]
pixel_list = [first_pixel]
img.put("#000000", (first_pixel[0], first_pixel[1]))
canvas.pack()
runs = 0
while True:
next_pixel = choose_pixel(pixel_list)
pixel_list.append(next_pixel)
window.after(0, update_image, img, next_pixel)
canvas.pack()
runs+=1
window.mainloop()
The pattern for running something periodically in tkinter is to write a function that does whatever you want it to do, and then the last thing it does is use after to call itself again in the future. It looks something like this:
import tkinter as tk
...
class Example(...):
def __init__(self, ...):
...
self.canvas = tk.Canvas(...)
self.delay = 100 # 100ms equals ten times a second
...
# draw the first thing
self.draw_something()
def draw_something(self):
<put your code to draw one thing here>
self.canvas.after(self.delay, self.draw_something)
After the function draws something, it schedules itself to run again in the future. The delay defines approximately how long to wait before the next call. The smaller the number, the faster it runs but the more CPU it uses. This works, because between the time after is called and the time elapses, the event loop (mainloop) is free to handle other events such as screen redraws.
While you may think this looks like recursion, it isn't since it's not making a recursive call. It's merely adding a job to a queue that the mainloop periodically checks.

tkinter python maximize window

I want to initialize a window as maximized, but I can't find out how to do it. I'm using python 3.3 and Tkinter 8.6 on windows 7. I guess the answer is just here: http://www.tcl.tk/man/tcl/TkCmd/wm.htm#m8
but I have no idea how to input it into my python script
Besides, I need to get the width and height of the window (both as maximised and if the user re-scale it afterwards), but I guess I can just find that out myself.
You can do it by calling
root.state('zoomed')
If you want to set the fullscreen attribute to True, it is as easy as:
root = Tk()
root.attributes('-fullscreen', True)
However, it doesn't show the title bar. If you want to keep it visible, you can resize the Tk element with the geometry() method:
root = Tk()
w, h = root.winfo_screenwidth(), root.winfo_screenheight()
root.geometry("%dx%d+0+0" % (w, h))
With winfo_width() and winfo_height() you can get the width and height or the window, and also you can bind an event handler to the <Configure> event:
def resize(event):
print("New size is: {}x{}".format(event.width, event.height))
root.bind("<Configure>", resize)
To show maximized window with title bar use the 'zoomed' attribute
root = Tk()
root.attributes('-zoomed', True)
I've found this on other website:
import Tkinter
MyRoot = Tkinter.Tk()
MyRoot.state("zoomed")
MyRoot.mainloop()
This solved my problem.
The first approach is to use the root.state('zoomed'), but is not supposed to be universally available. It works on Windows, and on my Ubuntu machine. However, under my Arch machine it doesn't.
The second is to first get the maxsize, and then set geometry manually, like:
m = root.maxsize()
root.geometry('{}x{}+0+0'.format(*m))
This works on most machines, but not on all. For example, under my Arch the maxsize() returns (1425, 870), while the real geometry of maximized window should be (1440, 848). So, you also couldn't rely on it.
And the third, in my opinion the best approach is to use root.wm_attributes('-zoomed', 1). It is universally available and seems to be the safest. On some machines in could zoom only by width or by height, but comparing to previous method, this one would never give you a window partly ouside of the screen.
Finally, if you want a fullscreen, not just zoomed window, use root.wm_attributes('-fullscreen', 1). It provides a native link to window manager's behavior, thus working much better, than playing with overrideredirect and setting geometry by hand (which on some platforms could lead to unmanaged window, which could be closed only by its own interface or killing the process, won't show on the taskbar, etc...)
The most pythonic is" root.wm_state('zoomed'), as mentioned by #J.F.Sebastian
I recently ran into a similar issue where a library I was supporting needed to add Windows 10 as a development target also. Thanks to the information I found here, This is what we're doing now:
class INI_Link:
"""A connector class between a value stored in an ini file, and a value stored elsewhere that can be get and set with two helper functions."""
def __init__(self, getter, setter, varname, inigroup="Settings", inifile=''):
"""Remember that getter is called first to provide the default value.
Then the ini value is read if available, if not the default value is used."""
self._get = getter
self._set = setter
self._save = lambda value :inidb(inifile)[inigroup].__setitem__(varname, getter())
self._load = lambda :inidb(inifile)[inigroup].get(varname, getter())
#first load
self._lastvalue = self._load()
print(self._lastvalue)
self._set(self._lastvalue)
self._callbacks=[]
def trace(self, callback, mode='w'):
"""this only traces for .value.set() not for changes to the underlying value in either location.
if you never touch this again until .commit() at the end of your program, then it will never trigger until then.
call .probe() to force to check for changes without returning anything."""
self.callbacks.append(callback)
def probe(self):
"""check for changes, if there have been any, allert all traces."""
self._monitor(self._get())
def __get__(self):
value = self._get()
self._monitor(value)
return value
def __set__(self, value):
self._set(value)
self._save(value)
self._monitor(value)
def _monitor(value):
"helper to dispatch callbacks"
if value != self._lastvalue:
self._lastvalue = value
for cb in self._callbacks:
try:
cb()
except:
pass
def commit(self):
"""Call this right before getter is no longer useful."""
self._save(self._get())
And then in the main window class's __init__()
self._geometry = INI_Link(self.tkroot.geometry, self.tkroot.geometry, "window_geometry")
try:
#umbuntu and others, not arch
self._zoomed = INI_Link(lambda:self.tkroot.wm_attributes('-zoomed'),
lambda z: self.tkroot.wm_attributes('-zoomed', z)
, "window_zoomed")
except:
#windows and others, not umbuntu
self._zoomed = INI_Link(lambda: self.tkroot.state() == 'zoomed',
lambda z: self.tkroot.state(['normal','zoomed'][z])
, "window_zoomed")
and then when the window is being closed:
#save zoomed state.
self._zoomed.commit()
try:
if self.tkroot.wm_attributes('-zoomed'):
self.tkroot.wm_attributes('-zoomed', False)
self.tkroot.update()
except:
if self.tkroot.state() != 'normal':
self.tkroot.state('normal')
self.tkroot.update()
#save window size in normal state
self._geometry.commit()
With TkAgg as backend this is the only combination that maximized the window without fullscreen:
win_manager = plt.get_current_fig_manager()
win_manager.window.state('zoomed')
win_manager.full_screen_toggle()

Resources