Tkinter: use after five times and then stop - python

In my app I'm trying to have a blinking image. This image should be blinking just five times and then stay still in the frame for five seconds. Right now I've menaged to make the image flash, but I don't know how to make it blink just five times and then stay still.
I've tried using a for loop but it did not solve it. This is my code:
import tkinter as tk
from PIL import ImageTk, Image, ImageGrab
class Blinking(tk.Frame):
def __init__(self, parent, *args, **kwargs):
tk.Frame.__init__(self, parent, *args, **kwargs)
self.first_img = ImageTk.PhotoImage(
Image.open("img_1.png")
)
self.first_img_label = tk.Label(self, image=self.first_img, foreground="black")
self.first_img_label.pack(padx=50, side="left", anchor="w")
self.button = tk.Button(self, text="start", command=self.blink_img)
self.button.pack()
def blink_img(self):
current_color = self.first_img_label.cget("foreground")
background_color = self.first_img_label.cget("background")
blink_clr = "black" if current_color == background_color else background_color
blink_img = "" if current_color == background_color else self.first_img
self.first_img_label.config(image=blink_img, foreground=blink_clr)
self.after_f = self.first_img_label.after(601, self.blink_img)
if __name__ == "__main__":
root = tk.Tk()
root.attributes("-fullscreen", True)
root.attributes("-topmost", True)
Blinking(root).pack(side="top", fill="both", expand=True)
root.mainloop()
How can I achieve this?

Keep track of how many times you've 'blinked', then use after_cancel() to stop when you want.
def __init__(self, parent, *args, **kwargs):
... # code removed for brevity
self.blink_count = 0 # initialize blink counter
def blink_img(self):
current_color = self.first_img_label.cget("foreground")
background_color = self.first_img_label.cget("background")
blink_clr = "black" if current_color == background_color else background_color
blink_img = "" if current_color == background_color else self.first_img
self.first_img_label.config(image=blink_img, foreground=blink_clr)
if self.blink_count < 5:
self.after_f = self.first_img_label.after(601, self.blink_img)
self.blink_count += 1
else:
self.after_cancel(self.after_f)
self.blink_count = 0 # reset counter

Related

How does one get tooltips working for notebook tabs in python tkinter?

I'm working with python 3.8 and tkinter to create a GUI that uses a ttk notebook (tabbed window). I want to have tooltips displayed for the individual tabs but I can't see how to add the tooltip for the tab. I have a class defined that takes an object and text and adds the tooltip and it works for buttons and other objects.
I have example code here:
'''
At no time were Katz, Dawgs, Mice or Squirrels harmed in any way during the development of this application. But...
Well just lets say that skunk next door had it coming!
'''
import tkinter as tk
from tkinter import ttk
class CreateToolTip(object):
"""
create a tooltip for a given widget
"""
def __init__(self, widget, text='widget info'):
self.waittime = 250 #miliseconds
self.wraplength = 180 #pixels
self.widget = widget
self.text = text
self.widget.bind("<Enter>", self.enter)
self.widget.bind("<Leave>", self.leave)
self.widget.bind("<ButtonPress>", self.leave)
self.id = None
self.tw = None
def enter(self, event=None):
self.schedule()
def leave(self, event=None):
self.unschedule()
self.hidetip()
def schedule(self):
self.unschedule()
self.id = self.widget.after(self.waittime, self.showtip)
def unschedule(self):
id = self.id
self.id = None
if id:
self.widget.after_cancel(id)
def showtip(self, event=None):
x = y = 0
x, y, cx, cy = self.widget.bbox("insert")
x += self.widget.winfo_rootx() + 25
y += self.widget.winfo_rooty() + 20
# creates a toplevel window
self.tw = tk.Toplevel(self.widget)
# Leaves only the label and removes the app window
self.tw.wm_overrideredirect(True)
self.tw.wm_geometry("+%d+%d" % (x, y))
label = tk.Label(self.tw, text=self.text, justify='left',
background="cornsilk", relief='solid', borderwidth=1,
wraplength = self.wraplength)
label.pack(ipadx=1)
def hidetip(self):
tw = self.tw
self.tw= None
if tw:
tw.destroy()
class MyCanvas(tk.Tk):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.tabControl = ttk.Notebook(self)
self.geometry('600x300')
self.title('An Indepth study of the Differences Between Katz and Dawgs!')
self.tab = {}
self.tab['dawg tab'] = ttk.Frame(self.tabControl)
self.tabControl.add(self.tab['dawg tab'], text='dawgs', state='normal')
self.tab['katz tab'] = ttk.Frame(self.tabControl)
self.tabControl.add(self.tab['katz tab'], text='katz', state='normal')
self.tabControl.enable_traversal()
btn1 = tk.Button(self.tab['dawg tab'], text='Squirrel')
btn1.grid(row=1, column=0)
CreateToolTip(btn1, 'Despised by dawgs!!')
btn2 = tk.Button(self.tab['katz tab'], text='Mice')
btn2.grid(row=1, sticky='EW')
CreateToolTip(btn2, 'Katz find them a tasty treat.')
self.tabControl.grid(row=0, column=0, sticky="W")
# testing ...
if __name__ == '__main__':
root = MyCanvas()
root.mainloop()
Any advice or constructive comments would be greatly appreciated. And yes, the tooltip class was totally plagiarized from someone else here on stack overflow.
Cheers!!
So after a few days and lots of help from a friend here is what I have that actually works:
'''
At no time were Katz, Dawgs, Mice or Squirrels harmed in any way during the development of this application. But...
Well lets just say that skunk next door had it coming!
'''
import tkinter as tk
import tkinter.ttk as ttk
import tkinter.scrolledtext as tkst
class MyCanvas(ttk.Notebook):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.tooltips = dict()
self.tab_list = dict()
self.current_tab = None
self.waittime = 250 #miliseconds
self.wraplength = 180 #pixels
self.id = None
self.tw = None
self.bind('<Motion>', self.motion)
self.bind('<ButtonPress>', self.leave)
self.line_number = 0
def leave(self, event=None):
self.unschedule()
self.hide_tip()
def schedule(self):
self.unschedule()
self.id = self.after(self.waittime, self.show_tip)
def unschedule(self):
id = self.id
self.id = None
if id:
self.after_cancel(id)
def show_tip(self):
if self.tw:
return
if self.current_tab in self.tooltips.keys():
x = y = 0
x, y, cx, cy = self.bbox('insert')
x += self.winfo_rootx() + 25
y += self.winfo_rooty() - 20
# creates a toplevel window
self.tw = tk.Toplevel(self)
# Leaves only the label and removes the app window
self.tw.wm_overrideredirect(True)
self.tw.wm_geometry(f'+{x}+{y}')
self.tw.wm_attributes('-topmost', True)
label = ttk.Label(self.tw, text=self.tooltips[self.current_tab], background='cornsilk')
label.pack()
def add(self, *args, **kwargs):
if 'tooltip' in kwargs.keys():
tooltip = kwargs['tooltip']
del kwargs['tooltip']
else:
tooltip = None
self.tab_list[kwargs.get('text')] = args[0]
super().add(*args, **kwargs)
if tooltip and ('text' in kwargs.keys()):
self.set_tooltip(kwargs['text'], tooltip)
def set_tooltip(self, tab_text, tooltip):
for idx in range(self.index('end')):
if self.tab(idx, 'text') == tab_text:
self.tooltips[tab_text] = tooltip
return True
return False
def motion(self, event):
if self.identify(event.x, event.y) == 'label':
index = self.index(f'#{event.x},{event.y}')
if self.current_tab != self.tab(index, 'text'):
self.current_tab = self.tab(index, 'text')
self.show_tip()
else:
self.hide_tip()
self.current_tab = None
def hide_tip(self):
tw = self.tw
self.tw = None
if tw:
tw.destroy()
def insert_text_to_tab(self, **kwargs):
string_var = tk.StringVar()
if 'tab' in kwargs.keys():
the_tab = kwargs.get('tab')
string_var.set(kwargs.get('data'))
the_label = tk.Label(self.tab_list[the_tab], textvariable=string_var, background='lightblue')
the_label.pack()
def get_scrolled_text_widget(parent):
st_widget = tkst.ScrolledText(parent)
return st_widget
if __name__ == '__main__':
root = tk.Tk()
root.title('An Indepth study of the Differences Between Katz and Dawgs!')
canvas = MyCanvas(root)
canvas.pack(fill='both', expand=1)
canvas.add(get_scrolled_text_widget(canvas), text='Dawgz', tooltip='A quadraped that doesn\'t look like a kat')
canvas.add(get_scrolled_text_widget(canvas), text='Katz', tooltip='A quadraped that doesn\'t look like a dawg')
canvas.insert_text_to_tab(data='Dawgz hate squirrels!!', tab='Dawgz')
canvas.insert_text_to_tab(data='Katz find mice a tasty treat.', tab='Katz')
root.mainloop()
So it would appear that I was thinking about it a bit wrong and I had only to think of each tabbed entry as an object instead of an attribute (I'm sure the python peanut gallery are going to be all over me for saying that) the solution is quit straight forward.
Cheers!!

Python: parallel processing and tkinter

I am trying to implement a piano game. The rules are simple: a note is played and after 5 seconds the answer is shown. The problem is that I want the user to be able to play the notes while the program waits for those 5 seconds. Right now the program creates a new GUI window when the the gamemode's process starts.
Gamemode class:
from multiprocessing import Process
import random
import time
class Practice(Process):
def __init__(self, keys, rounds = 5):
super(Process, self).__init__()
self.rounds = rounds
self.keys = keys
def run(self):
for i in range(3):
answer = self.__random_key()
answer.play()
time.sleep(3)
print("woke up")
self.show_answer()
def show_answer(self, answer):
print(f"Answer is: {answer.name}")
def __random_key(self):
return self.keys[random.randint(0, len(self.keys) - 1)]
piano key class:
import asyncio
import copy
import time
from tkinter import Button
from pygame import mixer
class PianoKey():
def __init__(self, master, note = None, octave = None, color = None):
self.master = master
self.note = note
self.color = color
self.octave = octave
self.name = f"{note}{octave}"
self.button = Button(self.master, bg = color, command = lambda : self.play())
def get_piano_button(self):
return self.button
def empty_copy(self):
button = self.button
self.button = None
result = copy.copy(self)
self.button = button
def change_color(self, color):
self.button.config(bg = color)
def play(self):
path = "PATH_OF_NOTES_FOLDER"
print(f"played {self.name}")
# mixer.music.load("B3.mp3")
# mixer.music.play()
Piano class and subclasses:
from core.GUI.gui_piece import GUIPiece, GUITypes
from core.GUI.piano_key import PianoKey
from core.game_modes.Practice import Practice
class Piano(GUIPiece):
def __init__(self, master, relx, rely, relwidth, relheight, background = "White", octaves = 3):
super().__init__(master, relx, rely, relwidth, relheight, GUITypes.FRAME, background)
self.keys = []
self.initiate_keys(octaves)
self.mode = Practice(self.keys)
def get_piano(self):
return self.gui
def initiate_keys(self, octaves):
white_width = 1/(octaves * 7)
self.initiate_key(octaves=octaves, keys=["C", "D", "E", "F", "G", "A", "B"], color="White", positions=[0,1,2,3,4,5,6], width = white_width, relxwidth = white_width, minus_starting = 0, relh = 1)
black_width = white_width * 0.7
self.initiate_key(octaves=octaves, keys=["Cb", "Db", "Fb", "Gb", "Ab"], color="Black", positions=[1,2,4,5,6], width = black_width, relxwidth = white_width, minus_starting= black_width/2, relh = 0.6)
def start_practice(self):
self.mode.start()
# t = threading.Thread(target=self.mode.play())
# print("now going in for loop")
# t.start()
def empty_keys_copy(self):
return [key.empty_copy() for key in self.keys]
def initiate_key(self, octaves, keys, color, positions, width, relxwidth, minus_starting, relh):
for o in range(octaves):
octave = o * 7
for index in range(len(positions)):
relx = relxwidth * (octave + positions[index])- minus_starting
key = PianoKey(self.get_piano(), keys[index], o, color)
self.keys.append(key)
key.get_piano_button().place(relx=relx, rely=0, relwidth= width, relheight = relh)
def show_answer(self):
print(f"Answer is: {self.answer.name}")
self.answer.change_color('Red')
class GUITypes(Enum):
LABEL = 0,
FRAME = 1,
CHECKBUTTON = 2,
BUTTON = 3
class GUIPiece():
def __init__(self, master, relx, rely, relwidth, relheight, type, background = 'Grey', parent = None, text = ""):
self.master = master
self.relx = relx
self.rely = rely
self.relwidth = relwidth
self.relheight = relheight
if type == GUITypes.LABEL:
self.gui = Label(bg = background)
elif type == GUITypes.FRAME:
self.gui = Frame(bg=background)
elif type == GUITypes.CHECKBUTTON:
self.gui = Checkbutton(bg=background)
elif type == GUITypes.BUTTON:
self.gui = Button(bg=background)
else:
raise AttributeError("Please select a GUIType.")
if text != "":
self.set_text(text)
#adapt the relative sizes
if parent != None:
self.relx *= parent.relwidth
self.rely *= parent.relheight
self.relwidth = relwidth * parent.relwidth
self.relheight = relheight * parent.relheight
def get_gui(self):
return self.gui
def set_text(self, text):
self.get_gui().config(text = text)
def set_gui(self, gui):
self.gui = gui
def place(self):
self.gui.place(relx = self.relx, rely = self.rely, relwidth = self.relwidth, relheight = self.relheight)
def get_placements(self):
return self.relx, self.rely, self.relwidth, self.relheight
class GUIButton(GUIPiece):
def __init__(self, master, relx, rely, relwidth, relheight, background = "White", parent = None, text = ""):
super().__init__(master, relx, rely, relwidth, relheight, GUITypes.BUTTON, background, parent = parent, text = text)
main:
from tkinterdnd2 import *
from tkinter import *
from core.GUI.pian import Piano
from core.GUI.top_menu import TopMenu
from core.GUI.top_menu_parts.top_menu_pieces import GUIButton
from core.configurations import PIANO_RELX, PIANO_RELY, PIANO_RELWIDTH, PIANO_RELHEIGHT, TOPMENU_RELHEIGHT
from core.game_modes.Practice import Practice
root = Tk()
# set window title
root.wm_title("Tkinter window")
root.geometry("1600x700")
p = Piano(root, relx=PIANO_RELX, rely=PIANO_RELY, relwidth=PIANO_RELWIDTH, relheight=PIANO_RELHEIGHT, background="White")
p.place()
# t = TopMenu(root, relx=0, rely=0, relwidth=1, relheight=TOPMENU_RELHEIGHT, background="Pink")
start = GUIButton(root, relx=0, rely=0, relwidth=1, relheight=TOPMENU_RELHEIGHT, text="practice")
start.place()
# t.place()
mode = Practice(p.keys)
start.get_gui().config(command = lambda: p.start_practice())
root.mainloop()
Use the root.after() method. It can delay like time.sleep() but can also call a function when the timeout finishes. In this way, the user can play the piano notes while the program is waiting. Here is a tutorial regarding root.after().

Tkinter button highlight feature stops working after command is called

I have been working on my first GUI in tkinter - I am using Windows. My goal right now is to have buttons that accomplish these goals:
The buttons are highlighted when moused over.
The button remains highlighted if clicked.
Only one button can be "selected" (click-highlighted) at a time.
I initially thought that I had accomplished this! But I realize now that my work is not complete.
Here is what I am seeing:
I mouse over button A. It becomes highlighted! (GOOD)
I click on button A. It stays highlighted! (GOOD)
I mouse over button B. It becomes highlighted! (GOOD)
I click on button B. It stays highlighted! The highlight from A is removed! (GOOD)
I mouse over button A. It does not highlight. (BAD)
I am calling the default_coloring class function on button A when I click on button B. However, this appears to turn off the highlighting functions of button A, and the button no longer functions correctly according to the three rules I listed at the top.
How do I ensure that the buttons continue to function normally, even after the command is called? Am I approaching this the wrong way?
import tkinter as tk
blue = '#0000BB'
white = '#FFFFFF'
class HoverButton(tk.Button):
def __init__(self, master, position = None, **kw):
tk.Button.__init__(self,master=master,**kw)
self.defaultBackground = self["background"]
self.defaultForeground = self["foreground"]
self.bind("<Enter>", self.on_enter)
self.bind("<Leave>", self.on_leave)
self.bind("<Button-1>", self.hover_click)
self.state = 0
self.position = position
def on_enter(self, e):
if self.state == 0:
self['background'] = self['activebackground']
self['foreground'] = self['activeforeground']
def on_leave(self, e):
if self.state == 2:
self.state = 0
if self.state == 0:
self['background'] = self.defaultBackground
self['foreground'] = self.defaultForeground
def hover_click(self, e):
self.state += 1
self.state = self.state % 3
if self.state == 2:
self['background'] = self.defaultBackground
self['foreground'] = self.defaultForeground
def default_coloring(self):
self['background'] = self.defaultBackground
self['foreground'] = self.defaultForeground
class AddOnFrame(tk.Frame):
def __init__(self, master):
self.selectedbutton = None
super().__init__(master)
games = ['A','B','C']
self.objs = list()
self['bg'] = blue
for i in range(3):
self.objs.append(HoverButton(self,position = i, text = games[i].upper(), activebackground = white,activeforeground = blue,fg = white, bg = blue, borderwidth=0, relief = 'flat', highlightbackground = white))
self.objs[i]['command'] = lambda c=i: self._hover_button_clicked(self.objs[c])
self.objs[i].grid(row = i, column = 0, sticky = tk.W + tk.E)
self.blanklabel = tk.Label(self, text = '', background = white)
self.blanklabel.grid(row = 0, column = 1,rowspan = 10, sticky = tk.N + tk.E + tk.W + tk.S)
self.grid_columnconfigure(1, weight=1, minsize=10)
self.grid_columnconfigure(2, weight=1, minsize=500)
self.grid_columnconfigure(3, weight=1, minsize=500)
self.grid_columnconfigure(4, weight=1, minsize=500)
self.pack(expand = True)
def _hover_button_clicked(self, HoverButton):
self.lastbutton = self.selectedbutton
if self.lastbutton != None:
self.objs[self.lastbutton].default_coloring()
self.selectedbutton = HoverButton.position
window = tk.Tk()
window.geometry('1750x950')
window['bg'] = blue
window.title('Testing')
lf = AddOnFrame(window)
lf['bg'] = blue
window.mainloop()
I think I found the main source of the problem. When another button is clicked, you restore color of the last clicked button, but you do not reset its state. Change your default_coloring function to:
def default_coloring(self):
self.state = 0
self['background'] = self.defaultBackground
self['foreground'] = self.defaultForeground
But you should also prevent default_coloring if same button is pressed again:
def _hover_button_clicked(self, HoverButton):
self.lastbutton = self.selectedbutton
if (self.lastbutton != None) and (self.lastbutton != HoverButton.position):
self.objs[self.lastbutton].default_coloring()
self.selectedbutton = HoverButton.position
After cursory inspection, this sequence seems to be the problem:
When a button is clicked, the AddOnFrame._hover_button_clicked
method is invoked.
AddOnFrame.selectedbutton is initially None, which means the
if-statement in AddOnFrame._hover_button_clicked will not be
executed the first time. This is why the buttons seem to work the
first time you click them, but not after that.
However, the next time it is invoked (the next time a button is
pressed), AddOnFrame.selectedbutton is not None, and will never
be None again, meaning that from now on, every click will result in
a call to that HoverButton's default_coloring method.
default_coloring is invoked as soon as a button is clicked, which
results in a quick flash from the active color to the default color,
and the button does not stay highlighted.
The quick fix:
Basically, don't do the default_coloring stuff. It seems to be hurting you more than it's helping. Not really sure why you're doing it in the first place (all that stuff with setting the command, the lambda, the whole _hover_button_clicked method) since the buttons seem to be setting their colors back to the default just fine when on_leave or hover_click are invoked. You can fix your problem by changing the body of your HoverButton.default_coloring function to this:
def default_coloring(self):
return
The real fix would be some restructuring of your code.
EDIT I'm offering this to help you simplify things:
import tkinter as tk
colors = {
"white": "#FFFFFF",
"blue": "#0000BB"
}
class HoverButton(tk.Button):
def __init__(self, *args, **kwargs):
tk.Button.__init__(self, *args, **kwargs)
self.is_selected = False
self.is_highlighted = False
self["borderwidth"] = 0
self["relief"] = tk.FLAT
self["font"] = ("United Sans Cd Bk", 30)
self["activeforeground"] = colors["blue"]
self["activebackground"] = colors["white"]
self["highlightbackground"] = colors["white"]
self.recolor()
self.bind("<Enter>", self.on_enter)
self.bind("<Leave>", self.on_leave)
self.bind("<Button-1>", self.on_click)
def recolor(self):
self["background"] = [colors["blue"], colors["white"]][self.is_highlighted]
self["foreground"] = [colors["white"], colors["blue"]][self.is_highlighted]
def on_enter(self, *args):
self.is_highlighted = True
self.recolor()
def on_leave(self, *args):
if self.is_selected:
return
self.is_highlighted = False
self.recolor()
def on_click(self, *args):
self.is_selected = not self.is_selected
class Application(tk.Tk):
def __init__(self, *args, **kwargs):
tk.Tk.__init__(self, *args, **kwargs)
self.title("Window")
self.geometry("256x256")
self.resizable(width=False, height=False)
self["background"] = colors["blue"]
button_labels = ["A", "B", "C"]
self.buttons = []
for row, button_label in enumerate(button_labels):
button = HoverButton(text=button_label)
button.grid(row=row, column=0, sticky=tk.W)
self.buttons.append(button)
def main():
application = Application()
application.mainloop()
return 0
if __name__ == "__main__":
import sys
sys.exit(main())

Tkinter: image loop slows down

I wrote a Tkinter GUI that is supposed to show display 3D images by looping through the 2D slices of each 3D image. I read up on how to implement such an image loop, and it was recommended to use the after() function with recursion. This is, in principle, my implementation of that:
def load_image(self):
self.stack = read_3D_image(path)
slice = self.stack[self.slice_no]
im = Image.fromarray(slice)
self.photo = ImageTk.PhotoImage(image=im)
self.canvas.create_image(0, 0, image=self.photo, anchor=tk.NW)
if self.forward is True:
self.slice_no += 1
if self.slice_no == 21:
self.forward = False
if self.forward is False:
self.slice_no -= 1
if self.slice_no == 0:
self.forward = True
root.after(10, self.load_image)
This works well for some time, but after a couple of minutes, the loop notably slows down. I guess that is because of the high number of iterations. Is there a way to fix this?
Edit: I noticed this: when the program runs, the image loop will slow down to about half the original frequency after about 10 minutes. When I run a second instance, its loop runs equally slow. Then when I close the first instance, the second instance loop immediately runs faster. I launch from Eclipse.
Updated full code
import glob
import os.path
import tkinter as tk
from PIL import Image, ImageTk
import numpy as np
import helpers
class App():
def __init__(self, master):
super().__init__()
self.frame = tk.Frame(master)
master.bind("<KP_1>", lambda e: self.is_cell())
master.bind("<KP_2>", lambda e: self.is_not_cell())
self.frame.pack()
self.goto_button = tk.Button(
self.frame, text="Go to:", command=self.goto)
self.goto_button.pack(side=tk.TOP)
self.goto_entry = tk.Entry(self.frame, width=5)
self.goto_entry.pack(side=tk.TOP)
self.img_side_length = 100
self.canvas = tk.Canvas(
master=self.frame, width=self.img_side_length, height=self.img_side_length)
self.canvas.pack()
self.img_label = tk.Label(self.frame, text="Bla")
self.img_label.pack(side=tk.TOP)
self.no_cell_button = tk.Button(
self.frame, text="2: Not cell!", command=self.is_not_cell)
self.no_cell_button.pack(side=tk.RIGHT)
self.cell_button = tk.Button(
self.frame, text="1: Cell!", command=self.is_cell)
self.cell_button.pack(side=tk.RIGHT)
self.img_path = "/storage/images/"
self.img_list = glob.glob(os.path.join(self.img_path, "*"))
self.img_list.sort()
self.slice_no = 0
self.img_no = 0
self.forward = True
self.no_of_imgs = len(self.img_list)
self.stack = []
self.image_id = self.canvas.create_image(0, 0, anchor=tk.NW)
self.stack = helpers.read_image_sequence(self.img_list[self.img_no])
self.classifications = np.zeros(self.no_of_imgs)
self.out_path = "/dev/null"
self.loop_image()
def loop_image(self):
data = self.stack[self.slice_no]
im = Image.fromarray(data)
im = im.resize((self.img_side_length, self.img_side_length))
self.photo = ImageTk.PhotoImage(image=im)
self.canvas.itemconfigure(self.image_id, image=self.photo)
if self.forward is True:
self.slice_no += 1
if self.slice_no == 21:
self.forward = False
if self.forward is False:
self.slice_no -= 1
if self.slice_no == 0:
self.forward = True
root.after(10, self.loop_image)
def next_image(self):
self.img_no += 1
self.stack = helpers.read_image_sequence(self.img_list[self.img_no])
self.img_label['text'] = self.img_list[self.img_no].split("/")[-1]
def previous_image(self):
self.img_no -= 1
self.stack = helpers.read_image_sequence(self.img_list[self.img_no])
self.img_label['text'] = self.img_list[self.img_no].split("/")[-1]
def is_cell(self):
self.classifications[self.img_no] = 1
with open(self.out_path, "a") as f:
f.write(str(self.img_no) + "," + str(1) + "\n")
print(self.classifications)
self.next_image()
def is_not_cell(self):
self.classifications[self.img_no] = 2
with open(self.out_path, "a") as f:
f.write(str(self.img_no) + "," + str(2) + "\n")
print(self.classifications)
self.next_image()
def goto(self):
self.img_no = int(self.goto_entry.get())
root = tk.Tk()
app = App(root)
root.mainloop()
You are creating 100 images per second and are stacking them on top of each other. After 10 minutes, that's 60,000 images stacked on top of each other. The canvas has performance issues when it has tens of thousands of items on it, even if all but one is invisible.
Instead of creating more and more images on the canvas, just modify the existing image:
def __init__(self):
...
self.canvas = tk.Canvas(...)
...
# create the image object which will display the image
self.image_id = self.canvas.create_image(0, 0, anchor=tk.NW)
def load_image(self):
...
self.photo = ImageTk.PhotoImage(image=im)
# reconfigure the canvas item to show the new image
canvas.itemconfigure(self.image_id, image=self.photo)
...

OpenCV Video with Tkinter and threading Crash

I'm trying to make a multithreaded program with Python, OpenCV, and Tkinter.
My program has some general point.
Load Video from file
Create 2 thread
1st thread to fetch frames from capture object and put it to python Queue
2nd thread to get the frames from Queue
At last, if possible, start and stop the capture object
However, my script seems to behave weirdly. Sometimes it can finish playing video until the end, but sometimes it also crash at some point of the video. Here is what I've got so far.
from Tkinter import Tk, Text
from Tkinter import PhotoImage
from ttk import Frame, Scrollbar, Button, Label
from PIL import Image, ImageTk
import cv
import time
import Queue
import threading
def writeToLog(log, msg):
numlines = log.index('end - 1 line').split('.')[0]
if log.index('end-1c')!='1.0': log.insert('end', '\n')
log.insert('end', msg)
log.see('end')
def GetIplImageMode(img):
orientation = 1 if img.origin == 0 else -1
mode_list = {(1, cv.IPL_DEPTH_8U) : ("L", "L", 1),\
(3, cv.IPL_DEPTH_8U) : ("BGR", "RGB", 3),\
(1, cv.IPL_DEPTH_32F) : ("F", "F", 4)}
key = (img.nChannels, img.depth)
modes = mode_list[key]
return [modes[0], modes[1], orientation]
def IplImage2PIL(img, mode):
return Image.fromstring(mode[1], (img.width, img.height),\
img.tostring(), "raw", mode[0],\
img.width * img.channels,\
mode[2])
def ResizePILImage(pil, width = 260, height = 180):
return pil.resize((width, height), Image.ANTIALIAS)
def PIL2TkImage(pil):
return ImageTk.PhotoImage(pil)
def setImageLabelFromIplImage(label, img_ipl):
mode = GetIplImageMode(img_ipl)
img_pil = IplImage2PIL(img_ipl, mode)
img_resized = ResizePILImage(img_pil)
img_tk = PIL2TkImage(img_resized)
label.configure(image = img_tk)
label.image = img_tk
def setImageLabelFromFile(label, szFileName):
img_ipl = cv.LoadImage(szFileName)
setImageLabelFromIplImage(label, img_ipl)
def mat_from_ipl(ipl):
return cv.GetMat(ipl)
def ipl_from_mat(mat):
ipl = cv.CreateImageHeader((mat.width, mat.height),\
cv.IPL_DEPTH_8U, mat.channels)
cv.SetData(ipl, mat.tostring())
return ipl
class asdf(Frame):
def __init__(self, parent):
Frame.__init__(self, parent)
self.pack(fill='both', expand=True)
self.parent = parent
self.variables()
self.ui()
def variables(self):
self.ctr = 0
self.fps = 0
self.video = None
self.image = None
self.putProc = None
self.getProc = None
self.isRunning = False
self.queue = Queue.Queue()
def ui(self):
f1 = Frame(self)
frm1 = Frame(f1)
self.lbl1 = Label(frm1, image=None)
setImageLabelFromFile(self.lbl1, '../image.bmp')
self.txt1 = Text(frm1, width=30, height=8)
sb1 = Scrollbar(frm1, orient='vertical', command=self.txt1.yview)
self.txt1.configure(yscrollcommand = sb1.set)
self.lbl1.pack()
self.txt1.pack(side='left')
sb1.pack(side='left', fill='y')
frm1.pack(side='left')
frm2 = Frame(f1)
self.lbl2 = Label(frm2, image=None)
setImageLabelFromFile(self.lbl2, '../image.bmp')
self.txt2 = Text(frm2, width=30, height=8)
sb2 = Scrollbar(frm2, orient='vertical', command=self.txt2.yview)
self.txt2.configure(yscrollcommand = sb2.set)
self.lbl2.pack()
self.txt2.pack(side='left')
sb2.pack(side='left', fill='y')
frm2.pack(side='left')
f1.pack()
f2 = Frame(self)
Button(f2, text='Run', command=self.run).pack(side='left')
Button(f2, text='Stop', command=self.stop).pack(side='left')
f2.pack()
def put_to_queue(self):
while self.isRunning:
self.ctr = self.ctr + 1
self.image = cv.QueryFrame(self.video)
time.sleep(1 / self.fps)
try:
writeToLog(self.txt1, '\nPut to queue .. %d' % (self.ctr))
temp1 = cv.CloneImage(self.image)
setImageLabelFromIplImage(self.lbl1, temp1)
temp2 = mat_from_ipl(temp1)
self.queue.put([self.ctr, temp2])
except:
writeToLog(self.txt1, '\nReach end of video ..')
break
def get_from_queue(self):
while self.isRunning:
from_queue = self.queue.get()
self.ctr_fr = from_queue[0]
if self.ctr_fr == self.ctr: time.sleep(30 / self.fps)
temp1 = ipl_from_mat(from_queue[1])
setImageLabelFromIplImage(self.lbl2, temp1)
writeToLog(self.txt2, '\nGet from queue .. %d' % (self.ctr_fr))
time.sleep(1 / self.fps)
def run(self):
self.isRunning = True
self.video = cv.CreateFileCapture('../video.avi')
self.fps = cv.GetCaptureProperty(self.video, cv.CV_CAP_PROP_FPS)
writeToLog(self.txt1, '\nStart put_queue ..')
self.putProc = threading.Thread(target=self.put_to_queue)
self.putProc.start()
time.sleep(1)
writeToLog(self.txt2, '\nStart get_queue ..')
self.getProc = threading.Thread(target=self.get_from_queue)
self.getProc.start()
def stop(self):
self.isRunning = False
if self.putProc.isAlive():
self.putProc._Thread__stop()
writeToLog(self.txt1, '\nputProc still alive, stopping ..')
self.putProc = None
if self.getProc.isAlive():
self.getProc._Thread__stop()
writeToLog(self.txt2, '\ngetProc still alive, stopping ..')
self.getProc = None
self.ctr_fr = 0
self.ctr = 0
if __name__ == '__main__':
root = Tk()
c = asdf(root)
root.mainloop()
Am I doing it wrong?
Any ideas will be very appreciated.
Thanks

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