I'm learning how to program in Python and use the PIL (Pillow) in order to create small bots which can recognize changes in the screen in order to execute repetitive commands (keyboard presses with pynput module).
I did a small GUI with Tkinter in order to get user information regarding the parameters which the user is going to use (Entry widgets) at their use of the bot and I also need a few buttons for enabling/disabling certain parts of the code (i'm using check buttons and using boolean logic in order to enable/disable) and also for enabling the main function of the bot (which is to press a button once it recognizes a certain change at the screen).
What I am currently experiencing is that the once I run my program, it opens up my GUI and all that a user would see but it doesn't execute my main function, it only executes the main function AFTER I close the GUI.
I'd love to post my code but it exceeds 220 lines and it would probably become even more confusing.
So, long story short, is it a kind of error which happens a lot when inexperienced programmers try to create softwares with tkinter? If yes, what causes it and how can it be fixed?
I appreciate any help you guys can get me. :]
...creates frames, widgets, entries...
mainHealerVar = IntVar()
main_healer_check = Checkbutton(root, text="Enable the bot", variable=mainHealerVar) #this should mean that when i press this checkbutton it'll enable the bot and perform the repetitive commands for as long as it stays checked
... some more buttons/code...
root.mainloop() #right after I stop setting up the GUI, I place this function
... make logic in order to know which part of the repetitive functions to execute...
if mainHealerVar.get() == 1:
mainHealFunction() #function to check if the checkbutton is still pressed (if it is, it should execute mainHealFunction()
It was supposed to execute the repetitive commands by the pynput module as soon as i clicked on the enabling Check-button, but it doesn't execute anything until I close the GUI, then it starts to execute the repetitive commands. I have also tried using a while loop instead of an "if" at the end, but ended up with the same result.
Related
Apologies if this is a completely easy fix and I've just missed it. I am learning Python and I am trying to develop a GUI alongside my backend code using Tkinter. This is completely foreign to me and I have recently come across the problem that when I press my buttons there is a very small chance that it will make my window move behind all other open programs.
I am not entirely sure what is causing this but my guess is it stems somehow from one of two functions I have; one meant to minimise the main root window and the second to reveal it. However, these functions are not called in any place in my program that I would not expect them and the windows being minimised are not the root window (which my two functions act on).
I have both functions added below (hopefully, I am pretty new to SO) but if any additional code is needed I will supply it. I have quite a bit of code and everything else functions perfectly so I didn't want to post all my code is all.
There is no particular combination of button presses or buttons in particular which cause it, it appears to be any of them seemingly at random. It sends whatever window I have up to the taskbar.
def revealMenu():
root.update()
root.deiconify()
def hideMenu():
root.withdraw()
To cut a long story short, I've been doing an interactive GUI (tkinter) word-game program for school. At first, everything went smoothly, but having finished the code, it has started to behave in unexpected ways when I run it. Some dialog boxes (particularly the
if tkinter.messagebox.askyesno():
thingy) just rapidly answer themselves with the 'no' option, rather than waiting for user input. Sometimes, the windows close off completely and cause the whole program to quit. However, although these errors are all the same (i.e. tkinter windows closing/answering themselves/stopping the program before they should), they usually happen in different places every time. I'm not sure if that's to do with the fact that tkinter is nested, opened, re-opened and closed numerous times within other code, which is making it run messily, but I have only destroyed tkinter windows in the right places, as far as I know.
Part of my code involves a while loop - I'm not sure if that could be interfering with the mainloop()s, but I couldn't find another way to allow the user to repeat the game as many times as they want.
I know this question is vague, but I'm mainly looking for tips - if it would be easier to diagnose if I split it up into different sections and tidy it up a bit, found an alternative for the while loop, etc.
Thanks!
TKinter dialogs should be fully completed and the results stored before moving onto the next section of code.
Make sure you provide all the arguments to the dialog (your example doesn't include the parameters).
result = tkinter.messagebox.askyesno('Confirm', 'Do you want to do this')
if result == true:
This question is a follow up to:
Run long process continously using Tkinter (Python 2.7)
In the previous topic i asked about running a funtion continuously until a button is pressed. This funtion takes a long time to complete, and basically i wanted to stop the process (don't repeat the function) if a button was pressed.
I got an answer to my question, but i was wondering if this is possible using the Checkbutton function.
I know i can call a function using the Checkbutton (using command=[funtionname]), but what i need is a way to call a function continuously while the Checkbutton is checked, and stop when it's unchecked. Is this possible using tkinter?
Thanks in advance for any answers,
Harm
You mentioned that the process is a repeated process. You can just check the state of the button at every repeat with var.get() (assuming that the var is the variable of the checkbutton) and break out of the function if it is unchecked.
This is not a really elegant solution, and if a repeat takes a long time, the last "round" will still finish after the uncheck, so it is not immediate.
I'm writing a program in curses and sometimes happens that if I leave the program opened and I use other terminal tabs for a while, when I go using the program again it seems like it has refreshed something and something has disappeared... I cannot show pics or screenshots because I haven't understood yet well when and how it happens... Is there a way to prevent or fix this?
screen.getch reads from stdscr, and if it refreshes (due to any change on the screen), will overwrite boxes. You could change that to box.getch, as I did in scroll page by page or line by line using python curses
The manual page for getch says
If the window is not a pad, and it has been moved or modified since the last call to wrefresh, wrefresh will be called before another character is read.
In your sample program you used
screen.keypad( 1 )
which only applies to reading from the standard screen. If you read from the box window, you should set the keypad flag on that:
box.keypad( 1 )
The manual page for keypad says
The default value for keypad is FALSE
that is, it is the default for each window.
A curses program with multiple windows can choose to read from different windows at different times. There is only one input buffer for each screen, but the side-effect of refreshing the current window makes it simpler to manage updates to the windows. (For complicated window stacking order, you would use the panel library rather than rely upon this side-effect).
In Pygame, how can I get graphical input(e.g. clicking exit button) and also get input from the a terminal window simultaneously?
To give you context, my game has a GUI but gets its game commands from a "input()" command. How can I look for input from the command line while also handling graphics?
I'm not sure if this is possible, but if not, what other options do I have for getting text input from the user?
Thanks in advance.
You can't do that, unless you use the input command in a different thread, but then you have to deal with syncronization (which might be what you want or don't want to do).
The way I'd implement this is to create a kind of in-game console. When a special key (e.g. '\') is pressed you make the console appear, and when your application is in that state you interpreter key pressing not as in-game commands but... well, as text. You can print them in the console (using fonts). When a key (e.g "return") is pressed you can make the console disappear and the keys take back their primary functionality.
I did this for my pet-project and it works as a charm. Plus, since you are developing in python you can accept python instructions and use exec to execute them and edit your game "on fhe fly"