Python tkinter Doubling Checkboxes - python

I'm currently working on a Synthesizer inside Python for a school project and currently have a really troublesome issue. I have a Stack of Checkboxes which mark when a note is played and on which pitch inside a sequencer. My Problem is that whenever I open two Oscillators inside my synthesizer and put in the Values inside the checkboxes, the checkboxes duplicate their value over the multiple windows, but don't do it for the actual sequence, as in I have two lists with correct values, but the values aren't properly displayed inside the window.
To Replicate the Problem hit "new Oscillator" then click on "Arpeggio", do this a second time and click any Checkbox on the Arppeggio Windows
I know this might be a confusing explanation, but I'm going to link the complete code in the bottom so you can try it out and might know what I'm talking about.
The problem occurs inside the "Arpeggio" Class
import numpy # used for Waveform Calculation
from functools import partial # used for Command Combining
from tkinter import * # used for GUI
from tkinter import ttk # used for GUI
from tkinter import filedialog # used for GUI
np = numpy # Simplifying Libraries
tk = ttk # Simplifying Libraries
fd = filedialog # Simplifying Libraries
root = Tk()
#StartupFunction
def StartUp():
print("")
print("Starting Startup")
app = App(root) # Initializing GUI
print("Finished Startup")
main()
("Exiting Startup")
#Main Program Function
def main():
print("Executing Main")
root.mainloop()
print("Finished Main")
return 0
class Oscillator():
pass
class App(tk.Frame):
OscillatorWindowList = []
OscillatorList = []
SoundInputArrayList = []
def __init__(self, *args, **kwargs):
tk.Frame.__init__(self, *args, **kwargs)
root.title("PySynth")
root.geometry("984x300")
root.resizable(False, True)
root.maxsize(984,720)
btnNewOscillator = Button(root,text="New Oscillator",command=self.NewOscillator,relief=RIDGE,bg="#2d2d2d",fg="white")
btnNewOscillator.place(x = 8, y = 8+128)
def NewOscillator(self):
print("AddingOscillator")
self.OscillatorList.append(Oscillator())
self.SoundInputArrayList.append(SoundInputArray(root,len(self.OscillatorList)-1,len(self.OscillatorList)-1))
print(self.OscillatorList)
self.OscillatorWindowList.append(OscillatorGUI(root,self.OscillatorList[len(self.OscillatorList)-1],len(self.OscillatorList)))
def EXIT(self):
root.destroy()
#$SoundInputArray
class SoundInputArray():
actv = []
CheckbuttonList = []
CheckButtonFreq = []
i=0
ButtonCount = 32
VolumeSlider = None
btnArpeggio = None
Arpeggio = None
hasArpeggio = False
LFO = None
ArpeggioList = [(0,0)]
def __init__(self,master,oscillatorCount,number):
btnArpeggio = Button(master,text="Arpeggio",command=self.OpenArpeggio,relief=RIDGE,bg="#2d2d2d",fg="white")
btnArpeggio.place(x = 8, y = (1+oscillatorCount)*48 +128 )
def OpenArpeggio(self):
if self.Arpeggio == None:
self.Arpeggio = Arpeggio()
def GetArpeggio(self):
return self.Arpeggio
#$Arpeggio
class Arpeggio():
SoundValueList = None
def __init__(self):
GUI = Toplevel(root)
GUI.title("Arpeggio")
GUI.geometry("480x320")
GUI.resizable(False, False)
GUI.configure(bg="#171717")
self.SoundValueList = np.arange(0,16)
self.DrawUI(GUI)
self.ClearList()
def DrawUI(self,frame):
Button(frame,text="display", command= self.PrintSound, width=11,bg="#171717",).place(x = 4, y = 4)
Button(frame,text="empty", command= self.ClearList).place(x = 96, y = 4)
y = 1
x = 1
checkbuttonList = []
for y in range(1,13):
for x in range(0,16):
updatecommand = partial(self.UpdateList,x,y)
checkbuttonList.append(Checkbutton(frame, variable=self.SoundValueList[x], onvalue=y, offvalue=0,command = updatecommand))
checkbuttonList[len(checkbuttonList)-1].place(x = x*24 + 96, y= y*24 + 8)
def ClearList(self):
for i in range(0,16):
self.SoundValueList[i] = 0
def UpdateList(self,x,value):
if (self.SoundValueList[x] == value):
self.SoundValueList[x] = 0
else:
self.SoundValueList[x] = value
self.PrintSound()
def PrintSound(self):
print(self.SoundValueList)
def GetList(self):
print(self.SoundValueList)
return self.SoundValueList
StartUp() # Initiate Program

Related

VLC causes buffer when embedded in Python Tkinter Frame

I have been working on a music player app that uses VLC to play songs directly from the internet and has features like seeking and a progress bar. But as the normal tkinter progress bar looks kinda old so I used customtkinter.CTkSlider widget but using this causes buffering. The song plays smoothly on using Tk.Scale.
Here, is the code:
# import external libraries
import vlc
import tkinter as Tk
from tkinter import ttk
import pyautogui
import customtkinter
import pafy
# import standard libraries
import os
from threading import Thread, Event
import time
import platform
import requests
class ttkTimer(Thread):
"""a class serving same function as wxTimer... but there may be better ways to do this
"""
def __init__(self, callback, tick):
Thread.__init__(self)
self.callback = callback
self.stopFlag = Event()
self.tick = tick
self.iters = 0
def run(self):
while not self.stopFlag.wait(self.tick):
self.iters += 1
self.callback()
def stop(self):
self.stopFlag.set()
def get(self):
return self.iters
class Player(Tk.Frame):
"""The main window has to deal with events.
"""
def __init__(self, parent, title=None):
Tk.Frame.__init__(self, parent)
self.parent = parent
if title == None:
title = "tk_vlc"
self.parent.title(title)
# Menu Bar
# File Menu
menubar = Tk.Menu(self.parent)
self.parent.config(menu=menubar)
fileMenu = Tk.Menu(menubar)
fileMenu.add_command(label="Open", underline=0, command=self.OnOpen)
fileMenu.add_command(label="Exit", underline=1, command=_quit)
menubar.add_cascade(label="File", menu=fileMenu)
# The second panel holds controls
self.player = None
self.videopanel = ttk.Frame(self.parent)
self.canvas = Tk.Canvas(self.videopanel).pack(fill=Tk.BOTH,expand=1)
self.videopanel.pack(fill=Tk.BOTH,expand=1)
ctrlpanel = ttk.Frame(self.parent)
pause = ttk.Button(ctrlpanel, text="Pause", command=self.OnPause)
play = ttk.Button(ctrlpanel, text="Play", command=self.OnPlay)
stop = ttk.Button(ctrlpanel, text="Stop", command=self.OnStop)
volume = ttk.Button(ctrlpanel, text="Volume", command=self.OnSetVolume)
pause.pack(side=Tk.LEFT)
play.pack(side=Tk.LEFT)
stop.pack(side=Tk.LEFT)
volume.pack(side=Tk.LEFT)
self.volume_var = Tk.IntVar()
self.volslider = Tk.Scale(ctrlpanel, variable=self.volume_var, command=self.volume_sel,
from_=0, to=100, orient=Tk.HORIZONTAL, length=100)
self.volslider.pack(side=Tk.LEFT)
ctrlpanel.pack(side=Tk.BOTTOM)
ctrlpanel2 = ttk.Frame(self.parent)
self.scale_var = Tk.DoubleVar()
self.timeslider_last_val = ""
self.timeslider = customtkinter.CTkSlider(ctrlpanel2, variable=self.scale_var, command=self.scale_sel,
from_=0, to=1000, orient=Tk.HORIZONTAL) # This causes buffer
self.timeslider.pack(side=Tk.BOTTOM, fill=Tk.X,expand=1)
self.timeslider_last_update = time.time()
ctrlpanel2.pack(side=Tk.BOTTOM,fill=Tk.X)
# VLC player controls
self.Instance = vlc.Instance()
self.player = self.Instance.media_player_new()
self.timer = ttkTimer(self.OnTimer, 1.0)
self.timer.start()
self.parent.update()
#self.player.set_hwnd(self.GetHandle()) # for windows, OnOpen does does this
def Extract(self,topic):
"""Will play video on following topic, takes about 10 to 15 seconds to load"""
url = 'https://www.youtube.com/results?q=' + topic
count = 0
cont = ''
try:
cont = requests.get(url)
except:
print('Error','Cannot Connect.. Internet not connected or invalid URL or id.')
cont = ''
data = cont.content
data = str(data)
lst = data.split('"')
for i in lst:
count+=1
if i == 'WEB_PAGE_TYPE_WATCH':
break
if lst[count-5] == "/results":
print("Error","No video found.")
return "https://www.youtube.com"+lst[count-5]
def OnExit(self, evt):
"""Closes the window.
"""
self.Close()
def OnOpen(self):
"""Pop up a new dialow window to choose a file, then play the selected file.
"""
# if a file is already running, then stop it.
self.OnStop()
fullname = pafy.new(self.Extract(pyautogui.password(mask="", title="Enter Song Name:", text="Enter Song Name:"))).getbest().url
self.Media = self.Instance.media_new(fullname)
self.player.set_media(self.Media)
# set the window id where to render VLC's video output
if platform.system() == 'Windows':
self.player.set_hwnd(self.GetHandle())
else:
self.player.set_xwindow(self.GetHandle()) # this line messes up windows
# FIXME: this should be made cross-platform
self.OnPlay()
# set the volume slider to the current volume
#self.volslider.SetValue(self.player.audio_get_volume() / 2)
self.volslider.set(self.player.audio_get_volume())
def OnPlay(self):
"""Toggle the status to Play/Pause.
If no file is loaded, open the dialog window.
"""
# check if there is a file to play, otherwise open a
# Tk.FileDialog to select a file
if not self.player.get_media():
self.OnOpen()
else:
# Try to launch the media, if this fails display an error message
if self.player.play() == -1:
self.errorDialog("Unable to play.")
def GetHandle(self):
return self.videopanel.winfo_id()
#def OnPause(self, evt):
def OnPause(self):
"""Pause the player.
"""
self.player.pause()
def OnStop(self):
"""Stop the player.
"""
self.player.stop()
# reset the time slider
self.timeslider.set(0)
def OnTimer(self):
"""Update the time slider according to the current movie time.
"""
if self.player == None:
return
# since the self.player.get_length can change while playing,
# re-set the timeslider to the correct range.
length = self.player.get_length()
dbl = length * 0.001
self.timeslider.config(to=dbl)
# update the time on the slider
tyme = self.player.get_time()
if tyme == -1:
tyme = 0
dbl = tyme * 0.001
self.timeslider_last_val = ("%.0f" % dbl) + ".0"
# don't want to programatically change slider while user is messing with it.
# wait 2 seconds after user lets go of slider
if time.time() > (self.timeslider_last_update + 2.0):
self.timeslider.set(dbl)
def scale_sel(self, evt):
if self.player == None:
return
nval = self.scale_var.get()
sval = str(nval)
if self.timeslider_last_val != sval:
self.timeslider_last_update = time.time()
mval = "%.0f" % (nval * 1000)
self.player.set_time(int(mval)) # expects milliseconds
def volume_sel(self, evt):
if self.player == None:
return
volume = self.volume_var.get()
if volume > 100:
volume = 100
if self.player.audio_set_volume(volume) == -1:
self.errorDialog("Failed to set volume")
def OnToggleVolume(self, evt):
"""Mute/Unmute according to the audio button.
"""
is_mute = self.player.audio_get_mute()
self.player.audio_set_mute(not is_mute)
# update the volume slider;
# since vlc volume range is in [0, 200],
# and our volume slider has range [0, 100], just divide by 2.
self.volume_var.set(self.player.audio_get_volume())
def OnSetVolume(self):
"""Set the volume according to the volume sider.
"""
volume = self.volume_var.get()
# vlc.MediaPlayer.audio_set_volume returns 0 if success, -1 otherwise
if volume > 100:
volume = 100
if self.player.audio_set_volume(volume) == -1:
self.errorDialog("Failed to set volume")
def errorDialog(self, errormessage):
"""Display a simple error dialog.
"""
Tk.tkMessageBox.showerror(self, 'Error', errormessage)
def Tk_get_root():
if not hasattr(Tk_get_root, "root"): #(1)
Tk_get_root.root= Tk.Tk() #initialization call is inside the function
return Tk_get_root.root
def _quit():
print("_quit: bye")
root = Tk_get_root()
root.quit() # stops mainloop
root.destroy() # this is necessary on Windows to prevent
# Fatal Python Error: PyEval_RestoreThread: NULL tstate
os._exit(1)
if __name__ == "__main__":
# Create a Tk.App(), which handles the windowing system event loop
root = Tk_get_root()
root.protocol("WM_DELETE_WINDOW", _quit)
player = Player(root, title="tkinter vlc")
# show the player window centred and run the application
root.mainloop()
Kindly help
Regards.

Python self.after() changes running order

I am (still!) writing a Noughts and Crosses program using Tkinter in Python 3.
I wanted to implement a short pause between the player's move and the computer's move, so in the add_move_comp() method implemented self.after() function.
I expected this to pause the program for 1000ms then continue by 'drawing' on the computer's move.
However when I run my code, the program only recognises the computer's move the next move after, causing problems with identifying a 3-in-a-row.
I think this is due to line 62 running after 1000ms while the rest of the program continues running, but I don't know how to stop the whole program and continue running with line 62 after the pause.
from tkinter import *
from functools import partial
from itertools import *
import random
class Window(Frame):
def __init__(self, master = None): # init Window class
Frame.__init__(self, master) # init Frame class
self.master = master # allows us to refer to root as master
self.rows = 3
self.columns = 3
self.guiGrid = [[None for x in range(self.rows)] for y in range(self.columns)] # use this for the computer's moves
self.noText = StringVar(value = '')
self.cross = StringVar(value = 'X')
self.nought = StringVar(value = 'O')
self.button_ij = None
self.myMove = True
self.create_window()
self.add_buttons()
def create_window(self):
self.master.title('Tic Tac Toe')
self.pack(fill = BOTH, expand = 1)
for i in range(0,3): # allows buttons to expand to frame size
self.grid_columnconfigure(i, weight = 1)
self.grid_rowconfigure(i, weight = 1)
def add_buttons(self):
rows = 3
columns = 3
for i in range (rows):
for j in range(columns):
self.button_ij = Button(self, textvariable = self.noText, command = lambda i=i, j=j: self.add_move(i,j))
self.guiGrid[i][j] = self.button_ij
self.button_ij.grid(row = i,column = j, sticky =E+W+S+N)
def add_move(self, i,j):
# player's move
while self.myMove:
pressedButton = self.guiGrid[i][j]
self.guiGrid[i][j].config(textvariable = self.cross)
# computer's turn
self.myMove = False
while (self.myMove == False):
self.add_move_comp()
def add_move_comp(self):
repeat = True
while repeat:
i = random.randint(0,0) # row - only allow O to be drawn on 1st row for testing purposes
j = random.randint(0,2) # column
testText = self.guiGrid[i][j].cget('text')
if testText == '':
self.after(1000,lambda i = i, j = j :self.guiGrid[i][j].config(textvariable = self.nought)) # search up rules with returning values using lambda
print('Should plot O at row: ',i,' column: ',j)
print('TEXT ACTUALLY PLOTTED IS: ',self.guiGrid[i][j].cget('text'))
self.myMove = True
repeat = False
print(self.guiGrid[0][0].cget('text'), self.guiGrid[0][1].cget('text'), self.guiGrid[0][2].cget('text')+'THIS IS PRINTING')
root = Tk() # creating Tk instance
rootWidth = '500'
rootHeight = '500'
root.geometry(rootWidth+'x'+rootHeight)
ticTacToe = Window(root) # creating Window object with root as master
root.mainloop() # keeps program running
This is due to the fact that self.after imeadiately returns and starts the given function after passing trough a queque to prevent the actual Window from beeing unable to responde because there is some code running. A way to work around this is to create a BooleanVariable for validation and using self.wait_variable as follows:
from tkinter import *
from functools import partial
from itertools import *
import random
class Window(Frame):
def __init__(self, master = None): # init Window class
Frame.__init__(self, master) # init Frame class
self.master = master # allows us to refer to root as master
self.rows = 3
self.columns = 3
self.guiGrid = [[None for x in range(self.rows)] for y in range(self.columns)] # use this for the computer's moves
self.noText = StringVar(value = '')
self.cross = StringVar(value = 'X')
self.nought = StringVar(value = 'O')
self.button_ij = None
self.myMove = True
self.validationVar = BooleanVar(self)
self.create_window()
self.add_buttons()
def create_window(self):
self.master.title('Tic Tac Toe')
self.pack(fill = BOTH, expand = 1)
for i in range(0,3): # allows buttons to expand to frame size
self.grid_columnconfigure(i, weight = 1)
self.grid_rowconfigure(i, weight = 1)
def add_buttons(self):
rows = 3
columns = 3
for i in range (rows):
for j in range(columns):
self.button_ij = Button(self, textvariable = self.noText, command = lambda i=i, j=j: self.add_move(i,j))
self.guiGrid[i][j] = self.button_ij
self.button_ij.grid(row = i,column = j, sticky =E+W+S+N)
def add_move(self, i,j):
# player's move
while self.myMove:
pressedButton = self.guiGrid[i][j]
self.guiGrid[i][j].config(textvariable = self.cross)
# computer's turn
self.myMove = False
while (self.myMove == False):
self.add_move_comp()
def add_move_comp(self):
repeat = True
while repeat:
i = random.randint(0,0) # row - only allow O to be drawn on 1st row for testing purposes
j = random.randint(0,2) # column
testText = self.guiGrid[i][j].cget('text')
if testText == '':
self.after(1000, self.validationVar.set, True)
self.wait_variable(self.validationVar)
self.guiGrid[i][j].config(textvariable = self.nought) # search up rules with returning values using lambda
print('Should plot O at row: ',i,' column: ',j)
print('TEXT ACTUALLY PLOTTED IS: ',self.guiGrid[i][j].cget('text'))
self.myMove = True
repeat = False
print(self.guiGrid[0][0].cget('text'), self.guiGrid[0][1].cget('text'), self.guiGrid[0][2].cget('text')+'THIS IS PRINTING')
root = Tk() # creating Tk instance
rootWidth = '500'
rootHeight = '500'
root.geometry(rootWidth+'x'+rootHeight)
ticTacToe = Window(root) # creating Window object with root as master
root.mainloop() # keeps program running

I have a problem with a very easy program in python with tkinter

I'm trying this simple code using Python and tkinter. Every time that I start the program the tkinter window pop-up correctly and if I press "Play" the cycle start. But after that, if I want to stop the process with the "Stop" button the program is not responding. I think that I should use multi process or multi thread because when the cycle start, the interface is not working.
I am at the beginning of Python so please be understanding with me :D
I have searched something on google but all the things that I found are too complicated, can someone explain how to do in an easy way?
from pynput.keyboard import Key, Controller as KeyboardController
from pynput.mouse import Button, Controller as MouseController
import time
import random
import string
import tkinter as tk
window = tk.Tk()
window.geometry("600x600")
window.title("Test")
window.resizable(False,False)
def arresta_programma():
avvia_programma.destroy()
def avvia_programma():
r = 0
n = 0
l = 0
d = 0
while n < 1000 :
keyboard= KeyboardController()
keyboard.press('1')
keyboard.release('1')
time.sleep(random.randint(1,2))
keyboard.press('1')
keyboard.release('1')
r = random.randint(1,4)
if r == 1 and l <= 2:
keyboard= KeyboardController()
time.sleep(random.randint(1,2))
keyboard.press(Key.left)
time.sleep(random.randint(0,1))
keyboard.release(Key.left)
n = n + 1
l = l + 1
d = d - 1
first_button = tk.Button(text = "Play" , command = avvia_programma)
first_button.grid(row = 5, column = 5)
first_button = tk.Button(text = "Stop" , command = arresta_programma)
first_button.grid(row = 6, column = 6)
if __name__ == "__main__":
window.mainloop()
I would like the program responding even after the user push the "play" button. I would also like the "stop" button to make the interface open and ready to press "Play" again.
Well, as you said, you should use at least threads. You cannot use time.sleep in your code, in your mainLoop which in this case tkinter handles. Tons of sleeps and loops blocks your loop and it crashes.
I would suggest to create class which inherits from threading.Thread. Example for "play" below.
from threading import Thread
def execute_avvia():
job = AvviaProgramma()
job.setDaemon(True)
job.start()
class AvviaProgramma(Thread):
def __init__(self, *args, **kwargs):
super(AvviaProgramma, self).__init__(*args, **kwargs)
self.n = 0
self.r = 0
self.l = 0
self.d = 0
def run(self):
while self.n < 1000:
print(self.n)
keyboard = KeyboardController()
keyboard.press('1')
keyboard.release('1')
time.sleep(random.randint(1,2))
keyboard.press('1')
keyboard.release('1')
r = random.randint(1, 4)
if r == 1 and self.l <= 2:
keyboard = KeyboardController()
time.sleep(random.randint(1, 2))
keyboard.press(Key.left)
time.sleep(random.randint(0, 1))
keyboard.release(Key.left)
self.n = self.n + 1
self.l = self.l + 1
self.d = self.d - 1
first_button = tk.Button(text = "Play", command=execute_avvia)
first_button.grid(row = 5, column = 5)
as you can see, I closed your while loop inside class method's run(), which is taken from Thread. This solution is not perfect, but I hope enough clear for beginner.
Good luck!

Python Tkinter keyboard using bind

I have a problem using the bind option so I can click a button in my keyboard,
and call a function once the key is pressed.
I tried taking other codes that have the similar purpose and I saw that I'm doing pretty much the same, though I still have some problem I must've missed.
I will be very thankful if you help me with this.
Here's my code:
# -*- coding: utf-8 -*-
#Imports
from Tkinter import *
from PIL import ImageTk, Image
import time
import tkMessageBox
#===========================================================================================================================================#
#Tkinter Class
class App(Frame):
def __init__(self, master=None):
Frame.__init__(self, master)
self.pack()
#===========================================================================================================================================#
#Game Pieces Classes
class Board:
def __init__(self, rows = 7, columns = 6, picture_height = None, picture_width = None):
self.rows = rows
self.columns = columns
self.picture = ImageTk.PhotoImage(Image.open(r"C:\Users\Ariel\Desktop\Python\4inarow.gif"))
self.picture_height = self.picture.height()
self.picture_width = self.picture.width()
def create_and_pack(self, canvas):
board_item = canvas.create_image(700, 370, image = self.picture)
def __str__(self):
print "Rows:", self.rows, "Columns:", self.columns
class Disk:
def __init__(self, player_number = None):
self.picture = ImageTk.PhotoImage(Image.open(r"C:\Users\Ariel\Desktop\Python\me" + str(player_number) + ".gif"))
self.player_number = player_number
def create_and_pack(self, canvas, x, y):
disk_item = canvas.create_image(x, y, image = self.picture)
def get_x_parameter(self, number):
#X growing by 70~73 per number
x = 330
for i in range(7):
if number == i:
x = x + i * 72
return x
def get_y_parameter(self, number):
#Y lowered by 70~73 per number
y = 635
for i in range(6):
if number == i:
y = y - i * 72
return y
def place(self, canvas, x, y):
#First left down circle parameters
#480, 635
canvas.move(self.picture, x, y)
def __str__(self):
print "The disk's picture string:", self.picture, "The player disk's number:", self.player_number
#===========================================================================================================================================#
#Game Class
class Game:
def __init__(self, board = None, disk1 = None, disk2 = None):
self.disk1 = disk1
self.disk2 = disk2
self.board = board
#===========================================================================================================================================#
#KeyboardClass
class Keyboard:
def __init__(self, key_number = None):
self.key_number = key_number
def press_and_place(self, canvas, number, function):
canvas.focus_set()
canvas.bind("<" + str(number) + ">", function)
#===========================================================================================================================================#
#Main.
myapp = App()
myapp.master.title("4 in a Row")
myapp.master.maxsize(2000, 1200)
#---------------------------------------------------------------------------------------------------#
GameBoard = Board(7, 6)
FirstPlayerDisk = Disk(1)
SecondPlayerDisk = Disk(2)
GameClass = Game(GameBoard, FirstPlayerDisk, SecondPlayerDisk)
#---------------------------------------------------------------------------------------------------#
#Creating Canvas and placing the disks and the board.
board_canvas = Canvas(width = GameBoard.picture_width, height = GameBoard.picture_height)
board_canvas.pack(expand=1, fill=BOTH)
GameBoard.create_and_pack(board_canvas)
FirstPlayerDisk.create_and_pack(board_canvas, 330, 635)
SecondPlayerDisk.create_and_pack(board_canvas, 260, 635)
#---------------------------------------------------------------------------------------------------#
#Creating Keyboard instance and placing the first disk in the last row in a column of choice
number_choice = 3
KeyboardClass = Keyboard(number_choice)
first_player_x = FirstPlayerDisk.get_x_parameter(number_choice)
first_player_y = FirstPlayerDisk.get_y_parameter(number_choice)
KeyboardClass.press_and_place(board_canvas, number_choice, FirstPlayerDisk.place(board_canvas, first_player_x, first_player_y))
#---------------------------------------------------------------------------------------------------#
myapp.mainloop()
Thanks a lot in advance.
I believe your problem lies in this line:
KeyboardClass.press_and_place(board_canvas, number_choice, FirstPlayerDisk.place(board_canvas, first_player_x, first_player_y))
the third argument FirstPlayerDisk.place(board_canvas, first_player_x, first_player_y) is actually a None type as
def place(self, canvas, x, y):
#First left down circle parameters
#480, 635
canvas.move(self.picture, x, y)
returns None
From How to bind a keypress to a button in Tkinter and this site, you need to pass the function, that is, simply FirstPlayerDisk.place (no parenthesis following it).

matplotlib tkinter is very slow and freeze when redrawing 2D plots

I am trying to build a simple time series viewer which will have a next button to skip to the next time series and a play button which will iterate throughout the time series dataset. The code is surprisingly super slow (1 frame per second), even if I use set_ydata. Is this as good as python get? When I press the play button the program freezes after 5-6 slides.
Here is the code:
from tkinter import Tk, Button
import numpy
import matplotlib.pyplot as pyplot
from matplotlib.backends.backend_tkagg import FigureCanvasTkAgg, NavigationToolbar2TkAgg
import scipy
from scipy import io
class Viewer:
_rawData = None
_featureMatrix = None
_root = None
_t = None
_index = 0
_T = None
_N = None
_plot = None
_nextButton = None
_figure = None
_axes = None
_canvas = None
_toolbar = None
def __init__(self, rawData, featureMatrix = []):
# keep local copy of data
self._rawData = rawData
self._featureMatrix = featureMatrix
self._T = rawData.shape[1]
self._N = rawData.shape[0]
self._t = numpy.arange(self._T)
# GUI SETUP
self._root = Tk()
self._nextButton = Button(self._root, text="next", command = self.next)
self._nextButton.grid(row=0, column=0)
self._playButton = Button(self._root, text="play", command = self.play)
self._playButton.grid(row=1, column=0)
# init figure
self._figure = pyplot.figure()
self._axes = self._figure.add_subplot(111)
self._canvas = FigureCanvasTkAgg(self._figure, master=self._root)
self._toolbar = NavigationToolbar2TkAgg(self._canvas, self._root)
self._canvas.get_tk_widget().grid(row=0,column=1)
self._toolbar.grid(row=1,column=1)
# draw first time series
self.draw_ts()
self._root.mainloop()
def next(self):
self._index = self._index + 1 % self._N
self.draw_ts()
def play(self):
for i in range(self._N): self.next()
def draw_ts(self):
pyplot.clf() # clear figure
#if self._plot is None:
self._plot, = pyplot.plot(self._t, self._rawData[self._index, :]) # the annoying comma is to output an object and not a list of objects
#else:
# self._plot.set_ydata(self._rawData[self._index, :])
pyplot.title("time series index # %d / %d" % (self._index, self._N))
#self._axes.relim()
#self._axes.autoscale_view(True,True,True)
self._canvas.draw()
if __name__ == "__main__":
x = numpy.random.random([1000, 100])
iv = Viewer(x)
oops, I think it was pyplot.clf() which caused the long delay. Now it works faster (still a bit slow ~ 7 Hz). If I turn on play, it again freezes after few slides. I think it because it tries to draw before finishing the previous drawing or something like that.

Categories