WxPython differences between Windows and Linux - python

The tutorials I've found on WxPython all use examples from Linux, but there seem to be differences in some details.
For example, in Windows a Panel behind the widgets is mandatory to show the background properly. Additionally, some examples that look fine in the tutorials don't work in my computer.
So, do you know what important differences are there, or maybe a good tutorial that is focused on Windows?
EDIT: I just remembered this: Does anybody know why when subclassing wx.App an OnInit() method is required, rather than the more logical __init__()?

I've noticed odd peculiarities in a small GUI I wrote a while back, but it's been a long time since I tried to the specifics are a rather distant memory. Do you have some specific examples which fail? Maybe we can improve them and fix the bugs?
Have you tried the official wxPython tutorials? ...or were you after something more specific?
r.e. your edit - You should use OnInit() because you're subclassing wx.App (i.e. it's a requirement for wxWidgets rather than Python) and the wxPython implementation is wherever possible, just a wrapper for wxWidgets.
[Edit] Zetcode has a fairly lengthy tutorial on wxPython. I've not looked through it all myself, but it might be of some help?
The wxWidgets::wxApp::OnInit() documentation is fairly clear:
This must be provided by the application, and will usually create the application's main window, optionally calling wxApp::SetTopWindow. You may use OnExit to clean up anything initialized here, provided that the function returns true.
If wxWidgets didn't provide a common interface then you'd have to do different things in C++ (using a constructor) compared to Python's __init__(self,...). Using a language-independent on-initialisation allows wxWidgets ports to other languages look more alike which should be a good thing right? :-)

EDIT: I just remembered this: Does anybody know why when subclassing wx.App an OnInit() method is required, rather than the more logical __init__()?
I use OnInit() for symmetry: there's also an OnExit() method.
Edit: I may be wrong, but I don't think using OnInit() is required.

I find a number of small differences, but don't remember all of them. Here are two:
1) The layout can be slightly different, for example, causing things to not completely fit in the window in one OS when the do in the other. I haven't investigated the reasons for this, but it happens most often when I use positions rather than sizers to arrange things.
2) I have to explicitly call Refresh more in Windows. For example, if you place one panel over another, you won't see it the top panel in Windows until you call Refresh.
I general, I write apps in Linux and run them in Windows, and things work similarly enough so this is a reasonable approach, but it's rare for me when something runs perfectly straight out of the gate after an OS switch.

Related

What are good options for debugging urwid applications?

My current makeshift approach is logging to a textfile, but that isn't very interactive. I've tried using pdb, but that doesn't seem to get along with urwid, pdb doesn't take any input once it hits a breakpoint.
A couple of practices down the line... Debugging urwid is strange and not really well possible in the classical sense, most of the time after rendering the canvas you can't really check things anymore.
What helped me:
Routing errors into a file. If you get exceptions and want to understand what, where and how, nice implementation is given here: https://stackoverflow.com/a/12877023/5058041
Really try to understand what your modules are and how you want to achieve things. Reading the documentation for the n+1-time is a good idea.
Look at the implementation of the widgets you use. Often they have some more information.
I know that doesn't really count as debugging, but it helped me a lot in finding errors or strange behavior.
One thing I've found myself doing is to add a text widget just to display debugging messages.
I haven't built many complicated apps (a solitaire game was the biggest app i wrote with it), so this approach was good enough.
In some specific cases, you might still be able to get away using PUDB -- but since it's also using Urwid, it will steal the output from the app. In practice, after you go from your app to pudb (maybe from a pudb.set_trace() breakpoint added to your code), then you won't be able to get back to your app.
For more complex applications it might be interesting to build a "debug mode", or maybe you could try using remote pudb? Haven't tried that yet, but it looks useful. =)
just in case anyone's searching for a better answer, I can report that VSCode's Python debugger debugpy is excellent for debugging urwid applications (and for debugging Python generally.) Your debugger is entirely separate from the console and doesn't interfere with drawing.

checking/verifying python code

Python is a relatively new language for me and I already see some of the trouble areas of maintaining a scripting language based project. I am just wondering how the larger community , with a scenario when one has to maintain a fairly large code base written by people who are not around anymore, deals with the following situations:
Return type of a function/method. Assuming past developers didn't document the code very well, this is turning out to be really annoying as I am basically reading code line by line to figure out what a method/function is suppose to return.
Code refactoring: I figured a lot of code need to be moved around, edited/deleted and etc. But lot of times simple errors, which would otherwise be compile time error in other compiled languages e.g. - wrong number of arguments, wrong type of arguments, method not present and etc, only show up when you run the code and the code reaches the problematic area. Therefore, whether a re-factored code will work at all or not can only be known once you run the code thoroughly. I am using PyLint with PyDev but still I find it very lacking in this respect.
You are right, that's an issue with dynamically typed interpreted languages.
There are to important things that can help:
Good documentation
Extensive unit-testing.
They apply to other languages as well of course, but here they are especially important.
As far as I know If code is not documented at all and the author isn't around anymore it's up to you to find out what the ode actually does.
That's why people should always stick to certain guidelindes that can be enforced by stylecheckers like pep8. https://pypi.python.org/pypi/pep8
Comments and docstrings should be included in every method to avoid such situation you're describing. http://www.python.org/dev/peps/pep-0257/#what-is-a-docstring
Also unittests are very helpfull for refactoring since you can check if you broke something with the click of a button. http://docs.python.org/2/library/unittest.html
hope this helps
Others have already mentioned documentation and unit-testing as being the main tools here. I want to add a third: the Python shell. One of the huge advantages of a non-compiled language like Python is that you can easily fire up the shell, import your module, and run the code there to see what it does and what it returns.
Linked to this is the Python debugger: just put import pdb;pdb.set_trace() at any point in your code, and when you run it you will be dropped into the interactive debugger where you can inspect the current values of the variables. In fact, the pdb shell is an actual Python shell as well, so you can even change things there.

Free Python programming environement with autocompletion

I've looked at most of the IDE's out there. I've set up vim to use autocompletion and I'm using it right now. However, I can't seem to get it to work like Visual Studio with .NET. Autocompletion seems to work only in certain cases and it only shows methods and not what parameters they take. It's pretty much unusable to me.
What I'm after is a pop-up that will show me all methods available and the parameters they take. Pretty much the feel of VS2010 when you're programming .NET.
You won't get the kind of autocompletion in a dynamic language like Python that you get in more explicitly typed languages. Consider:
def MyFunction(MyArg):
MyArg.
When you type the "." in MyArg., you expect the editor to provide a list of methods with arguments. That can't happen in Python because the editor has absolutely no way of knowing what type (or types) MyArg could possibly be. Even the Python compiler doesn't have that information when it's compiling the code. That's why, if you put MyArg.SomeNonExistentFunction() you won't get any kind of error message until runtime.
If you wrote something like:
def MyFunction:
MyObject = MyClass(SomeArg)
MyObject.
then a smart enough editor can supply a list of methods available after that final ".".
You'll find that those editors that are supplying autocomplete "sometimes" are doing so in cases similar to my second example, and not doing so in cases similar to the first. With Python, that's as good as you can get.
I've been using Eclipse with the PyDev extension for some time now. The auto-completion there is really quite impressive, I highly recommend it.
Gedit has a developer plugin which tries to do some syntax completion. For reasons already mentioned, it doesn't work very well. I found it more annoying than helpful and disabled it after a few weeks trial.
ipython's new Qt console has tab completion and you can have some tooltip sort of popups with syntax help and docstrings. See screenshot below for example..
But as most people have already pointed out, this kind of thing you are asking for is really more appropriate for less dynamic languages.

QtDesigner or doing all of the Qt boilerplate by hand?

When starting up a new project, as a beginner, which would you use?
For example, in my situation. I'm going to have a program running on an infinite loop, constantly updating values. I need these values to be represented as a bar graph as they're updating. At the same time, the GUI has to be responsive to user feedback as there will be some QObjects that will be used to updated parameters within that infinite loop. So these need to be on separate threads, if I'm not mistaken. Which choice would give the most/least hassle?
If I understood your question correctly, updating the GUI has a little to do with the way you programmed it.
From my experience, it's easier to design a main window (or whatever your top level object is) in Designer, and add some dynamically updated content in a widget(s) created in your code. In most cases, it saves your time spent on digging through QT documentation, and additionally, you are able to visually inspect positioning, aligning etc.
You don't lose anything by using a Designer, every part of the GUI can be modified in your code afterwards, if it needs some custom behavior.
Having said that, without knowing all the details of your project is hard to tell which option (QT or in-code) is faster.
Your right threading is your answer. Use the QT threads they work very well.
Where I work when people start out using QT a lot of them start with designer but eventually end up hand coding it. I think you will end up hand coding it but if you are someone who really likes GUIs you may want to start with Designer. I know that isn't a definitive answer but it really depends.
First of all, the requirements that you've mentioned don't (or shouldn't) have much affect on this decision.
Either way, you're going to have to learn something. You might as well investigate both options, and make the decision yourself. Write a couple of "Hello, World!" apps, then start adding some extra widgets/behavior to see how each approach scales.
Since you asked, I would probably use Qt Designer. But I'm not you, and I'm not working on (nor do I know much of anything about) your project.

Glade or no glade: What is the best way to use PyGtk?

I've been learning python for a while now with some success. I even managed to create one or two (simple) programs using PyGtk + Glade.
The thing is: I am not sure if the best way to use GTK with python is by building the interfaces using Glade.
I was wondering if the more experienced ones among us (remember, I'm just a beginner) could point out the benefits and caveats of using Glade as opposed to creating everything in the code itself (assuming that learning the correct gtk bindings wouldn't exactly be a problem).
I would say that it depends: if you find that using Glade you can build the apps you want or need to make than that's absolutely fine. If however you actually want to learn how GTK works or you have some non-standard UI requirements you will have to dig into GTK internals (which are not that complicated).
Personally I'm usually about 5 minutes into a rich client when I need some feature or customization that is simply impossible through a designer such as Glade or Stetic. Perhaps it's just me. Nevertheless it is still useful for me to bootstrap window design using a graphical tool.
My recommendation: if making rich clients using GTK is going to be a significant part of your job/hobby then learn GTK as well since you will need to write that code someday.
P.S. I personally find Stetic to be superior to Glade for design work, if a little bit more unstable.
Use GtkBuilder instead of Glade, it's integrated into Gtk itself instead of a separate library.
The main benefit of Glade is that it's much, much easier to create the interface. It's a bit more work to connect signal handlers, but I've never felt that matters much.
Glade is very useful for creating interfaces, it means you can easily change the GUI without doing much coding. You'll find that if you want to do anything useful (e.g. build a treeview) you will have to get familiar with various parts of the GTK documentation - in practice finding a good tutorial/examples.
I started out using glade, but soon moved to just doing everything in code. Glade is nice for simple things, and it's good when you're learning how GTK organizes the widgets (how things are packed, etc). Constructing everything in code, however, you have much more flexibility. Plus, you don't have the glade dependency.
I usually start with Glade until I come to a point where it doesn't have the features I need, e.g. creating a wizard. As long as I'm using the standard widgets that Glade provides, there's really no reason to hand-code the GUI.
The more comfortable I become with how Glade formats the code, the better my hand-coding becomes. Not to mention, it's real easy to use Glade to make the underlying framework so you don't have to worry about all the initializations.
If you're writing a traditional GUI application which reuses a lot of standard components from GTK+ (buttons, labels, containers etc.) I'd personally go with Glade + Kiwi (a convenience framework for building GTK+ GUI applications).
The single greatest advantage to using Glade is that it greatly reduces layout/packing code. Here's an extremely simply example which already shows the issues with manually laying out a GUI (without using any helper functions):
container = gtk.HBox()
label = gtk.Label(str="test")
container.add(label)
For more examples take a look here. Even if you're writing a complicated custom widget you can always create a placeholder in Glade and replace that after instantiation.
It shouldn't be all too long now for the Glade team to release a new version of the designer (3.6.0). This new version will add support for GtkBuilder, which replaces libglade (the actual library that transforms the Glade XML files into a widget tree). The new Glade designer also once again adds support for defining catalogs (sets of widgets) in Python, so you can easily add your own custom widgets.
First, start to put this in perspective.
You will be using GTK. This is a huge C library built in 1993 using the best traditions of 1970s coding style. It was built to help implement the GIMP, a Photoshop competitor wanna-be with user interface blunders of legend. A typical gui field might have forty or more parameters, mostly repetitive, having getters and setters. There will be pain.
The GTK itself manages a complete dynamic type system in C using GObject. This makes debugging a special joy that requires manually walking through arrays of pointers to methods full of generic argument lists with implicit inheritance. You will also be jumping through Pango libraries when you least expect it, e.g., using a Pango constant for where in a label the ellipsis go when the page is small. Expect more pain.
By now, you are probably vowing to wrap all your GTK interactions in a Model-View-Controller architecture specific to your application. This is good.
Using Glade, or gtkBuilder, or Stetic, will help coral the huge coupling problem of forty parameters to a function. Glade provides a basic GUI builder to drag and drop components together. The parameters and inherited parameters are somewhat separated out. The output of Glade is .glade XML file which you will then read in, attach your callbacks ("signal handlers") to identically named functions, and query or update the in-memory version of that XML to get widgets that you then use pyGTK to manipulate. Glade itself is a creaky and not well maintained.
Using pyGTK gives you annoyingly fine grained control in order to build your GUI. This will be verbose, copy-and-paste code. Each attribute will be a separate function call. The attribute setter does not return anything, so chaining the calls is out of the question. Usually, your IDE will give only minimal help on what functions mean and you will be constantly referring to DevHelp or some other tool.
One would almost expect GTK GUIs were meant to fail.
I recommend using Glade for rapid development, but not for learning. Why? because some times you will need to tune up some widgets in order to work as you want they to work, and if you don't really know/understand the properties attributes of every widget then you will be in troubles.
For quick and simple screens I use Glade. But for anything that needs finer levels of control, I create a custom classes for what I actually need (this is important, because it's too easy to get carried away with generalisations).
With a skinny applications specific classes, I can rapidly change the look and feel application wide from a single place. Rather like using CSS to mantain consistency for web sites.
Personally I would recommend coding it out instead of using Glade. I'm still learning python and pyGtk but I will say that writing out the UI by hand gave me a lot of insight on how things work under the hood.
Once you have it learned I'd say to give glade, or other UI designers a try but definitely learn how to do it the "hard" way first.
You may use glade-2 to design, and use glade2py.py to generating the pure pygtk code,
it use pygtkcompat to support gtk3

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