How can my program be prevented from freezing? - python

I have decided to finally work on a project, as I've tried to code in python before, with at least some success. In my project, I am trying to build a menu that lets me "Auto-farm" in a game. It uses 3 modules, namely pynput, pause, and PySimpleGUI.
Whenever I run the code, it runs fine, until I click the button that starts the automation part. It runs completely fine, but I have to force close the GUI prompt that shows up as it just completely stops responding to input until you close it.
How I can make a stop button, and stop my program from freezing up?
I am using 2 files to keep this project slightly more organized, although I don't know if this is the best way to go around doing this. These 2 files are main.py and chand.py.
main.py
import PySimpleGUI as sg
import chand
loop = 0
layout = [[sg.Text("Welcome to RedGrowie's autofarm menu!")], [sg.Button("Chandeliers")]]
window = sg.Window("Autofarming Menu", layout)
while True:
event, values = window.read()
if event == sg.WIN_CLOSED:
break
if event == "Chandeliers":
loop = 1
if loop == 1:
chand.Chandeliers.start(self=chand.Chandeliers)
window.close
chand.py
from pynput.keyboard import Key, Controller
import pause
keyboard = Controller()
start = "0"
class Chandeliers:
def d_press(self):
keyboard.press("d")
pause.milliseconds(70)
keyboard.release("d")
pause.milliseconds(300)
keyboard.release(Key.space)
def space_press(self):
keyboard.press(Key.space)
pause.milliseconds(1)
#keyboard.release(Key.space)
def start(self):
start = "1"
while start == "1":
self.d_press(self)
self.space_press(self)

Your Chandeliers.start function loops indefinitely, so the call from the main loop in main.py never gets returned to. If you want both loops to be running at the same time, you probably need to use threading or some other means of concurrency. Or you might be able to interleave the two loops somehow, depending on the timing requirements for each one.
As a side note, you are using your Chandeliers class in a very odd way. You're never creating an instance of the class, but rather calling the methods it defines as if they were class methods (but with manual passing of the class, in the misleadingly named self argument.
You should probably not do that. Either treat the class as a normal one, and create an instance:
cha = chand.Chandeliers()
chat.start() # and change start to not manually pass self any more
Or you should do away with the unneeded class all together and just make the methods into top-level functions.

Related

Time.sleep() affecting the code above it in python

I am making a KIVY program in python and have a time.sleep(3) in my code so that it waits three seconds before changing the screen. But the function above it works after the 3 seconds and not before it. I am having no errors and I have tried everything but nothing seems to work.
Here is the snippet.
def input_button(self, instance): # creating the button that when pressed updates the label
query = "You Said {}".format(self.command()) # making the query
if query == "You Said None":
self.update_info('Please input a command')
else:
self.update_info(query) # updating the label
time.sleep(3)
pa_app.screen_manager.current = "Result"
The self.update_info(query) runs after three seconds but the time.sleep is after it.
I fixed this problem by using the from kivy.clock import as Clock module. I used Clock.schedule_once functions and passed self.change_screen, 10. I created the self.change_screen function as the Clock.schedule_once only takes a function and time as the parameters. Although I wanted to wait for 3 seconds, passing 3 in the function didn't make it wait for 3 seconds but less than it. So for having the same effect I passed in 10. This solved the problem.
Kivy is a GUI framework and you cannot add sleep statements safely.
when
self.update_info(query)
is called kivy will update the GUI only after the last line of your function is called, because this is when you give back the control to the Kivy gui engine.
You have to check whether kivy does have timers.
You can start a timer and tell it to call another function that does the
pa_app.screen_manager.current = "Result"
whenever the timer finished.

Tkinter Frame Not Recognizing Keypresses

This question is NOT a duplicate of this question: Why doesn't the .bind() method work with a frame widget in Tkinter?
As you can see, I set the focus to the current frame in my game_frame() method.
I'm writing a Chip-8 emulator in Python and using Tkinter for my GUI. The emulator is running, but I can't get Tkinter to recognize keypresses. Here is my code:
def game_frame(self):
self.screen = Frame(self.emulator_frame, width=640, height=320)
self.screen.focus_set()
self.canvas = Canvas(self.screen, width=640, height=320, bg="black")
self._root.bind("<KeyPress-A>", self.hello)
for key in self.CPU.KEY_MAP.keys():
print(key)
self.screen.bind(key, self.hello)
self.screen.pack()
self.canvas.pack()
def hello(self, event):
if event.keysym in self.CPU.KEY_MAP.keys():
self.CPU.keypad[self.CPU.KEY_MAP[event.keysym]] = 1
self.CPU.key_pressed = True
self.CPU.pc += 2
sys.exit()
def run_game(self, event):
self.game_frame()
self.CPU.load_rom("TANK")
while True:
self._root.update()
self.after(0, self.CPU.emulate_cycle)
Could you please help me figure out what's going wrong? I think it might have something to do with my game loop interfering with the key bindings, but I'm not sure. The hello method never gets called when I run the game because the program continues to run in an infinite loop and never exits, regardless of what key is pressed. Thank you!
The problem could be due to two things. Without seeing all your code it's impossible to say for sure.
For one, you are binding to a capital "A" rather than a lowercase "a" -- have you testing that the binding works or not when you press a capital A?
Also, you are using after and update incorrectly. You may be starving the event loop, preventing it from processing key presses. The right way to run a function periodically is to have a function that (re)schedules itself.
class CPU_Class():
...
def run_cycle(self):
self.emulate_cycle()
self._root.after(1, self.run_cycle)
Two things to note:
don't use after(0, ...) -- you need to give tkinter at least a ms or so to process other events.
the run_cycle function is responsible for running one cycle, and then scheduling the next cycle to run in the future.
Once you do that, you no longer need your while loop. You can simply call run_cycle once, and that will start the CPU running.

Is there an instant-updating function for texts or patterns as button.config() in tkinter?

I wrote a modified program of the 'mines' game, and I hope it shows every step/click graphically. I use time.sleep(0.5) to make a pause. So, in general the main program is like:
check_block():
if mine == 0:
buttons[current].config(image = tile_clicked)
elif mine == 1:
buttons[current].config(image = tile[1])
...
while(1):
time.sleep(0.5)
check_block()
get_next()
if check_fail():
break
However, the buttons don't update every 0.5 second: they are all updated together when the game(loop) finishes.
I guess it's just like 'cout' in C++: if you don't flush they will get stacked. So, is there a method to get them updated step by step, or say, instantly?
Thanks!
In all GUI systems you have to allow the message loop to run so that Windowing events occur promptly. So do not use a while loop like this. Instead, create a method that calls check_block() and get_next() and use after to call that function after a delay. At the end of that function, you use after again to call the same function again so that this function is called every 0.5 second forever. The after function queues a timer event and then lets the message queue be processed. Once your timer event fires, the callback function is run which allows you to do things and keep the UI responsive.
You should never call sleep in a GUI program. This is because the GUI must be "awake" at all times so that it can service events (including internal events that cause the screen to update). Instead, leverage the already-running eventloop by using the after method to put events on the queue at regular intervals.
In your case, you would replace the while loop with something like:
def do_check():
check_block()
if not check_fail():
root.after(500, do_check)
# in your initialization code, start the loop by calling it directly:
do_check()
I don't know what your get_next function does, so I don't know if you need to call it periodically too. Probably not. I'm guessing it waits for the next button press, which you don't need to do with tkinter or most other GUI toolkits. Instead, you configure the button to call a function when clicked.
Regardless, the way to do the type of looping you want is to place events on the event queue at a regular interval.

Creating Toplevel widgets that are thread safe

I'm trying to learn how to use the thread module. I followed along with the instructions here: http://effbot.org/zone/tkinter-threads.htm
My hope is the test script will:
Print out the "count" every two seconds
Show a pop-up dialog window (also every 2 seconds)
The pop-ups should be allowed to accumulate (if I don't click "OK" for a while, there should be
multiple pop-ups)
However, when I run this script it will freeze the main window and after a while crash. I think I'm not implementing the thread module correctly.
Could someone please have a look and point out what I'm doing wrong?
Here is what I've tried so far:
from Tkinter import *
import thread
import Queue
import time
class TestApp:
def __init__(self, parent):
self.super_Parent = parent
self.main_container = Frame(parent)
self.main_container.pack()
self.top_frame = Frame(self.main_container)
self.top_frame.pack(side=TOP)
self.bottom_frame = Frame(self.main_container)
self.bottom_frame.pack(side=TOP)
self.text_box = Text(self.top_frame)
self.text_box.config(height=20, width=20)
self.text_box.pack()
self.queue = Queue.Queue()
self.update_me()
def show_popup(self):
self.my_popup = Toplevel(self.main_container)
self.my_popup.geometry('100x100')
self.popup_label = Label(self.my_popup, text="Hello!")
self.popup_label.pack(side=TOP)
self.pop_button = Button(self.my_popup, text="OK", command=self.my_popup.destroy)
self.pop_button.pack(side=TOP)
def write(self, line):
self.queue.put(line)
def update_me(self):
try:
while 1:
line = self.queue.get_nowait()
if line is None:
self.text_box.delete(1.0, END)
else:
self.text_box.insert(END, str(line))
self.text_box.see(END)
self.text_box.update_idletasks()
except Queue.Empty:
pass
self.text_box.after(100, self.update_me)
def pipeToWidget(input, widget):
widget.write(input)
def start_thread():
thread.start_new(start_test, (widget,))
def start_test(widget):
count = 0
while True:
pipeToWidget(str(count) + "\n", widget)
count += 1
time.sleep(2)
widget.show_popup()
root = Tk()
widget = TestApp(root)
start_button = Button(widget.bottom_frame, command=start_thread)
start_button.configure(text="Start Test")
start_button.pack(side=LEFT)
root.title("Testing Thread Module")
root.mainloop()
I can't reproduce your problem, but I can see why it would happen.
You're using the queue to pass messages from the background thread to the main thread for updating text_box, which is correct. But you're also calling widget.show_popup() from the background thread, which means it creates and displays a new Toplevel in the background thread. That's not correct.
All UI code must run in the same thread—not all UI code for each top-level window, all UI code period. On some platforms, you may get away with running each window in its own thread (or even free-threading everything), but that isn't supposed to work, and definitely will crash or do improper things on some platforms. (Also, that single UI thread has to be the initial thread on some platforms, but that isn't relevant here.)
So, to fix this, you need to do the same dance for creating the popups that you do for updating the textbox.
The obvious way to do that is to move the widget.show_popup() to the loop in update_me(). If you want it to happen 2 seconds after the textbox updates, just add self.top_frame.after(2000, self.show_popup) to the method.
But I'm guessing you're trying to teach yourself how to have multiple independent updating mechanisms, so telling you "just use a single update queue for everything" may not be a good answer. In that case, just create two queues, and a separate update method servicing each queue. Then, do your pipeToWidget, sleep 2 seconds, then pipeToPopup.
Another way around this is to use mtTkinter. It basically does exactly what you're doing, but makes it automatic, pushing each actual Tk GUI call onto a queue to be run later by the main loop. Of course your objects themselves have to be thread-safe, and this also means that you have to deal with the GUI calls from one thread getting interleaved with calls from another thread. But as long as neither of those is a problem (and they don't seem to be in your case), it's like magic.
If you want to know why this is freezing and/or crashing for you on Win7 and not for me on OS X 10.8… well, you really need to look into a mess of Tcl, C, and Python code, and also at how each thing is built. And, unless it's something simple (like your Tk build isn't free-threaded), it wouldn't tell you much anyway. The code isn't supposed to work, and if it seems to work for me… that probably just means it would work every time until the most important demo of my career, at which point it would fail.

How to stop a warning dialog from halting execution of a Python program that's controlling it?

Using Win32GUI and Watsup, I'm writing a bit of Python code to automate a search across a database that is accessed through a program that doesn't come with an interface for it. As such, I can take a string from a list and then input it into the search box and press 'lookup'.
However, when the search returns more than 1000 results, the program throws a warning dialog --which is simply a notification of the number of results--which halts the execution of the Python code. I can't get the code to progress past the line where it presses lookup.
At a guess, this would be because it doesn't expect a window or know how to handle a warning--but I don't either, other than manually accepting it. Below is the relevent sample of code, though it's probably not very enlightening. After "clickButton(LookupButton)", the execution halts.
LookupButtonlocation = elemstring.find("Lookup", AuthNameFieldlocation) - 15
#Use Regex search to find handles
number_regex = re.compile(';(\d+);')
AuthNameEdit = int(number_regex.search(elemstring[AuthNameFieldlocation:]).group(1))
LookupButton = int(number_regex.search(elemstring[LookupButtonlocation:]).group(1))
#Input new Author into Edit Field
setEditText(AuthNameEdit, "John Campbell")
#Click lookup button
clickButton(LookupButton)
I'm not a WATSUP user, but I do something very similar using pywinauto - in my case I'm running a number of automated tests that open various 3rd party programs that, in a similar way, throw up inconvenient warning dialogs. It's a bit difficult to deal with dialogs that you don't know about, however if you do know which dialogs appear, but not when they appear, you can start a thread to just deal with those pop-ups. The following is a simple example from what I'm doing, and uses pywinauto but you could adapt the approach for WATSUP:
import time
import threading
class ClearPopupThread(threading.Thread):
def __init__(self, window_name, button_name, quit_event):
threading.Thread.__init__(self)
self.quit_event = quit_event
self.window_name = window_name
self.button_name = button_name
def run(self):
from pywinauto import application, findwindows
while True:
try:
handles = findwindows.find_windows(title=self.window_name)
except findwindows.WindowNotFoundError:
pass #Just do nothing if the pop-up dialog was not found
else: #The window was found, so click the button
for hwnd in handles:
app = application.Application()
app.Connect(handle=hwnd)
popup = app[self.window_name]
button = getattr(popup, self.button_name)
button.Click()
if self.quit_event.is_set():
break
time.sleep(1) #should help reduce cpu load a little for this thread
Essentially this thread is just an infinite loop that looks for a pop-up window by name, and if it finds it, it clicks on a button to close the window. If you have many pop-up windows you can open one thread per popup (bug that's not overly efficient, though). Because it's an infinite loop, I have the thread looking to see if an event is set, to allow me to stop the thread from my main program. So, in the main program I do something like this:
#Start the thread
quit_event = threading.Event()
mythread = ClearPopupThread('Window Popup Title', 'Yes button', quit_event)
# ...
# My program does it's thing here
# ...
# When my program is done I need to end the thread
quit_event.set()
This is not necessarily the only way to deal with your issue, but is a way that's worked for me. Sorry I can't really help you much with dealing with WATSUP (I always found pywinauto a bit easier to use), but I noticed on the WATSUP homepage (http://www.tizmoi.net/watsup/intro.html), Example 2 does something similar without using threads, i.e., looks for a named window and clicks a specific button on that window.

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