Tkinter field in blank for Python - python

I need your help to figure out how to make the following coding:
My idea is to get a message if fields name and quantity are in blank at the time I execute a function through a button. I printed what is the value if name and quantity are in blank and program says it is .!entry and .!entry2 respectively.
Unfortunately it doesn't work. What I am doing wrong?
if name == .!entry and quantity == .!entry2:
message = Label(root, text = 'Name and Quantity required' , fg = 'red')
message.grid(row = 4, column = 0, columnspan = 2, sticky = W + E)
return

As #JordyvanDongen pointed out in the comments you should use entry.get() to get the text inside the the entry object.
I suggest this for you code, assuming the entry objects are named name and quantity:
if not name.get() or not quantity.get():
message = Label(root, text = 'Both name and quantity are required', fg = 'red')
message.grid(row = 4, column = 0, columnspan = 2, sticky = W + E)
return None
I changed the conditional to or so that if either of the fields are blank it will be triggered but you may want to change it back to and depending on your purposes..

Related

dynamically rename tkinter window

I have the following bits of code that creates a toplevel window and parses a dictionary into a Text widget:
def escrito(**kwargs):
write_window = Toplevel(root)
#write_window.title(kwargs) (problematic code)
writing_box = tk.Text(write_window, font = ("calibri", 20), width = 60, height = 15, wrap=WORD)
writing_box.pack(expand = tk.YES, fill = tk.X)
writing_box.grid(row = 0, column = 0, sticky = 'nswe')
texto = '\n'.join(key + ":\n" + value for key, value in kwargs.items())
writing_box.insert("1.0", texto)
def septic_osteo():
escrito(**infections.Septic_arthritis)
Septic_arthritis = {
'Empirical Treatment':
'Flucloxacillin 2g IV 6-hourly',
'If non-severe penicillin allergy':
'Ceftriaxone IV 2g ONCE daily',
'If severe penicillin allergy OR if known to be colonised with
MRSA':
'Vancomycin infusion IV, Refer to Vancomycin Prescribing
Policy',
'If systemic signs of sepsis': 'Discuss with Consultant
Microbiologist'
}
So when I run the code, the escrito functions parses the dictionary and writes its content onto a text widget contained on a Toplevel window. What I would like to know is how to dynamically rename the Toplevel window with the dicitonary's name. I do know that I can do this:
def septic_osteo():
escrito(**infections.Septic_arthritis)
write_window.title('Septic_arthritis)
but I do have like 100 functions like the one above, so, aside from labour intensive, I am not sure is the more pythonic way, so, is there a way that the window can be renamed with the dictionary name? (i.e. 'Septic_arthritis)
Thanks
If your data is in an object named infections, with attributes such as Septic_arthritis, the most straight-forward solution is to pass the data and the attribute as separate arguments, and then use getattr to get the data for the particular infection.
It would look something like this:
def escrito(data, infection):
write_window = Toplevel(root)
write_window.title(infection)
writing_box = tk.Text(write_window, font = ("calibri", 20), width = 60, height = 15, wrap="word")
writing_box.pack(expand = tk.YES, fill = tk.X)
writing_box.grid(row = 0, column = 0, sticky = 'nswe')
texto = '\n'.join(key + ":\n" + value for key, value in getattr(data, infection).items())
writing_box.insert("1.0", texto)
The important bit about the above code is that it uses getattr(data, infection) to get the data for the given infection.
If you want to create a button to call this function, it might look something like this:
button = tk.Button(..., command=lambda: escrito(infections, "Septic_arthritis"))
This will call the command escrito with two arguments: the object that contains all of the infections, and the key to the specific piece of information you want to display.

Function doesn't shows password in real time

When I click show password it shows password but when I input 1 more letter in the entry box then that letter doesn't show up but when I input one more letter the previous letter shows up but the letter which I inputed just now doesn't show up So I want the code to update the password in the Show password label(show) in real time.
Code:
from tkinter import *
win = Tk()
no=2
def evod():
global no
no+=1
def showpwd(e):
global no, t
def bind():
text1=t.get()
btn2=Button(win, text="hide",command=hide)
btn2.grid(row=0,column=1)
show.config(text=text1)
evod()
def hide():
show.config(text="")
btn3=Button(win, text="show",command=bind)
btn3.grid(row=0,column=1)
evod()
if no % 2==0:
txt=t.get()
btn2=Button(win, text="hide",command=hide)
btn2.grid(row=0,column=1)
show.config(text=txt)
else:
show.config(text="")
btn=Button(win, text="show",command=bind)
btn.grid(row = 0, column = 1)
def bind():
show.config(text=t.get())
ent.bind("<Key>", showpwd)
t = StringVar()
ent = Entry(win,show="*", textvariable=t)
ent.grid(row = 0, column = 0)
btn=Button(win, text="show",command=bind)
btn.grid(row = 0, column = 1)
show= Label(win,text="")
show.grid(row = 1, column = 0,sticky="w")
win.mainloop()

Python GUI EntryButtons

I'm making a small GUI application that deals with grades and whatnot and outputs the highest grades and etc.
Here's a part of the code:
root = Tk()
gradeList = []
def addGradeObject(name, percentage):
gradeList.append(Grade(name, percentage))
updateOutput()
print(gradeList)
def undoAdd():
try:
gradeList.pop(len(gradeList) - 1)
updateOutput()
print(gradeList)
except Exception:
pass
def updateOutput():
highestGrade.setText(highest_grade(gradeList))
lowestGrade.setText(lowest_grade(gradeList))
numFailed.setText(num_failed(gradeList))
addButton = Button(text = "Add Grade", command = lambda: addGradeObject (entryA.get(), entryB.get())).grid(row = 1, column = 4)
undoButton = Button(text = "Undo", command = undoAdd).grid(row = 2, column = 4)
entryA = Entry()
entryA.grid(row = 1, column = 1)
entryB = Entry()
entryB.grid(row = 1, column = 2)
highestGrade = Entry()
highestGrade.grid(row = 2, column = 1)
lowestGrade = Entry()
lowestGrade.grid(row = 3, column = 1)
numFailed = Entry()
numFailed.grid(row = 4, column = 1)
root.title("Grade Checker")
root.mainloop()
The problem is I'm getting this error:
AttributeError: 'Entry' object has no attribute 'setText'
I don't understand. When you create an Entry box, doesn't the object of class "Entry" have an attribute/method that allows you to set text to it? I really don't know why it's not working
Entry methods can be found here. As far as I can tell, there is no setText method. There is however an insert method that you could use to set the text (though you might wand to delete the current text first).
def set_text(entry, text):
entry.delete(0, tkinter.END)
entry.insert(0 text)
Alternatively, you can hook the entry up to a StringVar and use it's .set() and .get() methods. e.g. (from the linked docs above):
v = StringVar()
e = Entry(master, textvariable=v)
e.pack()
v.set("a default value")
s = v.get()

TypeError: unorderable types: str() < int()

Need help with this error.
my code:
from tkinter import *
def shouldIEat():
if calories.get() < 1523 :
answer.set("Eat food as soon as possible")
elif calories.get() > 1828 :
answer.set("Stop eating")
else:
answer.set("You can eat something, but don't go over 1828")
window = Tk()
answer = StringVar()
calories = IntVar()
calories.set(0)
caloriesLabel = Label(window, text = "How many calories have you consumed?")
caloriesLabel.grid( row = 1)
calories = Entry(width = 10)
calories.grid (row = 1, column = 1)
eatButton = Button(window, text = "Should I eat?" , command=shouldIEat).grid( row = 2 , column = 1)
quitButton = Button(window, text = "Quit" , command=window.quit).grid( row = 2 , column = 2)
window.mainloop()
My error:
Exception in Tkinter callback
Traceback (most recent call last):
File "C:\Python34\lib\tkinter\__init__.py", line 1487, in __call__
return self.func(*args)
File "D:/My Documents/School/Scripting Lang/Project", line 8, in shouldIEat
if calories.get() < 1523 :
TypeError: unorderable types: str() < int()
Your code sets up calories as a Tkinter IntVar, but then it clobbers it by creating an Entry with the same name. You need to give the Entry a different name, and then attach the calories IntVar using the textvariable argument in the Entry constructor.
Also, you never created a widget to display the answer.
from tkinter import *
def shouldIEat():
if calories.get() < 1523 :
answer.set("Eat food as soon as possible")
elif calories.get() > 1828 :
answer.set("Stop eating")
else:
answer.set("You can eat something, but don't go over 1828")
window = Tk()
answer = StringVar()
calories = IntVar()
calories.set(0)
#answer.set('')
caloriesLabel = Label(window, text = "How many calories have you consumed?")
caloriesLabel.grid(row = 1, column = 0)
caloriesEntry = Entry(width = 10, textvariable=calories)
caloriesEntry.grid(row = 1, column = 1)
Button(window, text = "Should I eat?", command=shouldIEat).grid(row = 2, column = 1)
Button(window, text = "Quit" , command=window.quit).grid(row = 2, column = 2)
answerLabel = Label(window, textvariable=answer)
answerLabel.grid(row = 2, column = 0)
window.mainloop()
We don't really need to initialise answer, but it is neater to do so. And you could use it to display some simple instructions, if you want.
There's another minor problem with your code that I should mention.
eatButton = Button(window, text = "Should I eat?" , command=shouldIEat).grid( row = 2 , column = 1)
This creates a Button object and then calls its .grid() method. That's fine, but the .grid() method returns None, it does not return the Button object, so saving that return value to eatButton is pointless. You don't need to keep a reference to that button for this program, which is why I changed it to
Button(window, text = "Should I eat?", command=shouldIEat).grid(row = 2, column = 1)
in my version. But when you do need to keep a reference to the widget you should construct it on one line and then apply the .grid() (or .pack()) method on a separate line, like you did with caloriesLabel.
BTW, in Python, names of the form calories_label are preferred over caloriesLabel. See PEP-008 for further details.
As you can see in the TypeError, you are comparing a string with an integer.
Cast your string to an integer before doing your comparison.

How can I put frames inside frames using tkinter?

I'm making a baseball program based on the strategy games produced by Avalon Hills from the 70s & 80s, and the last part is a gui. I've made all the code to run the game command line, and I've got the code to select lineups with a gui. I envision a 3by1 grid with a scoreboard on the first row, a text box displaying the result, out, home run, double play, etc., and the last row is divided between the pitcher and batter cards on the left side, and a frame of buttons. The frame will flip between an offence and defence frame. So first the defence frame comes up with options like pitching change, change position, and play ball. Play ball changes the frame to the offence options, which will be pinch hit, pinch run, steal, and so on. But how can I put the buttons inside a frame, then combine the player cards and buttons in another frame, and then add that to the main frame?
The DFrame & OFrame classes are inner classes (hence the "elf", not "self"). I've got the dynamic switching between the 2 Frames. My problem is breaking the DFrame main loop, it only plays the top of the first, and the self.roadOuts never increments. Here's what I've got:
while self.innings < 8.5 or self.homeScore == self.roadScore:
self.roadOuts = 0
while self.roadOuts < 3:
self.dFrame.mainloop()
class DFrame(Frame):
def __init__(elf, parent):
Frame.__init__(elf)
elf._playButton = Button(elf, text = 'Play Ball',
command = parent.oMenu)
elf._playButton.grid(row = 0, column = 0)
elf._pitchingButton = Button(elf, text = 'Pitching Change',
command = parent.pitchingChange)
elf._pitchingButton.grid(row = 1, column = 0)
elf._positionButton = Button(elf, text = 'Defensive Substitution',
command = parent.positionChange)
elf._positionButton.grid(row = 0, column = 1)
elf._alignButton = Button(elf, text = 'Change Positions',
command = parent.positionSwap)
elf._alignButton.grid(row = 1, column = 1)
elf._doubleButton = Button(elf, text = 'Double Switch',
command = parent.doubleSwitch)
elf._doubleButton.grid(row = 2, column = 0)
elf._walkButton = Button(elf, text = 'Intentional Walk',
command = parent.intentionalWalk)
elf._walkButton.grid(row = 2, column = 1)
elf._depthButton = Button(elf, text = 'Change Infield Depth',
command = parent.infieldDepth)
elf._depthButton.grid(row = 3, column = 0)
class OFrame(Frame):
def __init__(elf, parent):
Frame.__init__(elf)
elf._playButton = Button(elf, text = 'Play Ball',
command = parent.atBat)
elf._playButton.grid(row = 0, column = 0)
elf._pinchHitButton = Button(elf, text = 'Pinch Hit',
command = parent.pinchHit)
elf._pinchHitButton.grid(row = 1, column = 0)
elf._prfButton = Button(elf, text = 'Pinch Run First',
command = parent.pinchRunFirst)
elf._prfButton.grid(row = 0, column = 1)
elf._prsButton = Button(elf, text = 'Pinch Run Second',
command = parent.pinchRunSecond)
elf._prsButton.grid(row = 1, column = 1)
elf._prtButton = Button(elf, text = 'Pinch Run Third',
command = parent.pinchRunThird)
elf._prtButton.grid(row = 2, column = 1)
elf._stealButton = Button(elf, text = 'Steal',
command = parent.steal)
elf._stealButton.grid(row = 2, column = 0)
elf._bunt4HitButton = Button(elf, text = 'Bunt for a hit',
command = parent.bunt4AHit)
elf._bunt4HitButton.grid(row = 3, column = 0)
elf._hitNRunButton = Button(elf, text = 'Hit And Run',
command = parent.hitAndRun)
elf._hitNRunButton.grid(row = 4, column = 0)
elf._sacButton = Button(elf, text = 'Sacrifice',
command = parent.sacrifice)
elf._sacButton.grid(row = 4, column = 1)
elf._squeezeButton = Button(elf, text = 'Squeeze',
command = parent.squeeze)
elf._squeezeButton.grid(row = 3, column = 1)
the next method is called when the DFrame "play ball" button is clicked, and it makes the OFrame.
def oMenu(self):
self.dFrame.grid_forget()
self.dFrame.destroy()
self.oFrame = self.OFrame(self)
self.oFrame.grid(row = 1, column = 1)
self.oFrame.mainloop()
and at the end of an at bat, I have:
self.oFrame.grid_forget()
self.oFrame.destroy()
self.dFrame = self.DFrame(self)
self.dFrame.grid(row = 1, column = 1)
I'm not sure I understand your question. It seems like you know how to put one frame in another (It is really not much different than adding a Button to a frame -- or any other widget). I think what you're asking is how to dynamically switch which frame is being displayed at any given time.
You probably want the grid_forget method. using the play_ball button should cause the defense_frame to call it's grid_forget method, while re-gridding the the offense_frame. Of course, this would be pack_forget if you're using the pack geometry manager.
EDIT
Added a very rudimentary working example of the grid layout you described. It can probably be done a lot better, but this should get you started. (Particularly the switchOffenseDefense function and the switch_button button).
import Tkinter as tk
base=tk.Tk() #this is the main frame
root=tk.Frame(base) #Really this is not necessary -- the other widgets could be attached to "base", but I've added it to demonstrate putting a frame in a frame.
root.grid(row=0,column=0)
scoreboard=tk.Frame(root)
scoreboard.grid(row=0,column=0,columnspan=2)
###
#Code to add stuff to scoreboard ...
# e.g.
###
scorestuff=tk.Label(scoreboard,text="Here is the scoreboard")
scorestuff.grid(row=0,column=0)
#End scoreboard
#Start cards.
cards=tk.Frame(root)
cards.grid(row=1,column=0)
###
# Code to add pitcher and batter cards
###
clabel=tk.Label(cards,text="Stuff to add cards here")
clabel.grid(row=0,column=0)
#end cards
#Offense/Defense frames....
offense=tk.Frame(root)
offense.grid(row=1,column=1)
offense.isgridded=True #Dynamically add "isgridded" attribute.
offense_label=tk.Label(offense,text="Offense is coolest")
offense_label.grid(row=0,column=0)
defense=tk.Frame(root)
defense.isgridded=False
defense_label=tk.Label(defense,text="Defense is coolest")
defense_label.grid(row=0,column=0)
def switchOffenseDefense():
print "Called"
if(offense.isgridded):
offense.isgridded=False
offense.grid_forget()
defense.isgridded=True
defense.grid(row=1,column=1)
else:
defense.isgridded=False
defense.grid_forget()
offense.isgridded=True
offense.grid(row=1,column=1)
switch_button=tk.Button(root,text="Switch",command=switchOffenseDefense)
switch_button.grid(row=2,column=1)
root.mainloop()

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