when calling rest function from button, then start function is called and prints values continues every second But when I call again rest function the start function call again but this time start function print values in 2x speed and so on.
But I don't want to print value in 2x speed. I am making a small project where I face this type of problem so that is why I write this small code. Please solve my problem
import tkinter as tk
window = tk.Tk()
window.geometry('400x400')
i = 0
def start():
global i
text_label .config(text=i)
i += 1
text_label .after(1000, start)
def rest():
global i
i=0
start()
text_label = tk.Label(window, text="start")
text_label .pack()
tk.Button(window, text="rest", command=rest).pack()
window.mainloop()
What is happening is that every time you call reset, a new callback is launched that will call start indefinitely every 100ms. Every callback being independent, and having no knowledge of the others, this results in a series of callbacks each calling start on their own time, every 100 ms.
To avoid this "snowballing", you need to cancel the previous callbacks in order to reset properly. You do this by keeping a reference on the callback, and calling tk.after_cancel(callback_id) in reset.
Like this:
import tkinter as tk
def start():
global i, callback_id
text_label.config(text=i)
i += 1
callback_id = text_label.after(1000, start)
def reset():
global i, callback_id
i = 0
if callback_id is not None:
text_label.after_cancel(callback_id)
callback_id = None
start()
window = tk.Tk()
window.geometry('400x400')
text_label = tk.Label(window, text="start")
text_label.pack()
callback_id, i = None, 0
tk.Button(window, text="reset", command=reset).pack()
window.mainloop()
Related
I'm trying to create an assistant for an old game I play. This will show you the length of time left on a spell youve cast using a progress bar (tied to macros. IE the D macro I have is for a spell 3.7 seconds long as shown below). Im a bit new to programming so I have done this in stages. I have completed the program so that it searches my macros and sends the correct timer on Key event to the function. The problem is however the spells simply queue rather than interrupting when a new macro is pressed again.
I was trying to solve this in a shorter experimental script as I find it easier to do bits as learning and then combine them later. As you see here I tried to run the timer on a separate thread so I can cancel it halfway through (in the complete program this would be when a macro is pressed before its finished).
Going from examples I found on this site I thought this global variable in the thread would work but it still simply finishes running func(x) before cancelling it and printing that it has been halted. Sorry if I havent phrased this well enough - or phrased it too much. My first time posting here
Code below - Thanks in advance!
import time
import sys
from tkinter import *
from tkinter.ttk import *
root = Tk()
progress = Progressbar(root, orient = HORIZONTAL, length = 500, mode = 'determinate')
progress.pack()
# on key press check spells
global casting
def func(x):
global casting
while casting == True and progress['value']<100:
increments = 100/x
progress['value'] += increments
root.update_idletasks()
time.sleep(0.01)
else:
progress['value'] = 0
root.update_idletasks()
return
#def cancel():
# time.sleep(2)
## global casting
# casting = False
# print("Halted casting")
casting = True
t1 = threading.Thread(target=func(370))
t1.start()
time.sleep(0.9)
casting = False
print("Halted")
t1.join
###### New code updated
from tkinter import *
from tkinter.ttk import *
global casting
myMacros = {
"my_keys": {
"d": ["Flamestrike", 370],
"x": ["Poison", 150],
"q": ["Cure", 100],
"a": ["Lightning", 250],
"w": ["Greater Heal", 300],
"z": ["Magic Arrow", 100],
"e": ["Magic Reflection", 350]
}
}
def update_progressbar(x):
if casting is True and progress['value'] < 100:
increments = 100/x
progress['value'] += increments
# schedule this function to run again in 10ms
root.after(10, update_progressbar, x)
else:
progress['value'] = 0
def cancel():
global casting
casting = False
def cast(x):
global casting
casting = True
update_progressbar(x)
def key(event):
# Adding dynamic spellcasts grabbed from dictionary
if(event.char in myMacros["my_keys"]):
cancel()
# print(myMacros["my_keys"][event.char][0])
# print(myMacros["my_keys"][event.char][1])
cast(myMacros["my_keys"][event.char][1])
root = Tk()
progress = Progressbar(root, orient = HORIZONTAL, length = 500, mode = 'determinate')
#start_button = Button(root, text="Cast", command=cast)
#cancel_button = Button(root, text="Cancel", command=cancel)
progress.pack(side="top", fill="x")
#start_button.pack(side="left")
#cancel_button.pack(side="left")
root.bind("<Key>",key)
root.mainloop()
For this type of problem, you don't need threads and you shouldn't be using a loop. Tkinter already has a loop running: mainloop. Tkinter isn't thread safe, and threads are an advanced topic with lots of pitfalls. In this case threads add more problems than they solve.
Instead, write a function that can be called periodically to update the progressbar, and schedule that function with after. This is the right technique when you want to run some short bit of code in a loop, though it only works if the code you want to run takes far less than a second to run. That is the case here - updating the progressbar takes only a couple milliseconds.
The function would look something like this. Notice how it does a little work, and then schedules itself to run again in the future. When the casting variable has been set to false, or progress has hit 100, the cycle is stopped.
def update_progressbar(x):
global after_id
if casting and progress['value'] < 100:
increments = 100/x
progress['value'] += increments
# schedule this function to run again in 10ms
after_id = root.after(10, update_progressbar, x)
else:
progress['value'] = 0
You then need to start this by calling update_progressbar once:
update_progressbar(370)
Here is a complete working example based off of your original code. I've added two buttons, to start and cancel the progressbar.
from tkinter import *s
from tkinter.ttk import *
global casting
global after_id
after_id = None
def update_progressbar(x):
global after_id
if casting and progress['value'] < 100:
increments = 100/x
progress['value'] += increments
# schedule this function to run again in 10ms
after_id = root.after(10, update_progressbar, x)
else:
progress['value'] = 0
def cancel():
global casting
casting = False
if after_id is not None:
root.after_cancel(after_id)
def cast():
global casting
casting = True
update_progressbar(370)
root = Tk()
progress = Progressbar(root, orient = HORIZONTAL, length = 500, mode = 'determinate')
start_button = Button(root, text="Cast", command=cast)
cancel_button = Button(root, text="Cancel", command=cancel)
progress.pack(side="top", fill="x")
start_button.pack(side="left")
cancel_button.pack(side="left")
root.mainloop()
Everything works but the time does not update and I think it is because the mainloop overrides the while loop. Please help, I have searched for a long time and found nothing.
While loop is below then main code:
def loop1():
Time = time.strftime("%H:%M:%S")
while Time != Alarm:
Time = time.strftime("%H:%M:%S")
alarm = Tk()
label3 = Label(alarm, text=Time)
label3.grid(column=0, row=0)
alarm.mainloop()
#Get new time
Time = time.strftime("%H:%M:%S")
#Change to next second
label3.config(text=Time)
Main code:
#Import libraries
from tkinter import *
import time
Time = time.strftime("%H:%M:%S")
def loop1():
Time = time.strftime("%H:%M:%S")
while Time != Alarm:
Time = time.strftime("%H:%M:%S")
alarm = Tk()
label3 = Label(alarm, text=Time)
label3.grid(column=0, row=0)
alarm.mainloop()
#Get new time
Time = time.strftime("%H:%M:%S")
#Change to next second
label3.config(text=Time)
initalarm = Tk()
label1 = Label(initalarm,text="What time do you want to wake up?")
label2 = Label(initalarm,text="Use this form.\nExample: 06:30:00")
Alarm = Entry()
start = Button(initalarm, text="Set Alarm", command=loop1)
label1.pack()
label2.pack()
Alarm.pack()
start.pack()
mainloop doesn't override anything. It simply will not return until the root window is destroyed. Or more correctly, it won't return until root.quit() is called, which happens automatically when the root window is destroyed.
Don't fight against the framework, use it. GUI programming with Tk is event driven, i.e. you don't control the control flow of your program directly in long running loops. Instead you set up handlers for different events which get called from Tk's main loop when the events occur. Examples of events are button presses or when a certain given time has passed. This can be used to regularly get some handler called by the main loop for updating the display and eventually activating the alarm.
import tkinter as tk
from tkinter.font import nametofont
from tkinter.simpledialog import askstring
from datetime import datetime as DateTime
def update_display(time_label, alarm_time):
now = DateTime.now().strftime('%H:%M:%S')
if now >= alarm_time:
time_label['foreground'] = 'yellow'
time_label['text'] = now
time_label.after(500, update_display, time_label, alarm_time)
def main():
root = tk.Tk()
root.title('Alarm Clock')
font = nametofont('TkTextFont').copy()
font['size'] *= 5
time_label = tk.Label(root, text='--:--:--', font=font)
time_label.pack()
alarm_time = askstring(
'When?', 'What time do you want to wake up?\nExample: 06:30:00'
)
if alarm_time is not None:
update_display(time_label, alarm_time)
root.mainloop()
if __name__ == '__main__':
main()
The code does approximately what was tried with the code in the question if I got it right, but an actual useful alarm clock program needs object oriented programming in Python, if it should not become a hard to understand and follow mess.
Also I would not operate on the times as strings but as objects from the datetime module, or at least as number of seconds since ”epoch” with the time module. The string form is better left to input and output for the user. And the user input should be validated. In the current form it is too easy to enter invalid alarm times by accident.
As per my understanding you are looking for the label to be updated till it reaches alarm time. If that's true than there are two thing wrong with your code
alarm = Tk() should be moved out of the while loop
You should use alarm.update() instead of alarm.mainloop()
Updated loop1 definition:
def loop1():
Time = time.strftime("%H:%M:%S")
alarm = Tk()
while Time != Alarm:
Time = time.strftime("%H:%M:%S")
label3 = Label(alarm, text=Time)
label3.grid(column=0, row=0)
alarm.update()
#Get new time
Time = time.strftime("%H:%M:%S")
#Change to next second
label3.config(text=Time)
Main code:
#Import libraries
from tkinter import *
import time
Time = time.strftime("%H:%M:%S")
def loop1():
Time = time.strftime("%H:%M:%S")
alarm = Tk()
while Time != Alarm:
Time = time.strftime("%H:%M:%S")
label3 = Label(alarm, text=Time)
label3.grid(column=0, row=0)
alarm.update()
#Get new time
Time = time.strftime("%H:%M:%S")
#Change to next second
label3.config(text=Time)
initalarm = Tk()
label1 = Label(initalarm,text="What time do you want to wake up?")
label2 = Label(initalarm,text="Use this form.\nExample: 06:30:00")
Alarm = Entry()
start = Button(initalarm, text="Set Alarm", command=loop1)
label1.pack()
label2.pack()
Alarm.pack()
start.pack()
The way that root.mainloop() or in your case alarm.mainloop() works is that it will make it's own loop that will update the root (or alarm) window. Whenever a command is run (like a root.bind, or a button command) it will pause the mainloopBecause mainloop is looping, doing it's own thing, it will never reach lines past the root.mainloop() or alarm.mainloop() (unless some weird errors occur).A really easy way to fix that is to make your own "mainloop" by having a loop that does your things and then uses root.update() or alarm.update() (which is what is being run over and over by the mainloop command but you can "customize" the loop)
Using this will still allow the binds and button commands to work. Instead of calling alarm.mainloop() before your loop, call alarm.update() inside of your loop
Hey I am new to python and am using tkinter for my gui. I am having trouble using the "after" method.
The goal is to make a random letter appear every 5 seconds.
Here is my code:
import random
import time
from tkinter import *
root = Tk()
w = Label(root, text="GAME")
w.pack()
frame = Frame(root, width=300, height=300)
frame.pack()
L1 = Label(root, text="User Name")
L1.pack(side=LEFT)
E1 = Entry(root, bd =5)
E1.pack(side=LEFT)
tiles_letter = ['a', 'b', 'c', 'd', 'e']
while len(tiles_letter) > 0:
rand = random.choice(tiles_letter)
tile_frame = Label(frame, text=rand)
tile_frame.pack()
frame.after(500)
tiles_letter.remove(rand) # remove that tile from list of tiles
root.mainloop()
can someone please help me --- the problem is definitely frame.after(500):
i'm not sure if it is correct to use "frame" and I don't know what which argument follows the 500.
Thanks
You need to give a function to be called after the time delay as the second argument to after:
after(delay_ms, callback=None, *args)
Registers an alarm callback that is called after a given time.
So what you really want to do is this:
tiles_letter = ['a', 'b', 'c', 'd', 'e']
def add_letter():
rand = random.choice(tiles_letter)
tile_frame = Label(frame, text=rand)
tile_frame.pack()
root.after(500, add_letter)
tiles_letter.remove(rand) # remove that tile from list of tiles
root.after(0, add_letter) # add_letter will run as soon as the mainloop starts.
root.mainloop()
You also need to schedule the function to be called again by repeating the call to after inside the callback function, since after only executes the given function once. This is also noted in the documentation:
The callback is only called once for each call to this method. To keep
calling the callback, you need to reregister the callback inside
itself
Note that your example will throw an exception as soon as you've exhausted all the entries in tiles_letter, so you need to change your logic to handle that case whichever way you want. The simplest thing would be to add a check at the beginning of add_letter to make sure the list isn't empty, and just return if it is:
def add_letter():
if not tiles_letter:
return
rand = random.choice(tiles_letter)
tile_frame = Label(frame, text=rand)
tile_frame.pack()
root.after(500, add_letter)
tiles_letter.remove(rand) # remove that tile from list of tiles
Live-Demo: repl.it
I believe, the 500ms run in the background, while the rest of the code continues to execute and empties the list.
Then after 500ms nothing happens, as no function-call is implemented in the after-callup (same as frame.after(500, function=None))
after is used to delay execution of the program or to execute a command in background sometime in the future. But you can build a loop inside the mainloop by calling itself.
import tkinter as tk #import tkinter
import datetime #import datetime for our clock
def tick(): #function to update the clock
showed_time = clock['text'] #current showed time
current_time = datetime.datetime.now().strftime("%H:%M:%S") #real time
if showed_time != current_time: #if the showed time is not the real time
clock.configure(text=current_time) #update the label with the current time
clock.after(1000, tick) #call yourself in 1000ms (1sec.) again to update the clock
return None
root=tk.Tk()
clock = tk.Label(root)
clock.pack()
tick()
root.mainloop()
In the above script we had built a digital clock and get in touch with the after method. The after method is nothing but an interval and on the end of that interval we want that something happen.
To learn more about this basic widget method [click]
after(delay_ms, callback=None, args)
This method registers a callback function that will be called after a
given number of milliseconds. Tkinter only guarantees that the
callback will not be called earlier than that; if the system is busy,
the actual delay may be much longer.
import tkinter as tk
import datetime
def tick():
showed_time = clock['text']
current_time = datetime.datetime.now().strftime("%H:%M:%S")
if showed_time != current_time:
clock.configure(text=current_time)
global alarm #make sure the alarm is reachable
alarm = clock.after(1000, tick)#assign the alarm to a variable
return None
def stop():
stop.after_cancel(alarm) #cancel alarm
root=tk.Tk()
clock = tk.Label(root)
clock.pack()
stop = tk.Button(root, text='Stop it!', command=stop)
stop.pack()
tick()
root.mainloop()
Here we have the same code but with the ability to cancel our loop with the after_cancel method of tkinter. You dont need to global the alarm inside a class. self.alarm = self.clock.after(...) works fine.
after_cancel(id)
Cancels an alarm callback.
id
Alarm identifier.
from Tkinter import *
import tkFileDialog
import tkMessageBox
import os
import ttk
import serial
import timeit
import time
######################################################################################
class MyApp:
def __init__(self, parent):
########################################################
#Setup Frames
self.MiddleFrame = Frame(parent) #Middle Frame
self.MiddleFrame.pack()
#GLOBAL VARIABLES
self.chip_number = 0 #number of chip testing
###########################################
#Middle Frame setup
Label(self.MiddleFrame, text='Done').grid(row=8, column=1, sticky = E)
self.Done = Canvas(self.MiddleFrame, bg="yellow", width=10, height=10)
self.Done.grid(row=8, column=2)
Label(self.MiddleFrame, text='Chip Number:').grid(row=9, column=1, sticky = E)
#start button
self.button1 = Button(self.MiddleFrame,state=NORMAL, command= self.start_pre)
self.button1["text"]= "START"
self.button1.grid(row=1, column=2, sticky = E)
###########################################
#Action of Start Button
def start_pre(self):
x = 0
while x<10000:
self.start_button()
x=x+1
#Talking to Board
def start_button(self):
#increase chip count number and update
self.chip_number += 1
Label(self.MiddleFrame, text=str(self.chip_number)).grid(row=9, column=2, sticky = E)
#reset-yellow
self.reset_color()
print "Still Working", self.chip_number
self.Done.configure(background="green")
self.Done.update_idletasks()
###############################################################
#Color Boxes
#Reset
def reset_color(self):
self.Done.configure(background="yellow")
self.Done.update_idletasks()
###############################################################################################################
#Start Programs
root = Tk() #makes window
root.title("Interface")
myapp = MyApp(root) #this really runs program
root.mainloop() #keep window open
With my program, i first push the start button.
I will print "still working" and the GUi will update chip number and blink done light over and over. The start button go to function that will execute 10000 times. However after 3000 iterations, the gui freeze, but the program is still print "still working". How do I keep the gui from crashing?
There are many problems with your code. For one, this is fundamentally flawed:
while self.stop == True:
self.start_button()
time.sleep(0.5)
You simply can't expect a GUI to behave properly with code like that. As a general rule of thumb you should never have the main thread of a GUI call sleep. Causing sleep prevents the event loop from processing any events, including low level events such as requests to refresh the screen.
The use of sleep has been asked and answered many times on stackoverflow. You might find some of those questions useful. For example,
windows thinks tkinter is not responding
Python Tkinter coords function not moving canvas objects inside loop
How do widgets update in Tkinter?
Tkinter multiple operations
Python Tkinter Stopwatch Error
You have another problem that falls into the category of a memory leak. From that while loop, you call self.start_button() indefinitely. This happens about once a second, due to sleep being called for half a second in the loop, and another half a second in start_button.
Each time you call start_button, you create another label widget that you stack on top of all previous widgets in row 9, column 2. Eventually this will cause your program to crash. I'm surprised that it causes your program to fail so quickly, but that's beside the point.
My recommendation is to start over with a simple example that does nothing but update a label every second. Get that working so that you understand the basic mechanism. Then, once it's working, you can add in your code that reads from the serial port.
May I suggest that you start over with the following code? You can port in back to Python 2 if needed, but your program has been rewritten to use Python 3 and has been designed to use tkinter's ability to schedule future events with the after methods. Hopefully, you will find the code easier to follow.
import collections
import timeit
import tkinter
def main():
root = Application()
root.setup()
root.mainloop()
class Application(tkinter.Tk):
def setup(self):
mf = self.__middle_frame = tkinter.Frame(self)
self.__middle_frame.grid()
bf = self.__bot_frame = tkinter.Frame(self)
self.__bot_frame.grid()
self.__port_set = False
self.__chip_number = 0
self.__chip_pass_num = 0
self.__chip_fail_num = 0
self.__chip_yield_num = 0
self.__stop = True
self.__widgets = collections.OrderedDict((
('COT', 'Continuity Test'), ('CHE', 'Chip Erase'),
('ERT', 'Erase Test'), ('WRT', 'Write Test'),
('WIRT', 'Wire Reading Test'), ('WIT', 'Wire Reading Test'),
('WRAT', 'Write All Test'), ('DO', 'Done')))
for row, (key, value) in enumerate(self.__widgets.items()):
label = tkinter.Label(mf, text=value+':')
label.grid(row=row, column=0, sticky=tkinter.E)
canvas = tkinter.Canvas(mf, bg='yellow', width=10, height=10)
canvas.grid(row=row, column=1)
self.__widgets[key] = label, canvas
self.__cn = tkinter.Label(mf, text='Chip Number:')
self.__cn.grid(row=8, column=0, sticky=tkinter.E)
self.__display = tkinter.Label(mf)
self.__display.grid(row=8, column=1, sticky=tkinter.E)
self.__button = tkinter.Button(bf, text='START',
command=self.__start_pre)
self.__button.grid(sticky=tkinter.E)
def __start_pre(self):
self.__button['state'] = tkinter.DISABLED
self.__start_button(0)
def __start_button(self, count):
if count < 100:
self.__chip_number += 1
self.__display['text'] = str(self.__chip_number)
self.__widgets['DO'][1]['bg'] = 'yellow'
start_time = timeit.default_timer()
print('Still Working:', self.__chip_number)
self.after(500, self.__end_button, count)
else:
self.__button['state'] = tkinter.NORMAL
def __end_button(self, count):
self.__widgets['DO'][1]['bg'] = 'green'
self.after(500, self.__start_button, count + 1)
if __name__ == '__main__':
main()
I'm writing a basic war-driving program. I have gotten it to loop the command to pull all the wireless access points near by. The problem is my stop button doesn't work and I am unable to update the label(I'm not even sure if I can update the label).
import sys, os, subprocess, re
from Tkinter import *
missionGO = 0
count = 0
class App:
def __init__(self, master):
frame = Frame(master)
frame.pack()
self.start = Button(frame, text="Start", fg="green",
command=self.startButtonClick)
self.start.grid(row=3)
self.stop = Button(frame, text="Stop", fg="red",
command=self.stopButtonClick)
self.stop.grid(row=3, column=1)
self.totalSSIDLabel = Label(frame, text="Current Access Points: ")
self.totalSSIDLabel.grid(row=0)
self.totalSSID = Label(frame, text=count)
self.totalSSID.grid(row=0, column=1)
def startButtonClick(self):
missionGO = 1
while (missionGO == 1):
wlan = getAccessPoints()
x = numberOfAccessPoints(wlan)
print x
return
def stopButtonClick(self):
missionGO = 0
return
def stop(event):
missionGO = 0
# Finds all wireless AP
def getAccessPoints():
X = subprocess.check_output("netsh wlan show network mode=Bssid",
shell=True)
return X
def numberOfAccessPoints(file):
count = 0
words = file.split()
for line in words:
if re.match('SSID', line):
count = count + 1
return count
#Main
root = Tk()
app = App(root)
root.mainloop()
Tkinter is single threaded. That means that while you are in the while loop inside startButtonClick, no other events are processed. The stop button won't call its command until the startButtonClick function finishes
You need to remember that your program is already running a global infinite loop: the event loop. There's no reason to put another infinite loop inside it. When you want something to run forever, the trick is to put one iteration on the event loop, then when it runs it puts another iteration on the event loop.
The other key to this is to make sure that one iteration of the loop is fast -- it needs to be well under a second (more like under 100ms) or the UI will become laggy.
The logic looks something like this:
def startButtonClick(self):
self.missionGO = 1
self._do_one_iteration()
def _do_one_iteration(self):
if self.missionGO == 1:
wlan = getAccessPoints()
x = numberOfAccessPoints(wlan)
print x
# this adds another iteration to the event loop
self.after(10, self._do_one_iteration)
def stopButtonClick(self):
self.missionGO = 0
I think the main thread is hanging in the while loop of the start button click. Since it's busy it won't even notice the stop button has been pressed.
I can't tell you exactly why your stop button doesn't work, but I think I got the idea of your programm. My suggestion is to establish two threads. The first thread for the UI, and the second for constantly checking wireless networks with given interval (your current code checks ASAP - bad practice, you should pause within the loop.
Since I have not dealt with multithreading in Tkinter, I can only provide you with entry points:
threading Module
time.sleep for updating the nearby networks every second or similar
Is there a way to request a function to be called on Tkinter mainloop from a thread which is not the mainloop?
Tkinter: invoke event in main loop
Good luck!