conflicts between tkinter and pygame.midi - python

I am attempting to write a Python 3 program which sets up a Gui with tkinter to display an image (in a label)
and set a number of parameters via various widgets. (This part works fine.)
I want that Gui to stay on the screen while I go off and run the rest of the program which uses pygame.midi
to input and output midi data. (It does not use pygame to present any screens.) (This part also works fine on its
own.)
From time to time, at the control of what happens in that part of the program I want to update the Gui and/or reset
some of the parameters and then go back to the midi stuff. (In other words, I'm happy to have the gui lie dormant until I
tell it to wake up.) It won't work.
I've tried placing the mainloop() command at the end of the gui setup. I've tried placing it at the very end of the program.
neither works. It looks to me as if the midi polling that pygame.midi does is not being allowed because both the gui and midi
polling involves threads in conflict. Am I correct? Is there a simple solution? Can you point me to where I might find it?
Code added:
#!/usr/local/bin/python3
from tkinter import Tk
from tkinter import ttk
from tkinter import Frame
from tkinter import E, W
from tkinter import StringVar
import sys
import os
import pygame.midi
def do_nothing(*args):
labelbox.update()
def do_midi():
global pygame_initialized, midi_out, midi_in, msgVar
if not pygame_initialized:
pygame.init()
pygame.midi.init() # Sets PortMidi timer to zero.
midi_in = pygame.midi.Input(3, 4096)
midi_out = pygame.midi.Output(2)
pygame_initialized = True
midi_out.write_short(176, 122, 00) # turn off echo
while True:
if midi_in.poll():
midi_event_list = midi_in.read(1)
event = midi_event_list[0][0][0]
if event == 248: # timing event ignore
continue
if event > 159 or event < 128: # non key-off or key-on midi events are passed through
midi_out.write(midi_event_list)
continue
# From here on we are dealing only with key-on or key-off events
key = midi_event_list[0][0][1]
vel = midi_event_list[0][0][2]
if key == 21: # right now this is the only way back to the gui to Quit
if vel != 0:
midi_out.write_short(176, 122, 127) # Turn local control back on
return
if vel != 0: # only do this for key-on events
msgVar.set(key)
midi_out.write_short(event, key, vel)
def cleanup():
global pygame_initialized, midi_out, midi_in
root.destroy()
if pygame_initialized:
del midi_out
del midi_in
pygame.midi.quit()
sys.exit()
if __name__ == '__main__':
os.environ['SDL_VIDEO_WINDOW_POS'] = "%d,%d" % (0, 0)
pygame_initialized = False
global msgVar
message = "Push the Play button!"
root = Tk()
msgVar = StringVar()
msgVar.set(message)
msgVar.trace("w", do_nothing)
root.title("Testing midi")
root.geometry("900x600+200+100")
frame1 = Frame(root, width=900, height=600)
frame1.grid(column=0, row=0)
ttk.Button(frame1, text="Play", style='My.TButton', command=do_midi).grid(column=0, row=4, pady=(40, 0), sticky=W)
labelbox = ttk.Label(frame1)
labelbox.grid(column=1, row=4)
labelbox.configure(textvariable=msgVar)
ttk.Button(frame1, text="Quit", style='My.TButton', command=cleanup).grid(column=2, row=4, pady=(40, 0), sticky=E)
root.mainloop()

The last code listing incorporates what I learned. Basically I didn't understand the fact that the "variables" referred to in many postings as being updated were, in fact, tkinter vaiables (StringVar, BooleanVar, etc.). So python variables needed to set tkinter variables. I also thought that mainloop automatically looked for changes in tkinter variables and updated automatically. In other words, I didn't understand that I needed "trace" to be set for the variables I wanted to watch. After that, I needed to learn that "trace" doesn't update automatically, you have to use it to trigger an explicit "update".
In my actual code (too long to post here) I am using tkinter variables "set" by midi events to change selections in a listbox (via "clear", "activate", "selection_set", and "see") and "update" images displayed in a label (which are linked to the index of the item selected). As far as I can tell, nothing happens automatically.

Related

How to handle X-ing out of a pop up in Tkinter [duplicate]

How do I handle the window close event (user clicking the 'X' button) in a Python Tkinter program?
Tkinter supports a mechanism called protocol handlers. Here, the term protocol refers to the interaction between the application and the window manager. The most commonly used protocol is called WM_DELETE_WINDOW, and is used to define what happens when the user explicitly closes a window using the window manager.
You can use the protocol method to install a handler for this protocol (the widget must be a Tk or Toplevel widget):
Here you have a concrete example:
import tkinter as tk
from tkinter import messagebox
root = tk.Tk()
def on_closing():
if messagebox.askokcancel("Quit", "Do you want to quit?"):
root.destroy()
root.protocol("WM_DELETE_WINDOW", on_closing)
root.mainloop()
Matt has shown one classic modification of the close button.
The other is to have the close button minimize the window.
You can reproduced this behavior by having the iconify method
be the protocol method's second argument.
Here's a working example, tested on Windows 7 & 10:
# Python 3
import tkinter
import tkinter.scrolledtext as scrolledtext
root = tkinter.Tk()
# make the top right close button minimize (iconify) the main window
root.protocol("WM_DELETE_WINDOW", root.iconify)
# make Esc exit the program
root.bind('<Escape>', lambda e: root.destroy())
# create a menu bar with an Exit command
menubar = tkinter.Menu(root)
filemenu = tkinter.Menu(menubar, tearoff=0)
filemenu.add_command(label="Exit", command=root.destroy)
menubar.add_cascade(label="File", menu=filemenu)
root.config(menu=menubar)
# create a Text widget with a Scrollbar attached
txt = scrolledtext.ScrolledText(root, undo=True)
txt['font'] = ('consolas', '12')
txt.pack(expand=True, fill='both')
root.mainloop()
In this example we give the user two new exit options:
the classic File → Exit, and also the Esc button.
Depending on the Tkinter activity, and especially when using Tkinter.after, stopping this activity with destroy() -- even by using protocol(), a button, etc. -- will disturb this activity ("while executing" error) rather than just terminate it. The best solution in almost every case is to use a flag. Here is a simple, silly example of how to use it (although I am certain that most of you don't need it! :)
from Tkinter import *
def close_window():
global running
running = False # turn off while loop
print( "Window closed")
root = Tk()
root.protocol("WM_DELETE_WINDOW", close_window)
cv = Canvas(root, width=200, height=200)
cv.pack()
running = True;
# This is an endless loop stopped only by setting 'running' to 'False'
while running:
for i in range(200):
if not running:
break
cv.create_oval(i, i, i+1, i+1)
root.update()
This terminates graphics activity nicely. You only need to check running at the right place(s).
If you want to change what the x button does or make it so that you cannot close it at all try this.
yourwindow.protocol("WM_DELETE_WINDOW", whatever)
then defy what "whatever" means
def whatever():
# Replace this with your own event for example:
print("oi don't press that button")
You can also make it so that when you close that window you can call it back like this
yourwindow.withdraw()
This hides the window but does not close it
yourwindow.deiconify()
This makes the window visible again
I'd like to thank the answer by Apostolos for bringing this to my attention. Here's a much more detailed example for Python 3 in the year 2019, with a clearer description and example code.
Beware of the fact that destroy() (or not having a custom window closing handler at all) will destroy the window and all of its running callbacks instantly when the user closes it.
This can be bad for you, depending on your current Tkinter activity, and especially when using tkinter.after (periodic callbacks). You might be using a callback which processes some data and writes to disk... in that case, you obviously want the data writing to finish without being abruptly killed.
The best solution for that is to use a flag. So when the user requests window closing, you mark that as a flag, and then react to it.
(Note: I normally design GUIs as nicely encapsulated classes and separate worker threads, and I definitely don't use "global" (I use class instance variables instead), but this is meant to be a simple, stripped-down example to demonstrate how Tk abruptly kills your periodic callbacks when the user closes the window...)
from tkinter import *
import time
# Try setting this to False and look at the printed numbers (1 to 10)
# during the work-loop, if you close the window while the periodic_call
# worker is busy working (printing). It will abruptly end the numbers,
# and kill the periodic callback! That's why you should design most
# applications with a safe closing callback as described in this demo.
safe_closing = True
# ---------
busy_processing = False
close_requested = False
def close_window():
global close_requested
close_requested = True
print("User requested close at:", time.time(), "Was busy processing:", busy_processing)
root = Tk()
if safe_closing:
root.protocol("WM_DELETE_WINDOW", close_window)
lbl = Label(root)
lbl.pack()
def periodic_call():
global busy_processing
if not close_requested:
busy_processing = True
for i in range(10):
print((i+1), "of 10")
time.sleep(0.2)
lbl["text"] = str(time.time()) # Will error if force-closed.
root.update() # Force redrawing since we change label multiple times in a row.
busy_processing = False
root.after(500, periodic_call)
else:
print("Destroying GUI at:", time.time())
try: # "destroy()" can throw, so you should wrap it like this.
root.destroy()
except:
# NOTE: In most code, you'll wanna force a close here via
# "exit" if the window failed to destroy. Just ensure that
# you have no code after your `mainloop()` call (at the
# bottom of this file), since the exit call will cause the
# process to terminate immediately without running any more
# code. Of course, you should NEVER have code after your
# `mainloop()` call in well-designed code anyway...
# exit(0)
pass
root.after_idle(periodic_call)
root.mainloop()
This code will show you that the WM_DELETE_WINDOW handler runs even while our custom periodic_call() is busy in the middle of work/loops!
We use some pretty exaggerated .after() values: 500 milliseconds. This is just meant to make it very easy for you to see the difference between closing while the periodic call is busy, or not... If you close while the numbers are updating, you will see that the WM_DELETE_WINDOW happened while your periodic call "was busy processing: True". If you close while the numbers are paused (meaning that the periodic callback isn't processing at that moment), you see that the close happened while it's "not busy".
In real-world usage, your .after() would use something like 30-100 milliseconds, to have a responsive GUI. This is just a demonstration to help you understand how to protect yourself against Tk's default "instantly interrupt all work when closing" behavior.
In summary: Make the WM_DELETE_WINDOW handler set a flag, and then check that flag periodically and manually .destroy() the window when it's safe (when your app is done with all work).
PS: You can also use WM_DELETE_WINDOW to ask the user if they REALLY want to close the window; and if they answer no, you don't set the flag. It's very simple. You just show a messagebox in your WM_DELETE_WINDOW and set the flag based on the user's answer.
You should use destroy() to close a tkinter window.
from Tkinter import *
root = Tk()
Button(root, text="Quit", command=root.destroy).pack()
root.mainloop()
Explanation:
root.quit()
The above line just Bypasses the root.mainloop() i.e root.mainloop() will still be running in background if quit() command is executed.
root.destroy()
While destroy() command vanish out root.mainloop() i.e root.mainloop() stops.
So as you just want to quit the program so you should use root.destroy() as it will it stop the mainloop()`.
But if you want to run some infinite loop and you don't want to destroy your Tk window and want to execute some code after root.mainloop() line then you should use root.quit().
Ex:
from Tkinter import *
def quit():
global root
root.quit()
root = Tk()
while True:
Button(root, text="Quit", command=quit).pack()
root.mainloop()
#do something
The easiest code is:
from tkinter import *
window = Tk()
For hiding the window : window.withdraw()
For appearing the window : window.deiconify()
For exiting from the window : exit()
For exiting from the window(If you've made a .exe file) :
from tkinter import *
import sys
window = Tk()
sys.exit()
And of course you have to place a button and use the codes above in a function so you can type the function's name in the command part of the button
Try The Simple Version:
import tkinter
window = Tk()
closebutton = Button(window, text='X', command=window.destroy)
closebutton.pack()
window.mainloop()
Or If You Want To Add More Commands:
import tkinter
window = Tk()
def close():
window.destroy()
#More Functions
closebutton = Button(window, text='X', command=close)
closebutton.pack()
window.mainloop()
you can use:
root = Tk()
def func():
print('not clossed')
root.protocol('wm_delete_window', func)
root.mainloop()
def on_closing():
if messagebox.askokcancel("Quit", "would you like to quit"):
window.destroy()
window.protocol("WM_DELETE_WINDOW", on_closing)
you can handle a window close event like this, if you wanna do something else just change the things that happen in the on_closing() function.
i say a lot simpler way would be using the break command, like
import tkinter as tk
win=tk.Tk
def exit():
break
btn= tk.Button(win, text="press to exit", command=exit)
win.mainloop()
OR use sys.exit()
import tkinter as tk
import sys
win=tk.Tk
def exit():
sys.exit
btn= tk.Button(win, text="press to exit", command=exit)
win.mainloop()

Python: How do you obtain variables from another script which are constantly being updated

I've made a script that uses a while True loop to constantly update a series of variables based on UDP packets that I am constantly recieving. I want to ultimately create a GUI that displays that data and updates the screen constantly, which I plan to do with tkinter (using my_label.after in a function which then calls itself, not sure if this is a good plan).
Here is some testing scripts that I can't get to work properly:
GUI2.py (my test looping script)
import time
var = 0
while True:
var += 1
time.sleep(0.1)
GUI Testing.py (the script that would be accessing those variables)
from GUI2 import *
import time
print('never')
print(var)
time.sleep(1)
The second script never reaches the print('never') line, I think because it gets stuck in the other script's while True loop and never returns.
How should I go about this? I have one script that I want in a constant loop to update my variables to the correct values based on incoming packets, and then another script updating a tkinter window. I went this way as most examples I could find using Tkinter didn't use any sort of while True loops. Could I just put my packet recieving code inside the Tkinter mainloop, and would that effectively act as a while True?
EDIT (added Tkinter loop that I can't get working):
This opens a Tkinter window, but the label stays at 99, then reopens a window when I close it with the new x value (ie. 98, 97, etc). I want the label to update every second.
import tkinter as tk
import time
x = 99
while True:
root = tk.Tk()
label = tk.Label(root, text=x)
label.pack()
x -= 1
time.sleep(1)
root.mainloop()
Below is a sample script to show you how you can update the value in the label widget at a certain time interval. I have provided you the hyperlinks to help you understand tkinter's methods. Best regards.
Key points:
use the textvariable option of the tk.Label widget.
use tkinter's control variable. I have shown you how to set and get it's value.
you can use tkinter's widget method called .after() without having to explicitly use a while-statement and time.sleep() method. Tkinter has it's own event loop that you can use.
writing your tkinter GUI as a class makes it easier to implement what you need.
Example Script:
import tkinter as tk
class App(tk.Frame):
def __init__( self, master, *args, **kw ):
super().__init__( master )
self.master = master
self.create_label()
self.update_label()
def create_label( self ):
self.var = tk.IntVar() # Holds an int; default value 0
self.label = tk.Label(self, textvariable=self.var ) # Use textvariable not text
self.label.pack()
def update_label( self ):
value = self.get_value()
self.var.set( value ) # Set the label widget textvariable value.
self.after(1000, self.update_label) # Call this method after 1000 ms.
def get_value( self ):
'''To simulate calling a function to return a value'''
value = self.var.get() + 1
return value
if __name__ == "__main__":
root = tk.Tk()
root.geometry('100x100+0+24')
app = App( root )
app.pack()
root.mainloop() #This command activates tkinter's event loop
Edit:
As a clarification, this answer shows how to utilize the .after() and .mainloop() methods in GUI Testing.py, i.e. using tkinter event loop and not use two while-loops, to achieve what you wanted to do. This is a way to simplify your GUI script.
For more sophisticated algorithms, e.g. more than one while-loop is involved, you have to look into using threads(note it has its issues) or more recently I found a way of using python's Asyncio approach to do it. The learning curve for these two approaches is a lot steeper. To use the asyncio approach, you can explore modifying my answer to do what you want.
Best solution is to use threads however If you plan to do in simplest possible manner then implement the main loop inside your Tkinter GUI and once you read the packet simply update it on your GUI in same loop. Here is the Updated and working Code.
import tkinter as tk
import time
def setvalue(self, x):
self.label.config(text=x, )
root.update()
time.sleep(1)
def changevalues(self):
x = 99
self.label = tk.Label(root, text=x)
self.label.pack()
while x >0:
x -= 1
setvalue(root,x)
root = tk.Tk()
changevalues(root)
root.mainloop()

Why does time.sleep pause tkinter window before it opens

I'm developing a program for a stadium and time.sleep() pauses the program before the window opens instead of when I want it to. What is the explanation for this behavior?
import Tkinter as tk
import time
import random
root = tk.Tk()
label = tk.Label(root, text="Navigating To Seat")
label.pack(pady=10, padx=10)
rand = random.randint(6, 16)
while rand != 0:
label2 = tk.Label(root, text="Foward: " + str(rand) + "m")
label2.pack()
rand = rand - 1
time.sleep(1)
label2.pack_forget()
root.mainloop()
What time.sleep does is suspend the execution of your program. If you do that 6-16 times, for 1 second each time, before ever calling mainloop(), you're asking it to wait for 6-16 seconds before starting up your GUI.
You probably don't understand how event loop programming works. Reading through some Tkinter tutorials should get the idea across nicely. If you want a less Tkinter-focused explanation and more information about the details of what's happening and the different ways to get around it, see Why your GUI app freezes.
At any rate, I think I can guess what you want to do, even though it isn't clear from your question: You want to start the GUI up, and then, every second, replace the Label. To do that, you have to wait while the GUI is running, not before it starts.
But you can't just call sleep while the GUI is running, either. The GUI can't run while your program is asleep (again, that's what sleep means).
The easiest way out of this is to turn your loop into a sequence of function calls, each of which schedules the next one to run a second later, using the after method. For example:
import Tkinter as tk
import random
root = tk.Tk()
label = tk.Label(root, text="Navigating To Seat")
label.pack(pady=10, padx=10)
rand = random.randint(6, 16)
label2 = None
def add_label():
global rand
global label2
if not rand:
root.quit()
if label2:
label2.pack_forget()
label2 = tk.Label(root, text="Foward: " + str(rand) + "m")
label2.pack()
rand = rand - 1
root.after(1000, add_label)
add_label()
root.mainloop()
When you first call add_label(), it creates the initial label, asks Tkinter to call add_label() again in 1000 milliseconds, and returns. So, a second after you start the loop, it gets called again, which creates the next label and asks Tkinter to call it again a second later. This keeps going until you decrement rand all the way to 0, at which point you call quit instead of after, which ends the main loop, which ends the program.
There are other things you probably want to fix about this program. For example, instead of destroying and creating a new Widget label each time, you can just change its text—or, maybe even more simply, make rand an IntVar connected to the label, so just updating rand automatically changes the text. Also, for anything less trivial than this program, you'd probably want to replace the global variables with something cleaner—most Tkinter tutorials show you how to use a Frame subclass by about the second or third example, which gives you a convenient place to organize both widgets and member variables like rand.

Find Out When A Tkinter Window Quits [duplicate]

How do I handle the window close event (user clicking the 'X' button) in a Python Tkinter program?
Tkinter supports a mechanism called protocol handlers. Here, the term protocol refers to the interaction between the application and the window manager. The most commonly used protocol is called WM_DELETE_WINDOW, and is used to define what happens when the user explicitly closes a window using the window manager.
You can use the protocol method to install a handler for this protocol (the widget must be a Tk or Toplevel widget):
Here you have a concrete example:
import tkinter as tk
from tkinter import messagebox
root = tk.Tk()
def on_closing():
if messagebox.askokcancel("Quit", "Do you want to quit?"):
root.destroy()
root.protocol("WM_DELETE_WINDOW", on_closing)
root.mainloop()
Matt has shown one classic modification of the close button.
The other is to have the close button minimize the window.
You can reproduced this behavior by having the iconify method
be the protocol method's second argument.
Here's a working example, tested on Windows 7 & 10:
# Python 3
import tkinter
import tkinter.scrolledtext as scrolledtext
root = tkinter.Tk()
# make the top right close button minimize (iconify) the main window
root.protocol("WM_DELETE_WINDOW", root.iconify)
# make Esc exit the program
root.bind('<Escape>', lambda e: root.destroy())
# create a menu bar with an Exit command
menubar = tkinter.Menu(root)
filemenu = tkinter.Menu(menubar, tearoff=0)
filemenu.add_command(label="Exit", command=root.destroy)
menubar.add_cascade(label="File", menu=filemenu)
root.config(menu=menubar)
# create a Text widget with a Scrollbar attached
txt = scrolledtext.ScrolledText(root, undo=True)
txt['font'] = ('consolas', '12')
txt.pack(expand=True, fill='both')
root.mainloop()
In this example we give the user two new exit options:
the classic File → Exit, and also the Esc button.
Depending on the Tkinter activity, and especially when using Tkinter.after, stopping this activity with destroy() -- even by using protocol(), a button, etc. -- will disturb this activity ("while executing" error) rather than just terminate it. The best solution in almost every case is to use a flag. Here is a simple, silly example of how to use it (although I am certain that most of you don't need it! :)
from Tkinter import *
def close_window():
global running
running = False # turn off while loop
print( "Window closed")
root = Tk()
root.protocol("WM_DELETE_WINDOW", close_window)
cv = Canvas(root, width=200, height=200)
cv.pack()
running = True;
# This is an endless loop stopped only by setting 'running' to 'False'
while running:
for i in range(200):
if not running:
break
cv.create_oval(i, i, i+1, i+1)
root.update()
This terminates graphics activity nicely. You only need to check running at the right place(s).
If you want to change what the x button does or make it so that you cannot close it at all try this.
yourwindow.protocol("WM_DELETE_WINDOW", whatever)
then defy what "whatever" means
def whatever():
# Replace this with your own event for example:
print("oi don't press that button")
You can also make it so that when you close that window you can call it back like this
yourwindow.withdraw()
This hides the window but does not close it
yourwindow.deiconify()
This makes the window visible again
I'd like to thank the answer by Apostolos for bringing this to my attention. Here's a much more detailed example for Python 3 in the year 2019, with a clearer description and example code.
Beware of the fact that destroy() (or not having a custom window closing handler at all) will destroy the window and all of its running callbacks instantly when the user closes it.
This can be bad for you, depending on your current Tkinter activity, and especially when using tkinter.after (periodic callbacks). You might be using a callback which processes some data and writes to disk... in that case, you obviously want the data writing to finish without being abruptly killed.
The best solution for that is to use a flag. So when the user requests window closing, you mark that as a flag, and then react to it.
(Note: I normally design GUIs as nicely encapsulated classes and separate worker threads, and I definitely don't use "global" (I use class instance variables instead), but this is meant to be a simple, stripped-down example to demonstrate how Tk abruptly kills your periodic callbacks when the user closes the window...)
from tkinter import *
import time
# Try setting this to False and look at the printed numbers (1 to 10)
# during the work-loop, if you close the window while the periodic_call
# worker is busy working (printing). It will abruptly end the numbers,
# and kill the periodic callback! That's why you should design most
# applications with a safe closing callback as described in this demo.
safe_closing = True
# ---------
busy_processing = False
close_requested = False
def close_window():
global close_requested
close_requested = True
print("User requested close at:", time.time(), "Was busy processing:", busy_processing)
root = Tk()
if safe_closing:
root.protocol("WM_DELETE_WINDOW", close_window)
lbl = Label(root)
lbl.pack()
def periodic_call():
global busy_processing
if not close_requested:
busy_processing = True
for i in range(10):
print((i+1), "of 10")
time.sleep(0.2)
lbl["text"] = str(time.time()) # Will error if force-closed.
root.update() # Force redrawing since we change label multiple times in a row.
busy_processing = False
root.after(500, periodic_call)
else:
print("Destroying GUI at:", time.time())
try: # "destroy()" can throw, so you should wrap it like this.
root.destroy()
except:
# NOTE: In most code, you'll wanna force a close here via
# "exit" if the window failed to destroy. Just ensure that
# you have no code after your `mainloop()` call (at the
# bottom of this file), since the exit call will cause the
# process to terminate immediately without running any more
# code. Of course, you should NEVER have code after your
# `mainloop()` call in well-designed code anyway...
# exit(0)
pass
root.after_idle(periodic_call)
root.mainloop()
This code will show you that the WM_DELETE_WINDOW handler runs even while our custom periodic_call() is busy in the middle of work/loops!
We use some pretty exaggerated .after() values: 500 milliseconds. This is just meant to make it very easy for you to see the difference between closing while the periodic call is busy, or not... If you close while the numbers are updating, you will see that the WM_DELETE_WINDOW happened while your periodic call "was busy processing: True". If you close while the numbers are paused (meaning that the periodic callback isn't processing at that moment), you see that the close happened while it's "not busy".
In real-world usage, your .after() would use something like 30-100 milliseconds, to have a responsive GUI. This is just a demonstration to help you understand how to protect yourself against Tk's default "instantly interrupt all work when closing" behavior.
In summary: Make the WM_DELETE_WINDOW handler set a flag, and then check that flag periodically and manually .destroy() the window when it's safe (when your app is done with all work).
PS: You can also use WM_DELETE_WINDOW to ask the user if they REALLY want to close the window; and if they answer no, you don't set the flag. It's very simple. You just show a messagebox in your WM_DELETE_WINDOW and set the flag based on the user's answer.
You should use destroy() to close a tkinter window.
from Tkinter import *
root = Tk()
Button(root, text="Quit", command=root.destroy).pack()
root.mainloop()
Explanation:
root.quit()
The above line just Bypasses the root.mainloop() i.e root.mainloop() will still be running in background if quit() command is executed.
root.destroy()
While destroy() command vanish out root.mainloop() i.e root.mainloop() stops.
So as you just want to quit the program so you should use root.destroy() as it will it stop the mainloop()`.
But if you want to run some infinite loop and you don't want to destroy your Tk window and want to execute some code after root.mainloop() line then you should use root.quit().
Ex:
from Tkinter import *
def quit():
global root
root.quit()
root = Tk()
while True:
Button(root, text="Quit", command=quit).pack()
root.mainloop()
#do something
The easiest code is:
from tkinter import *
window = Tk()
For hiding the window : window.withdraw()
For appearing the window : window.deiconify()
For exiting from the window : exit()
For exiting from the window(If you've made a .exe file) :
from tkinter import *
import sys
window = Tk()
sys.exit()
And of course you have to place a button and use the codes above in a function so you can type the function's name in the command part of the button
Try The Simple Version:
import tkinter
window = Tk()
closebutton = Button(window, text='X', command=window.destroy)
closebutton.pack()
window.mainloop()
Or If You Want To Add More Commands:
import tkinter
window = Tk()
def close():
window.destroy()
#More Functions
closebutton = Button(window, text='X', command=close)
closebutton.pack()
window.mainloop()
you can use:
root = Tk()
def func():
print('not clossed')
root.protocol('wm_delete_window', func)
root.mainloop()
def on_closing():
if messagebox.askokcancel("Quit", "would you like to quit"):
window.destroy()
window.protocol("WM_DELETE_WINDOW", on_closing)
you can handle a window close event like this, if you wanna do something else just change the things that happen in the on_closing() function.
i say a lot simpler way would be using the break command, like
import tkinter as tk
win=tk.Tk
def exit():
break
btn= tk.Button(win, text="press to exit", command=exit)
win.mainloop()
OR use sys.exit()
import tkinter as tk
import sys
win=tk.Tk
def exit():
sys.exit
btn= tk.Button(win, text="press to exit", command=exit)
win.mainloop()

Update the contents of Tkinter window

I'm creating a Python program that displays the time and weather in a Tkinter window. I need to have the time, weather, and anything else constantly updating. Here's my old code:
import time
from Tkinter import *
root = Tk()
while True:
now = time.localtime(time.time()) # Fetch the time
label = time.strftime("%I:%M", now) # Format it nicely
# We'll add weather later once we find a source (urllib maybe?)
w = Label(root, text=label) # Make our Tkinter label
w.pack()
root.mainloop()
I've never done anything with Tkinter before, and it's frustrating that the loop doesn't work. Apparently, Tkinter doesn't let you do anything like loops or anything non-Tkinter while it's running. I thought I could maybe do something with threading.
#!/usr/bin/env python
# Import anything we feel like importing
import threading
import time
# Thread for updating the date and weather
class TimeThread ( threading.Thread ):
def run ( self ):
while True:
now = time.localtime(time.time()) # Get the time
label = time.strftime("%I:%M", now) # Put it in a nice format
global label # Make our label available to the TkinterThread class
time.sleep(6)
label = "Weather is unavailable." # We'll add in weather via urllib later.
time.sleep(6)
# Thread for Tkinter UI
class TkinterThread ( threading.Thread ):
def run ( self ):
from Tkinter import * # Import Tkinter
root = Tk() # Make our root widget
w = Label(root, text=label) # Put our time and weather into a Tkinter label
w.pack() # Pack our Tkinter window
root.mainloop() # Make it go!
# Now that we've defined our threads, we can actually do something interesting.
TimeThread().start() # Start our time thread
while True:
TkinterThread().start() # Start our Tkinter window
TimeThread().start() # Update the time
time.sleep(3) # Wait 3 seconds and update our Tkinter interface
So that doesn't work either. Multiple empty windows appear and they glitch out a ton. I get tons of errors in my debugger too.
Do I need to stop and re-open my window when I update? Can I tell Tkinter to update with something like tkinter.update(root) or something like that?
Is there a workaround or solution, or am I missing something? If you see anything wrong with my code, let me know.
Thanks!
Alex
You can "nest" your after calls:
def update():
now = time.localtime(time.time())
label = time.strftime("%I:%M:%S", now)
w.configure(text=label)
root.after(1000, update)
Now you just have to call after once before the mainloop, and it updates every second from now on.

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