Exit Function Into Main Code - python

I am trying to build a gambling dice game for fun using Python's Tkinter in Python 3. The error I am having is after the money is taken away from your bank account (it does this in a different function) I want it to go back to the mainloop. So basically I want to exit a function to get back into the main code (which isn't in a function). Any ideas on how?

I am not 100% sure what your problem is but it sounds like you might not fully understand how a function works.
In a tkinter application the mainloop() is always looping so once your function has finished the the next task in that loop will run and if no more task are scheduled in that loop the loop will reset.
Take this below code for example.
from tkinter import *
root = Tk()
def some_function():
print("this function just ran")
Button(root, text="Run some func", command = some_function).pack()
root.mainloop()
What we see is a button that allows us to call on some_function and then once that function is over we are "back in" the mainloop() so to speak.
There is nothing you need to do special here unless inside of your function you are running some kind of loop and want to end the loop on some criteria. Then you can use a break line to end that loop.

The function will automatically stop when it is finished running. Using return, though, will immediately exit the current function, perhaps before it gets through all of its code, if that's what you mean.

Related

Python recursive limit and how to keep monitoring something

I am working on a python tkinter program that monitoring computer temperature, and I want it to update the temperature value after a fixed time.
the following function is what I used to do that:
def update():
get_temp()#the function that get the computer temperature value, like cpu temperature.
...
def upd():
update()
time.sleep(0.3)
upd()#recursive call function.
upd()
but this way will hit the recursive limit, so the program will stops after a period of time.
I want it to keep updating the value, what should I do?
I don't know if I change it to after() it will be better or not.
but if I use after(), the tkinter window will freeze a while, so I don't want to use it.
Thank you.
It needs loop.
It should be:
def update():
get_temp()#the function that get the computer temperature value, like cpu temperature.
...
def upd():
while True:#needs a while true here and don't call upd() in this function.
update()
time.sleep(0.3)
upd()#this upd() is outside the function upd(),it used to start the function.
Thanks to everyone who helped me.
Recursion is inadequate in this use-case, use a loop instead.
Tkinter in particular has got a method which allows you to execute a function in an interval without disrupting the GUI's event loop.
Quick example:
from tkinter import *
root = Tk()
INTERVAL = 1000 # in milliseconds
def get_temp()
# ...
root.after(INTERVAL, get_temp)
get_temp()
root.mainloop()

Unable to exit tkinter app when using "wait_variable()"

I have a python code that includes tkinter window and other running tasks.
I've been trying to bind "WM_DELETE_WINDOW" event to a function that exits my python code when I close the window but can't achieve that.
This is what I try:
def on_exit():
root.destroy()
sys.exit()
root.protocol('WM_DELETE_WINDOW', on_exit)
The window is destroyed successfully but the python code doesn't exit. Any possible reason for sys.exit() not to work?
What am I doing wrong? any alternative approach should I try?
Doing some testing I figured out what can be the problem.
Here's a small code that summarizes my code which is much bigger.
import tkinter as tk
import sys
root = tk.Tk()
submitted = tk.IntVar()
def on_exit():
root.destroy()
sys.exit()
root.protocol('WM_DELETE_WINDOW', on_exit)
def submit():
submitted.set(1)
print("submitted")
button= tk.Button(root, text="Submit",command=submit)
button.pack()
button.wait_variable(submitted)
root.mainloop()
I believe now that wait_variable is the source of the problem.
And the code actually exits when I added submitted.set(1) to on_exit() ( or if I clicked the button first before closing the window ) but if I tried closing the window without pressing the button, the code won't exit.
So does this mean that wait_variable not only makes tkinter app wait, but also prevents python code exiting?!
I tried os._exit(1) and it worked, but I think it's not clean.
As your updated question points out the problem is wait_variable(). Going off the documentation for this method wait_variable() enters a local event loop that wont interrupt the mainloop however it appears that until that local event loop is terminated (the variable is updated in some way) it will prevent the python instance from terminating as there is still an active loop. So in order to prevent this you have also correctly pointed out you need to update this variable right before you terminate the tk instance.
This might seam odd but it is the behavior I would expect. It is my understanding that an active loop needs to be terminated before a python instance can exit.
As Bryan has pointed out in the comments the wait_variable() method is "a function which calls the vwait command inside the embedded tcl interpreter. This tcl interpreter knows nothing about python exceptions which is likely why it doesn't recognize the python exception raised by sys.exit()"
Link to relevant documentation:
wait_variable()
Relevant text from link:
wait_variable(name)
Waits for the given Tkinter variable to
change. This method enters a local event loop, so other parts of the
application will still be responsive. The local event loop is
terminated when the variable is updated (setting it to it’s current
value also counts).
You can also set the variable to whatever it is currently set as to terminate this event loop.
This line should work for you:
submitted.set(submitted.get())
That said you do not actually need sys.exit(). You can simply use root.destroy().
You new function should look like this:
def on_exit():
submitted.set(submitted.get())
root.destroy()
The python instance will automatically close if there is no more code after the mainloop.

Pause function execution while awaiting input in entry (tkinter)

Let's say I've got a function that requests input. How can I pause the function that calls this function while I am waiting for user input in an entry widget. I tried it with a while loop and time.sleep(sec). Furthermore I executed the function within another thread (so the main thread should not be interrupted), but the problem that always occurs is that the whole program freezes (typing in entry impossible)!
Because I do not have that much experience with Python I am truly stuck.
PS: I am coding on a mac.
The code I used:
import time
_input = []
def get_input()
try:
return _input[0]
except IndexError:
return None
def req():
while get_input() == None:
time.sleep(1)
return get_input()
The function req() is always called within a function which is called via 'getattr()' in a function which parses the input in the entry widget. The variable '_input' automatically gets the user input from the entry. The input I then successfully got from the '_input' variable is then discarded.
Maybe the problem is that the function is running and that is why another function cannot be executed... but shouldn't that be irrelevant if I was using a distinct thread? Why didn't that work...?
Here's a function that creates a simple Tkinter GUI that allows the user to input data into an Entry widget. When the user hits Enter the function gets the current value from the Entry, closes the GUI and returns the value to the calling code. The calling code will block until tkinter_input returns. If the user closes the GUI window with the close button the contents of the Entry are ignored, and None is returned.
import tkinter as tk
def tkinter_input(prompt=""):
root = tk.Tk()
tk.Label(root, text=prompt).pack()
entry = tk.Entry(root)
entry.pack()
result = None
def callback(event):
nonlocal result
result = entry.get()
root.destroy()
entry.bind("<Return>", callback)
root.mainloop()
return result
result = tkinter_input("Enter data")
print(result)
The way to wait for user input is to open up a dialog. A modal dialog will force the user to dismiss the dialog, a non-modal will allow the user to continue to use the main application.
In your case, you can create a dialog using a Toplevel and fill it with any widgets that you want, then use the wait_window function to wait for that window to be destroyed. To make it modal you can create a "grab" on the toplevel. To keep this simple, I have not done that in the following example.
Here is a basic example. The key is the call to wait_window which will not return until the dialog is destroyed.
import tkinter as tk
class CustomDialog(object):
def __init__(self, parent, prompt="", default=""):
self.popup = tk.Toplevel(parent)
self.popup.title(prompt)
self.popup.transient(parent)
self.var = tk.StringVar(value=default)
label = tk.Label(self.popup, text=prompt)
entry = tk.Entry(self.popup, textvariable=self.var)
buttons = tk.Frame(self.popup)
buttons.pack(side="bottom", fill="x")
label.pack(side="top", fill="x", padx=20, pady=10)
entry.pack(side="top", fill="x", padx=20, pady=10)
ok = tk.Button(buttons, text="Ok", command=self.popup.destroy)
ok.pack(side="top")
self.entry = entry
def show(self):
self.entry.focus_force()
root.wait_window(self.popup)
return self.var.get()
To use it, call the show method:
dialog = CustomDialog(root, prompt="Enter your name:")
result = dialog.show()
With the above, result will have the string that you entered.
For more information about creating dialogs, see Dialog Windows on the effbot site,
GUI programming is quite different from normal python scripts.
When you see the GUI pop up, it is already running in the mainloop. That means that your code is only invoked from the mainloop as a callback attached to some event or as a timeout function. Your code actually interrupts the flow of events in the mainloop.
So to keep the GUI responsive, callbacks and timeouts have to finish quickly (say in 0.1 second max). This is why you should not run long loops in a callback; the GUI will freeze.
So the canonical way to do a long calculation in a GUI program is to split it up into small pieces. Instead of e.g. looping over a long list of items in a for loop, you create a global variable that holds the current position in the list. You then create a timeout function (scheduled for running by the after method) that takes e.g. the next 10 items from the list, processes them, updates the current position and reschedules itself using after.
The proper way to get input for a function is to get the necessary input before starting the function. Alternatively, you could use a messagebox in the function to get the input. But in general it is considered good design to keep the "guts" of your program separate from the GUI. (Consider that you might want to switch from Tkinter to the GTK+ or QT toolkits in the future.)
Now onto threads. You might think that using threads can make long-running tasks easier. But that is not necessarily the case. For one thing, the standard Python implementation (we shall call it CPython) has a Global Interpreter Lock that ensures that only one thread at a time can be running Python bytecode. So every time your long-running calculation thread is running, the other thread containing the mainloop is halted. In Python 3 the thread scheduling is improved w.r.t. Python 2 as to try and not starve threads. But there is no guarantee that the GUI thread gets enough runtime when the other thread is doing a ton of work.
Another restriction is that the Tkinter GUI toolkit is not thread safe. So the second thread should not use Tkinter calls. It will have to communicate with the GUI thread by e.g. setting variables or using semaphores. Furthermore, data structures that are used by both threads might have to be protected by Locks, especially if both threads try to modify them.
In short, using threads is not as simple as it seems. Also multithreaded programs are notoriously difficult to debug.

Simple animation with Tkinter Python

I've searched for a simple animation code with Tkinter but I've found very different examples and I can't understand the correct way to write an animation.
Here my working code to display a simple moving circle:
import tkinter as tk
import time
root=tk.Tk()
canvas=tk.Canvas(root,width=400,height=400)
canvas.pack()
circle=canvas.create_oval(50,50,80,80,outline="white",fill="blue")
def redraw():
canvas.after(100,redraw)
canvas.move(circle,5,5)
canvas.update()
canvas.after(100,redraw)
root.mainloop()
In this code I can't correctly understand: how the after method works, where correctly put the update and the move method (before after method ?), is there another way to write an animation code? may you post me another example and comment the code please?
Thanks :)
Calling update
You should not call canvas.update(). As a general rule of thumb you should never call update. For a short essay on why, see this essay written by one of the original developers of the underlying tcl interpreter.
If you take out the call to canvas.update(), you have the proper way to do animation in a tkinter program.
Calling after to start the animation
You don't need to call after immediately before calling root.mainloop(). This works just as well:
...
redraw()
root.mainloop()
The choice to use or not use after in this specific case is dependent on if you want the animation to start immediately (possibly even before the widget is visible) or if you want it to happen after a short delay (possibly after the widget is made visible)
How after works
mainloop is nothing more than an infinite loop that checks the event queue for events. When it finds an event, it pops it off of the list and processes it. after is nothing more than making a request that says "in 100 ms, please add a new event to the queue". When the time limit expires, an event is added to the queue that says, in effect, "run this command". The next time the loop checks for events, it sees this event, pulls it off of the queue, and runs the command.
When you call after from within a method that itself was called by after, you're saying in effect "wait 100ms and do it again", creating an infinite loop. If you put the call to after before moving the object, you're saying "every 100ms run this function". If you put it after you're saying "run this function 100 ms after the last time it was run". The difference is very subtle and usually not perceptible unless your function takes a long time to run.
my code is:
from tkinter import *
import time
tk = Tk()
płótno = Canvas(tk, width=500, height=500)
płótno.pack()
płótno.create_polygon(10,10,10,70,70,10,fill="blue",outline="black")
for x in range(0,51):
płótno.move(1,5,0)
płótno.update()
rest(0.05)
płótno means canvas

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.

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