I am trying to use the image from this webpage and display it in a Tkinter label. However, whenever I try it the label is created, but the image is blank. It works when I use a url that ends in .jpg (http://i.imgur.com/CC8zIPr.jpg for example). Is there a way to make the first link work correctly? This is the relevant part of my code:
url = "http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=414495&type=card"
u = urlopen(url)
raw_data = u.read()
im = Image.open(io.BytesIO(raw_data))
image = ImageTk.PhotoImage(im)
label = tk.Label(image=image)
label.image = image
label.pack()
Related
So i am using python 3 and got confused why the image doesnt show up in text widget after excuted the following code:
from tkinter import *
import fitz
root=Tk()
filenew=fitz.open(r'C:\Users\azoka\Desktop\Python\b.pdf')
text_1=Text(root,width=100,height=100,bg='gray').pack(side=LEFT,expand=FALSE)
def Show():
pix =filenew.getPagePixmap(0) # 0 is page number
pix1=fitz.Pixmap(pix,0)
img =pix1.getImageData("ppm")
timg=PhotoImage(data=img)
frame=[]
frame.append(timg)
text_1.image_create(END,image=timg)
Shower=Button(win1,text='show',bg='navy',fg='light cyan',width=5,height=1,command=Show)
Shower.place(x=1000,y=360)
root.mainloop()
The image just dont show up after clicked the button but it doesnt show any code error,I am new to python
and cant figure out. I want my img be shown without altering the Show()function.
-Appreciate for helpful answers!-
I tried to use the from previous code but not works
I made some fix with last version today, see fix bellow with simplifications
from tkinter import *
from PIL import Image, ImageTk
import fitz
root = Tk()
file = "yourfile.pdf"
doc = fitz.open(file)
page = doc.load_page(0) # loads page number 'pno' of the document (0-based)
pix = page.get_pixmap()
mode = "RGBA" if pix.alpha else "RGB"
img = Image.frombytes(mode, [pix.width, pix.height], pix.samples)
frame_image = ImageTk.PhotoImage(img)
label = Label(root, bg='gray')
label.pack(side=LEFT)
label.config(image=frame_image)
label.image = frame_image
root.mainloop()
requirements to use "PyMuPDF-1.21.1"
pip install --upgrade pymupdf
see more: https://pymupdf.readthedocs.io/
I started a project a few days ago but unfortunately I'm stuck. I would like to make an image editor (a very simple one ;D) where a choose an image by using the filedialog then I would have the possibilty to make few modifications like rotations. My problem is that I can choose the image but once I did, I can't show the image on the canvas.
It says : "name 'image' is not define"
I think my problem is that the program want to show the image on the canvas but I haven't selected it yet.
from tkinter import *
from PIL import Image, ImageTk
from tkinter import filedialog
root = Tk()
#function to select my image by using the filedialog
def select_image():
file_path = filedialog.askopenfilename()
image = Image.open(file_path)
#button to press to open filedialog
select = Button(root, text="select an image", command=select_image)
select.pack()
#the canvas where the image will be display
canvas = Canvas(root, width= 100, height=100, bg="grey")
canvas.pack()
image_tk = ImageTk.PhotoImage(image)
canvas.create_image(0,0, image= image_tk)
root.mainloop()
It is possible to create an image object before you have an image file to display, but not in the way you're doing it. You simply need to create an empty image object and keep track of the image object id, and then reconfigure that object inside of select_image.
For example, don't define image_tk in the main program. Change the line that creates the image item on the canvas to this:
image_id = canvas.create_image(0,0, anchor="nw")
(note: without the anchor option, the center of the image will be at 0,0. I'm guessing you want the upper-left corner of the image to be at 0,0).
Next, in select_image is where you do all of the work of getting the image, saving a reference to it (to avoid it being deleted when the function returns), and showing it in the canvas. It would look something like this:
def select_image():
# ask the user for the filename
file_path = filedialog.askopenfilename()
# only show the image if they chose something
if file_path:
# open the file
image = Image.open(file_path)
# create the image object, and save it so that it
# won't get deleted by the garbage collector
canvas.image_tk = ImageTk.PhotoImage(image)
# configure the canvas item to use this image
canvas.itemconfigure(image_id, image=canvas.image_tk)
You’ve got a couple of problems here:
You are never calling your function! Your code ignores
select_image() after it is defined
The variable image is only defined inside your (uncalled) function, so when you try to use it via ImageTk.PhotoImage(), it is
undefined.
Try returning the image object this way:
from tkinter import *
from PIL import Image, ImageTk
from tkinter import filedialog
root = Tk()
#function to select my image by using the filedialog
def select_image():
file_path = filedialog.askopenfilename()
return Image.open(file_path)
#button to press to open filedialog
select = Button(root, text="select an image", command=select_image)
select.pack()
#the canvas where the image will be display
canvas = Canvas(root, width= 100, height=100, bg="grey")
canvas.pack()
image_tk = ImageTk.PhotoImage(select_image())
canvas.create_image(0,0, image= image_tk)
root.mainloop()
Note that you are not checking for errors or cancellation in your select_image() function. You’d be better off handling cancel or error inside the function too
I have looked at a lot of tutorials tried them all, but nothing seemed to work through Pygame, PIL, Tkinter. it could be because of me of course, cause Im a greenie...
from Tkinter import *
root = Tk()
photo = PhotoImage(file="too.jpg")
label = Label(root, image=photo)
label.pack()
root.mainloop()
Your code is correct but it won't work because of the jpgfile.
If you want to use the PhotoImage class you can only read read GIF and PGM/PPM images from files (see docs).
For other file formats you can use the Python Imaging Library (PIL).
Here's your example using PIL:
from Tkinter import *
from PIL import Image, ImageTk
root = Tk()
image = Image.open("too.jpg")
photo = ImageTk.PhotoImage(image)
label = Label(image=photo)
label.image = photo # keep a reference!
label.pack()
root.mainloop()
The line label.image = photo is necessary if you want to avoid your image getting garbage-collected.
im trying to learn Python and doing some test apps.
Right now im creating a type of image viewer for viewing external images. But have some problems.
I've successfully worked out on how to view the image. But i need to view it as a function, so the image can be updated.
This is what i use for just viewing the image:
from io import BytesIO
import urllib
import urllib.request
import tkinter as tk
from PIL import Image, ImageTk
imagelinks = []
***** Here is a crawler that provides image urls from a webpage into the above list ***
root = tk.Tk()
listvalue = 1
url = (imagelinks[listvalue])
with urllib.request.urlopen(url) as u:
raw_data = u.read()
im = Image.open(BytesIO(raw_data))
image = ImageTk.PhotoImage(im)
label = tk.Label(image=image)
label.pack()
root.mainloop()
Everything works well, the image 1 from the list shows up properly.
The problem im having is that i want to add a prev and next button which increment the value of listvalue-=1 and +=1 but simply doing that wont work since it wont update the image in the tkinter window.
Also tried with the Tkinter's update() in my buttons function, but didn't help much either.
Anyone got some input on how to get it to work?
Update:
Tried to put it in a function like this. It is resizing the windows to the proper size, but wont show the image.
from io import BytesIO
import urllib
import urllib.request
import tkinter as tk
from PIL import Image, ImageTk
root = tk.Tk()
link='http://img.khelnama.com/sites/default/files/previewimage/features/2013/Aug/IMG- Reliance_logo(1).jpg'
def showimg(currentimg):
url = currentimg
with urllib.request.urlopen(url) as u:
raw_data = u.read()
im = Image.open(BytesIO(raw_data))
image = ImageTk.PhotoImage(im)
label = tk.Label(image=image)
label.pack()
showimg(link)
root.mainloop()
You will need to put your code that retrieves and displays the image in a definition, and pass the list item that it is meant to use as a parameter. That way on a button press, you can increment or decrement the index, and call your own update function you made.
Edit:
Try this then
label = tk.Label()
label.pack()
def showimg(currentimg, label):
url = currentimg
with urllib.request.urlopen(url) as u:
raw_data = u.read()
im = Image.open(BytesIO(raw_data))
image = ImageTk.PhotoImage(im)
label.config(image = image)
showimg(link, label)
I have added a image file to my code in tkinter but it basically fills my the whole frame so if its possible can you recommend a tutorial that shows or explains how to do this.... unless you can show me on here.
I havent added my full code but the code below should display a test image once you have it saved in the python directory.
I would like to create 'next' button which would open up a new frame with another image on it.
from Tkinter import *
root = Tk()
ButtonImage = PhotoImage(file='test.gif')
testButton = Button(root, image=ButtonImage)
testButton.pack()
root.mainloop()
You could try something like this:
from Tkinter import *
from glob import glob
class ImageFrame(Frame):
def __init__(self, master=None):
Frame.__init__(self, master)
self.images = glob("*.gif")
self.cur = 0
# label showing the image
self.image = PhotoImage()
imagelabel = Label(self, image=self.image)
imagelabel.grid(row=1, column=1)
# button cycling through the images
button = Button(self, text="NEXT", command=self.show_next)
button.grid(row=2, column=1)
# layout and show first image
self.grid()
self.show_next()
def show_next(self):
self.cur = (self.cur + 1) % len(self.images)
self.image.configure(file=self.images[self.cur])
ImageFrame().mainloop()
Some explanations:
glob is used to get a list of all files matching some pattern in the current directory
grid is a simple but quite flexible layout manager for Tkinter (see Tkinter reference)
the show_next method, which is bound to the button, cycles through the images and binds a new image to the PhotoImage using configure
The result is a simple frame showing a large image and a button, cycling though the gif images in the current directory.
There are numerous modules that would help you out with this. You can use the PIL module. Typically what I would do in a situation like yours is use the PIL module to load and paste the image onto the frame. This is how you do this.
from Tkinter import *
from PIL import Image, ImageTk
root = Tk()
Image = Image.open(path).resize((300, 300)), Image.ANTIALIAS
ButtonImage = ImageTk.PhotoImage(Image)
# If you are using image by itself. Without it being a button.
#Image_Label = Label(image = self.HomeImage, borderwidth=0, highlightthickness=0)
# Otherwise
testButton = Button(root, image=ButtonImage)
testButton.pack()
root.mainloop()
I believe that this would definitely help you with resizing the image and loading an image to the screen as a button. We used PIL to load the image onto the frame and resized the image. This is What you were also asking for earlier. I used the resize method on the Image.open() Function. This resizes the image to what you want. The standards are the actual sizes of that image.