I'm working on my first Python and GTK script. I'm trying to do a counter/timer. The problem I have is that, while the logging function returns the proper values every second, the gtk.label is not updated. What am I doing wrong?
def startTimer(self, buttonStart):
self.imgTimer.set_from_stock(Gtk.STOCK_YES, 2)
self.runTimer(120)
def runTimer(self, timeout):
for i in reversed(range(0,timeout)):
logging.debug(i) #returns values
self.labelTimer.set_text(i) #doesn't do anything
time.sleep(1)
You don't give GTK+ a chance to draw the updated the label. You should either use threads (see PyGTK FAQ), or something like
while gtk.events_pending ():
gtk.main_iteration ()
after updating the label.
Related
I want to create a Gtk program that requires to continuously update a ListBox, i.e. add and remove rows. I am trying this approach. It could be cleaner but here it is just long enough to explain the problem.
gi.require_version('Gtk', '3.0')
from gi.repository import Gtk
from time import sleep
from threading import Thread
def add_widgets(listbox):
# add 5 rows
for _ in range(5):
for _ in range(5):
add_row(listbox)
window.show_all() # make the changes visible
sleep(1) # to make the change stay
# remove all the rows
for row in listbox.get_children():
listbox.remove(row)
window.show_all()
sleep(1)
# all the addition and removal done
print('finished')
def add_row(listbox):
listboxrow = Gtk.ListBoxRow()
label = Gtk.Label()
label.set_text("Hey There")
listboxrow.add(label)
listbox.add(listboxrow)
window = Gtk.Window()
window.connect('destroy', Gtk.main_quit)
listbox = Gtk.ListBox()
window.add(listbox)
window.show_all()
# Thread to add and remove rows
update_thread = Thread(target=add_widgets, args=(listbox, ))
update_thread.start()
Gtk.main()
This code runs fine like 50% of the time. For the rest, it gives me 3 types of errors, all of them randomly.
The good old SegFault after like 2 or 3 iteration of the parent loop in add_widgets
The following:
**
Gtk:ERROR:../gtk/gtk/gtkcssnode.c:319:lookup_in_global_parent_cache: assertion failed: (node->cache == NULL)
Bail out! Gtk:ERROR:../gtk/gtk/gtkcssnode.c:319:lookup_in_global_parent_cache: assertion failed: (node->cache == NULL)
Aborted
The last one doesn't crash the program but it adds random number of rows instead. i.e. it adds 3(random) rows instead of 5, as specified or maybe no rows at all.
I've tried adding more sleep statements at appropriate places because initially, I thought, it could be because the windows are not ready when updating widgets.
I wanna know why its happening and how can I fix it.
EDIT: It's probably something to do with the UI and the thread synchronization because, it(the crash) happens more frequently when interacting with the window. For instance, when you are dragging it, it has more chances of crashing.
You must not call GTK+ code from other threads. All interactions must be done in the main thread. This is documented in https://developer.gnome.org/gdk3/stable/gdk3-Threads.html.
If you want to do some "background" updates of your widgets, you can simulate that with functions such as g_idle_add() (https://developer.gnome.org/glib/stable/glib-The-Main-Event-Loop.html#g-idle-add), g_timeout_add() (https://developer.gnome.org/glib/stable/glib-The-Main-Event-Loop.html#g-timeout-add) and other related functions.
This is my first Question here at StackOverflow, so please be patient with me if some info isn't present or I missed something important, but anyways i'll do my best :)
Recently I started to code in Python2.7, so I'm not very good at it. While playing with PyGtk, PyGObject, Glade, etc I found something particular about switches (Haven't tried with any other widget, so I don't know if it happens somewhere else. Most likely it doesn't, I hope...)
I made a very basic GUI with a single "window" plus a "switch" using Glade
My objective was to deactivate switch after user tried to activate it if some exeption raised up before, something like:
Activate it --> * Found error --> * Deactivate it
I made some code, and after a while, I noted that THIS piece of code created a loop-like block, blocking GUI's window afterwards:
builder = Gtk.Builder()
window1 = builder.get_object('window')
switchie = builder.get_object('switchie')
switchie.set_active(False)
def Hi(switch, active):
print switchie.get_active()
switchie.set_active(not switchie.get_active())
switchie.connect("""notify::active""", Hi)
window1.set_position(Gtk.WindowPosition.CENTER)
window1.connect("delete-event", Gtk.main_quit)
window1.show_all()
If i'm right, "switchie.connect" links "switchie" object with "Hi" func whenever "switchie" gets clicked.
But if I execute this and try to turn switch on, GUI hangs up. I did try to execute this via script & command-line and adding the "print switch state", resulting in an endless loop (True & False)
I tried with many other funcs I made, but neither of them could solve this issue. In fact, this is the "essence" of all the other funcs I made.
Why does this happen?
Where's the loop?
Am I wrong in some line?
Help is appreciated!
(If you need to see the rest of my faulty funcs, just ask for 'em, but I don't think they'll help...)
You want to hook up the switch like this:
switchie.connect("""activate""", Hi)
This will only get called once for every time it is clicked. What you were doing is hooking up to the signal after it changed, so it was constantly changing, and never catching up. You will also want to change
def Hi(switch, active):
to
def Hi(switch, active = None):
for keyboard support.
I'm playing around with the urwid library and it's been pretty great so far.
But i can't get the Progressbar to work. I wrote a simple test program like this:
import os
import urwid
# a function that takes some times to complete
def dosomething(steps, bar):
bar.done = steps
for i in range(steps + 1):
bar.set_completion(i)
os.system('sleep 0.2')
# make a button to start
task_btn = urwid.Button(u'Task')
# progressbar object
pbar = urwid.ProgressBar('pg normal', 'pg complete')
# function called when the task button is clicked
def on_task_clicked(button):
dosomething(10, pbar)
# setup signal handler for the button
urwid.connect_signal(task_btn, 'click', on_task_clicked)
"""
create the interface and the mainloop.
filler objects are our friend to prevent unpacking errors :D
"""
loop = urwid.MainLoop(urwid.Pile([urwid.Filler(task_btn), urwid.Filler(pbar)]))
loop.run()
If i start it the progressbar is to 0% as it should be. Then i press the button, and a few seconds later the progressbar shows 100%. but i'm missing the steps between 0% and 100%. they just won't show up.
Also an additional call of the render function won't work.
I've also tried something like this:
def on_task_clicked(button):
pbar.set_completion(pbar.current+1)
And this works just fine. It just seems that the progressbar is not happy with being called in a loop. That seems strange?! Someone got any ideas in order to resolve this?
Thanks in advance :)
PS:
INFO:
urwid 1.2.0
tested on python 2.6.6, 2.7, 3.3 all the same
It's probably because the main loop's draw_screen method isn't being called (it's normally called automatically when the loop enters the idle state).
Add loop.draw_screen() inside your for-loop.
I am attempting for a homework assignment to implement Simon Says in python. I'm trying to do it using the turtle library (a requirement).
However, I've run into a stumbling block in that while I can get the screen to register click events (currently just printing the x,y coordinates) I can't get it to wait for a click event.
Specifically what I'm planning on doing is having areas on the screen that when they click within that location it is considered as if they had clicked a button. Screen clears and game does whatever.
However, in experiments in trying to get a working 'button' all that it does is set it so it prints the x,y coordinates but the rest of the program finishes. Didn't wait for the user to click anything. I tried a blocking method of...
while clicked == False:
pass
or
while clicked == False:
time.sleep(1)
but both methods hangs the program until I manually interrupt and then it'll print the clicks.
Am I missing an option somewhere?
Turtles don´t have buttons, but they do have callbacks for clicks.
Furthermore, you should use onclick for Screen to detect general clicks and onclick for turtle to detect clicking in turtles. You can, for example, make a 4 BIG turtles with different colors by using a dynamic shape.
Also, turtle is based on Tk, so you must be aware of things like mainloop()
The following program give some hints for Python 2.7.5.
import turtle as t
from random import randint
class MyTurtle(t.Turtle) :
def __init__(self,**args) :
t.Turtle.__init__(self,**args)
def mygoto(self,x,y) :
t1.goto(x,y)
print x,y
def randonics(self,x,y) :
self.left(randint(90,270))
def minegoto(x,y) :
print x,y
t1.goto(x,y)
wt=t.Screen()
t1=MyTurtle()
wt.register_shape("big",((0,0),(30,0),(30,30),(0,30)))
t1.shape("big")
wt.onclick(t1.mygoto,btn=1)
wt.onclick(minegoto,btn=2)
t1.onclick(t1.randonics,btn=3)
t1.goto(100,100)
t.mainloop()
So after extensive search there isn't necessarily a way pause execution of the code in python while using turtle to wait for some click event. Maybe in Tk I could do that but not in turtle.
However, there is a way to get around that. As an example. A method sets up the fake button on the screen, sets the click event, and terminates. The click event when clicked calls the next method needed for execution. So until the button is clicked the actual code isn't doing anything but remains in memory for use.
So more specifically.
1. Create a 'button'.
2. Have your program behave normally until it needs to wait for a click event.
3. Set up the on screen click (or on turtle) in such a way when the 'button' is clicked the next part of the code is run.
Special note. The code in question can't depend on waiting for a click event for later on in code. Instead, the click causes the next part of the execution of your code.
You can make the function registered with onclick() test the x,y position. If it is inside some region you do whatever you must.
I don´t see the difference between what you want to do and what this code does, the modification of turtle position is just an example, you can do anything when a click is captured by onclick(), even start a thread if you really need it (using Creating Threads in python)
import turtle as t
from random import randint
from threading import Thread
from time import sleep
def threaded_function(arg,t1):
for i in range(arg):
print "running",i
sleep(1)
t1.forward(i*10)
def minegoto(x,y) :
print x,y
t1.goto(x,y)
thread = Thread(target = threaded_function, args = (10,t1 ))
thread.start()
thread.join()
print "thread finished...exiting"
wt=t.Screen()
t1=t.Turtle()
wt.register_shape("big",((0,0),(30,0),(30,30),(0,30)))
t1.shape("big")
wt.onclick(minegoto,btn=1)
t1.goto(100,100)
t.mainloop()
I'm trying to learn how to use the thread module. I followed along with the instructions here: http://effbot.org/zone/tkinter-threads.htm
My hope is the test script will:
Print out the "count" every two seconds
Show a pop-up dialog window (also every 2 seconds)
The pop-ups should be allowed to accumulate (if I don't click "OK" for a while, there should be
multiple pop-ups)
However, when I run this script it will freeze the main window and after a while crash. I think I'm not implementing the thread module correctly.
Could someone please have a look and point out what I'm doing wrong?
Here is what I've tried so far:
from Tkinter import *
import thread
import Queue
import time
class TestApp:
def __init__(self, parent):
self.super_Parent = parent
self.main_container = Frame(parent)
self.main_container.pack()
self.top_frame = Frame(self.main_container)
self.top_frame.pack(side=TOP)
self.bottom_frame = Frame(self.main_container)
self.bottom_frame.pack(side=TOP)
self.text_box = Text(self.top_frame)
self.text_box.config(height=20, width=20)
self.text_box.pack()
self.queue = Queue.Queue()
self.update_me()
def show_popup(self):
self.my_popup = Toplevel(self.main_container)
self.my_popup.geometry('100x100')
self.popup_label = Label(self.my_popup, text="Hello!")
self.popup_label.pack(side=TOP)
self.pop_button = Button(self.my_popup, text="OK", command=self.my_popup.destroy)
self.pop_button.pack(side=TOP)
def write(self, line):
self.queue.put(line)
def update_me(self):
try:
while 1:
line = self.queue.get_nowait()
if line is None:
self.text_box.delete(1.0, END)
else:
self.text_box.insert(END, str(line))
self.text_box.see(END)
self.text_box.update_idletasks()
except Queue.Empty:
pass
self.text_box.after(100, self.update_me)
def pipeToWidget(input, widget):
widget.write(input)
def start_thread():
thread.start_new(start_test, (widget,))
def start_test(widget):
count = 0
while True:
pipeToWidget(str(count) + "\n", widget)
count += 1
time.sleep(2)
widget.show_popup()
root = Tk()
widget = TestApp(root)
start_button = Button(widget.bottom_frame, command=start_thread)
start_button.configure(text="Start Test")
start_button.pack(side=LEFT)
root.title("Testing Thread Module")
root.mainloop()
I can't reproduce your problem, but I can see why it would happen.
You're using the queue to pass messages from the background thread to the main thread for updating text_box, which is correct. But you're also calling widget.show_popup() from the background thread, which means it creates and displays a new Toplevel in the background thread. That's not correct.
All UI code must run in the same thread—not all UI code for each top-level window, all UI code period. On some platforms, you may get away with running each window in its own thread (or even free-threading everything), but that isn't supposed to work, and definitely will crash or do improper things on some platforms. (Also, that single UI thread has to be the initial thread on some platforms, but that isn't relevant here.)
So, to fix this, you need to do the same dance for creating the popups that you do for updating the textbox.
The obvious way to do that is to move the widget.show_popup() to the loop in update_me(). If you want it to happen 2 seconds after the textbox updates, just add self.top_frame.after(2000, self.show_popup) to the method.
But I'm guessing you're trying to teach yourself how to have multiple independent updating mechanisms, so telling you "just use a single update queue for everything" may not be a good answer. In that case, just create two queues, and a separate update method servicing each queue. Then, do your pipeToWidget, sleep 2 seconds, then pipeToPopup.
Another way around this is to use mtTkinter. It basically does exactly what you're doing, but makes it automatic, pushing each actual Tk GUI call onto a queue to be run later by the main loop. Of course your objects themselves have to be thread-safe, and this also means that you have to deal with the GUI calls from one thread getting interleaved with calls from another thread. But as long as neither of those is a problem (and they don't seem to be in your case), it's like magic.
If you want to know why this is freezing and/or crashing for you on Win7 and not for me on OS X 10.8… well, you really need to look into a mess of Tcl, C, and Python code, and also at how each thing is built. And, unless it's something simple (like your Tk build isn't free-threaded), it wouldn't tell you much anyway. The code isn't supposed to work, and if it seems to work for me… that probably just means it would work every time until the most important demo of my career, at which point it would fail.