Window too small - python

Here is the code:
from Tkinter import *
def main():
w1 = Tk()
w1["height"] = 400;
w1["width"] = 500;
w1.title("Gui")
f1 = Frame(w1)
f1.grid_propagate()
f1["height"] = w1["height"];
f1["width"] = w1["width"];
f1.pack()
p1 = Button(f1)
p1["borderwidth"] = 6
p1["text"] = "esci"
p1["background"] = "red"
p1["command"] = f1.quit
p1.pack()
w1.mainloop()
main()
I have given to w1 and f1 (window and frame) a 500x400 size, but a too small window appears: it's too small, I would say 200x100, but I don't know ... why does this happen?

It is this small because tkinter windows by default "shrink to fit". This is called geometry propagation, and it seems like you might already be familiar with it because you call grid_propagate -- though, without having it actually do anything and without using what it returns.
There are actually two problems in your code. The first is that you call f1.grid_propagate(), but you are using pack to arrange the widgets in f1 so you need to call f1.pack_propagate instead. Second, you need to pass a flag of False to actually turn off propagation. Doing that will prevent f1 from shrinking to fit its contents.
Second, you aren't turning propagation off on w1, so it will shrink to fit its children. You either need to call w1.grid_propagate(False), OR you can call w1.wm_geometry("500x400") to request that the window manager set the size to that exact dimension.
If you are just learning Tkinter, I suggest you resist the urge to turn propagation off. In my couple dozen years of coding in tk I've used that feature maybe once every couple of years. Tkinter's geometry managers are remarkable tools and you should learn to take advantage of them. Instead of having containers control their size, let the children be the size you want them to be and the rest of the GUI will work just fine.

You need to use
f1.pack_propagate(0)
so that it doesn't shrink

Related

How to check the current screen dimensions in python / Gtk 3.0 without deprecation warnings?

I need to know dimensions (exactly: height) of the screen below the current Gtk.Window.The most frequently recommended method:
window = Gtk.Window()
screen = window.get_screen()
h = screen.height()
does the job, but gives me DeprecationWarning: Gdk.Screen.height is deprecated, and is likely to stop working sooner or later. I wouldn't like to add any new dependencies, so this cool cheat sheet doesn't help.
My code is expected to work on Linux w/ multi-headed setups, and this must be the height of the current screen.
More detailed background: the program I'm working on is a wallpaper manager. I want the (floating) window to use all the possible space vertically, and leave some space on both sides, to watch the background change.
Having no reasonable solution, I decided to follow this answer.
def check_height_and_start(window):
w, h = window.get_size()
window.destroy()
if common.sway or common.env['wm'] == "i3":
h = h * 0.95
app = GUI(h)
def main():
(...)
w = Gtk.Window() # actually I derived from Gtk.Window to make the window transparent
if common.sway or common.env['wm'] == "i3":
w.fullscreen() # .maximize() doesn't work as expected on sway
else:
w.maximize()
w.present()
GLib.timeout_add(delay_ms, check_height_and_start, w)
Gtk.main()
This way the window height does not include panels, if any. Unfortunately it doesn't work on tiling window window managers, so I had to use fullscreen() instead of maximize(), and decrease height arbitrarily.
The delay_ms optimal value varies with the hardware speed and WM in use, which is another inconvenience.

What range does mainloop() have over code?

I would like to make a python tkinter window with custom-moving widgets on a canvas to simulate motion. For now, I have one canvas, and one not-moving oval widget. I am having problems at the base level; mainloop(). I understand that it runs in wait for the user to do something, but I am having a hard time seeing:
How to control/see exactly what code mainloop() is reiterating (where, and only tkinter?);
How to properly interrupt it and return to it from another function, if it doesn't do it itself;
What code should be reiterated? All tkinter objects, or only updating changing ones? Use some kind of update operation instead? Finally;
What is the functionality difference between tkinter.mainloop() and window.mainloop()? Perhaps the previous questions will answer.
I have minor experience with Swift, and started learning the very similar Python yesterday evening. I've tried probably hundred of mutations to my code, which currently is in the test stage. I have moved everything in and out of the apparent range of the mainloop, and even got several hundred tiny Python windows all over the screen. Everything does one of two things: it does nothing, or gives me an error. Since I don't know what is even running, or if it is running, I can't diagnose anything. My goal is simply to move a circle one hundred pixels repeatedly. I've scanned around for sources, but—it may be me—a clear one is scarce. I have my code here all marked up. This page is closest to what I am looking for: Move a ball inside Tkinter Canvas Widget (simple Arkanoid game). Everything appears to be under mainloop. So, everything is redrawn every pass? Here, unfortunately, is my whole script; I can't only show pieces. It, for some reason, only brings up a small window, not a full-screen one. (Edit: I seem to have lost the screen size code)
import tkinter
import time
# Initial values for circle's corners and start idicator ('b'):
x1 = 10
y1 = 10
x2 = 210
y2 = 210
b = 0
# Window ('window')
window = tkinter.Tk()
# Canvas ('area')
area = tkinter.Canvas(window, width=1368, height=650)
area.place(x=0, y=0)
# Ovals to be placed on 'area'
oval1 = area.create_oval(x1,y1,x2,y2,fill='#42befe')
oval2 = area.create_oval(100,10,300,210,fill='#d00000')
# Turns b to 1 to start shifting when 'butt' is pressed:
def startFunc():
b = 1
print('b = 1')
# My button to activate 'startFunc'
butt = tkinter.Button(window, text='Start movement', command=startFunc)
butt.pack()
# Adjusts the x and y coordinates when they are fed in:
def Shift(A, B, C, D):
print('Shift activated.')
window.after(1000)
print('Edit and return:')
A += 100
B += 100
C += 100
D += 100
return(A, B, C, D)
# Problems start about here: my Mainloop section;
# I have little idea how this is supposed to be.
while True:
if b == 1:
# Takes adjusted tuple
n = Shift(x1, y1, x2, y2)
print('Returned edited tuple.')
# Changes coordinates
x1 = n[0]
y1 = n[1]
x2 = n[2]
y2 = n[3]
print(f'{x1}, {y1}, {x2}, and {y2}')
# Reiterate moving oval
oval1 = area.create_oval(x1,y1,x2,y2,fill='#42befe')
#Does this re-run 'window' relations outside here, or only within the 'while'?
window.mainloop()
It ought to show a 1368 by 650 window, not a tiny one. The button does nothing but print, which means the final 'while' is not running, despite the mainloop. It want it to loop inside the 'while' line, which should adjust coordinates and move my blue circle. The iteration may NOT touch the initial values, or else it would reset them.
In effect, calling mainloop is the same as if you added this to your code instead of calling mainloop():
while the_program_is_running():
event = wait_for_event()
process_the_event(event)
As a rule of thumb, mainloop() should be called exactly once after the UI has initialized and you are ready for the user to start interacting with your program. When it exits, you typically won't have any code after it, and your program will exit.
How to control/see exactly what code mainloop() is reiterating (where, and only tkinter?);
I don't know what you mean by "reiterating". It doesn't run any code except it's own internal code. It simply waits for events, and then dispatches them to handlers.
How to properly interrupt it and return to it from another function, if it doesn't do it itself;
It's exceedingly rare to do this in a running program. Typically, calling mainloop is the last thing your program does before the user starts interacting with it, and as soon as it exits your program quits.
However, to answer the specific answer of how to interrupt it, you can call the quit method of the root window. That will cause the most recent call to mainloop() to return.
What code should be reiterated? All tkinter objects, or only updating changing ones? Use some kind of update operation instead?
That question is hard to answer because it doens't make much sense. When you call mainloop(), it will watch for all events on all tkinter objects.
What is the functionality difference between tkinter.mainloop() and window.mainloop()
They have exactly the same effect and behavior. Tkinter oddly chose to make mainloop available from any widget. The most common way to call it is from either the tkinter module itself, or from the root window.
My goal is simply to move a circle one hundred pixels repeatedly.
The normal way to do that is to create a function that moves it one hundred pixels. Then, that function (-- or a function that calls it -- can put itself on an event queue to be run in the future.
For example, the following code will move a canvas object 100 pixels every second until the program exits:
def move_object():
the_canvas.move(item_id, 100, 0)
the_canvas.after(1000, move_object)
When it is called, it will move the item 100 pixels to the right. Then, it will place a new call to itself on the event queue to be picked up and handled in approximately 1000 milliseconds.
There are many working examples of using after on this site, including the question you linked to in your question.
Everything appears to be under mainloop. So, everything is redrawn every pass?
No, not exactly. The only objects that are redrawn are things that need to be redrawn. Moving objects on a canvas, resizing a window, dragging another window over your window, etc, all place an event on the event queue that tells tkinter "this object needs to be redrawn". The processing of that event happens automatically by mainloop. If nothing is happening in your application, nothing gets redrawn by mainloop.
It ought to show a 1368 by 650 window, not a tiny one
That is because you haven't given the main window a size. You've given the canvas a size, but you're using place which won't cause the containing window to grow or shrink to fit. As a beginner, you should completely avoid place and instead use pack or grid, because pack and grid will both automatically size your window to fit everything inside.
While it's tempting to use place for its perceived simplicity, in reality it usually requires you to do a lot more work than if you used one of the other geometry managers, and it results in a GUI that isn't particularly responsive to change.
while True:
You should almost never do this in tkinter. Tkinter -- and almost all event based programs -- rely on a steady flow of events. When you have an infinite loop, it cannot process those events. You can put an explicit call to update the screen inside your loop, but that is inefficient and should be avoided. If you need to do something periodically, create a function that encapsulates the body of your loop, then use after to get mainloop to run it while it is processing events.
window.after(1000)
You should almost never use after this way without a second argument. This usage is functionally no different than calling time.sleep(1) in that it prevents mainloop from processing events. You should structure your code to allow for a steady stream of events to be processed by mainloop.
while True: ... window.mainloop()
You definitely need to avoid calling mainloop inside a loop. A well behaved tkinter program should call mainloop() exactly once.

Tkinter percentage sizes?

I am trying to build a small software with the Tkinter module and python but I can't figure out how to set a widget size with percentages instead of pixels. I could of course do it by grabbing the size of the entire window at every moment and divide by 2 to get a size of 50%, but is there a better way to do it with the Tkinter module?
EDIT 1: To answer your questions I put my code here:
class Navbar:
def __init__(self, master):
self.maxsizeFrame = Frame(master, height = 50) #maxsize handler, prevent self.frame to grow too big
self.maxsizeFrame.pack(fill = X, expand = NO)
self.frame = Frame(self.maxsizeFrame)
self.frame.pack(side = TOP, fill = BOTH, expand = YES)
self.masteries = Button(self.frame, text = "Masteries")
self.masteries.pack(side = LEFT, fill = BOTH, expand = YES)
self.runes = Button(self.frame, text = "Runes")
self.runes.pack(side = RIGHT, fill = BOTH, expand = YES)
So I want to create a navigation bar with two button handled in "self.frame". But I want this design to be responsive, that's why I set expand to "YES". However I wanted to set a maximum size for "self.frame" but the only way I found was to pack this frame in an other one ("self.maxsizeFrame") and set expand to "NO" on this one. And finally, I would like to set the maximum expand size to half the main window, so it could be great if the height of "self.maxsizeframe" could be in percentage. Thanks for reading.
EDIT 2:
Actually it seems more efficient to build the software with the grid layout and the weight's option would be accurate.
If you would like to make it half the size of the window, use width=root.winfo_width / 2, height=winfo_height
In the maximum size. (I had to post it late due to the limit of posting per 30Mins
Ok, I wonder how no one responded yet.
So instead of sizing the component at the moment of creation, you can instead use the widget.place() method, define relwidth and relheight (0=0%,0.5=50%,1=100%,etc), this will give the widget x% of its parent width/height. Using place() you can also define relative starting positions for the widgets using relx and rely, and even apply width,height,x, and y by specifying screen units as you would do normally.
Now the fun stuff, which I don't see talked around, is that you can apply relwidth and width at the same time,by playing with negative values and joining relx and x properties, you can get really responsive sites.
Here is an example where I played a bit with this fields to get the responsiveness I've desired:(don't mind 'yposition' comes from the application context)
self.label.place(rely=yposition,x=0.025,relheight=0.04,width=150)
self.entry.place(rely=yposition,x=150,relheight=0.04,relwidth=0.95,width=-190)
self.button.place(rely=yposition,relx=0.98,x=-40,relheight=0.04,width=40)
Although it depends on the widget, you should be able to do width=30% and same with height. Can you please edit your post saying which widget you are using. I would not recommend percents though as they get funky some times.

Tkinter Canvas Freezes Program

For my class, I am creating a "Mandelbrot Explorer" program. There is one main issue: I lose control of the GUI (all written in Tkinter/Ttk, in Python 2.7) when actually drawing to the Canvas.
Here is my code:
# There is some code above and below, but only this is relevant
for real, imag in graph.PlaneIteration(self.graph.xMin, self.graph.xMax, resolution, self.graph.yMin, self.graph.yMax, resolution, master = self.graph, buffer_action = self.graph.flush):
# the above line iterates on the complex plane, updating the Canvas for every x value
c = complex(real, imag)
function, draw, z, current_iter = lambda z: z**2 + c, True, 0, 1
while current_iter <= iterations:
z = function(z)
if abs(z) > limit:
draw = False
break
current_iter += 1
self.progressbar.setValue(100 * (real + self.graph.xMax) / total)
color = self.scheme(c, current_iter, iterations, draw)
# returns a hex color value
self.graph.plot(c, color)
# self.graph is an instance of my custom class (ComplexGraph) which is a wrapper
# around the Canvas widget
# self.graph.plot just creates a line on the Canvas:
# self.create_line(xs,ys,xs+1,ys+1, fill=color)
My issue is that when run, the graphing takes a while - about 30 seconds. In this time, I cannot use the GUI. If I try to, the window freezes and only unfreezes once the drawing is done.
I tried using threading (I enclosed the entirety of the upper code in a function, thread_process):
thread.start_new_thread(thread_process, ())
However, the problem remains.
Is there a way to fix this? Thanks!
You can execute your loop "threaded" with Tkinter by implicitly returning to Tkinter's main loop execution after every point your draw. Do this by using widget.after to register the next function call:
plane = graph.PlaneIteration(...)
def plotNextPoint():
try:
real, imag = plane.next()
except StopIteration:
return
c = complex(real, imag)
...
self.graph.plot(c, color)
self.graph.after(0, plotNextPoint)
plotNextPoint()
This way, after each point you draw, the Tkinter mainloop will run again and update the display before calling your plotNextPoint function again. If this is too slow, try wrapping the body of plotNextPoint in a for _ in xrange(n) loop to draw n points between redraws.
You're right about the cause of the problem—the GUI event loop is not running while you're busy running this code.
And you're right about threading being a good solution. (The other major solution is to break the job up into smaller subtasks and have each one schedule the next. For a more detailed overview of the options and all of the wrinkles, see Why your GUI app freezes.)
But it's not quite as simple as putting the whole thing on a thread.
Unfortunately, Tkinter (like many GUI frameworks) is not free-threaded. You cannot call methods on any GUI objects from a background thread. If you do, different things happen on different platforms and versions, ranging from blocking the main thread to crashing the program to raising exceptions.
Also, remember that, even without Tkinter, you can't safely share mutable objects between threads without some kind of synchronization. And you're doing exactly that with the Tkinter objects, right?
The Tkinter wiki explains one way to get around both of these problems at once in Tkinter and Threads: Create a Queue, have the background thread put messages on it, and have the main thread check it every so often (e.g., by using after to schedule a nonblocking get every 100ms until the background thread is done).
If you don't want to come up with a "protocol" for passing data from the background thread to the main thread, remember that in Python, a bound method, or a tuple of a bound method and some arguments, it perfectly good, passable data. So, instead of calling self.graph.plot(c, color), you can just self.q.put((self.graph.plot, c, color)).
The library mtTkinter wraps this all up for you, making it look like Tkinter is free-threaded by using a Queue in the background. It isn't highly tested or frequently maintained, but even if it doesn't work in the future it still makes great sample code.

Understanding performance limitations of the Tkinter Canvas

I've created a simple application to display a scatterplot of data using Tkinter's Canvas widget (see the simple example below). After plotting 10,000 data points, the application becomes very laggy, which can be seen by trying to change the size of the window.
I realize that each item added to the Canvas is an object, so there may be some performance issues at some point, however, I expected that level to be much higher than 10,000 simple oval objects. Further, I could accept some delays when drawing the points or interacting with them, but after they are drawn, why would just resizing the window be so slow?
After reading effbot's performance issues with the Canvas widget it seems there may be some unneeded continuous idle tasks during resizing that need to be ignored:
The Canvas widget implements a straight-forward damage/repair display
model. Changes to the canvas, and external events such as Expose, are
all treated as “damage” to the screen. The widget maintains a dirty
rectangle to keep track of the damaged area.
When the first damage event arrives, the canvas registers an idle task
(using after_idle) which is used to “repair” the canvas when the
program gets back to the Tkinter main loop. You can force updates by
calling the update_idletasks method.
So, the question is whether there is any way to use update_idletasks to make the application more responsive once the data has been plotted? If so, how?
Below is the simplest working example. Try resizing the window after it loads to see how laggy the application becomes.
Update
I originally observed this problem in Mac OS X (Mavericks), where I get a substantial spike in CPU usage when just resizing the window. Prompted by Ramchandra's comments I've tested this in Ubuntu and this doesn't seem to occur. Perhaps this is a Mac Python/Tk problem? Wouldn't be the first I've run into, see my other question:
PNG display in PIL broken on OS X Mavericks?
Could someone also try in Windows (I don't have access to a Windows box)?
I may try running on the Mac with my own compiled version of Python and see if the problem persists.
Minimal working example:
import Tkinter
import random
LABEL_FONT = ('Arial', 16)
class Application(Tkinter.Frame):
def __init__(self, master, width, height):
Tkinter.Frame.__init__(self, master)
self.master.minsize(width=width, height=height)
self.master.config()
self.pack(
anchor=Tkinter.NW,
fill=Tkinter.NONE,
expand=Tkinter.FALSE
)
self.main_frame = Tkinter.Frame(self.master)
self.main_frame.pack(
anchor=Tkinter.NW,
fill=Tkinter.NONE,
expand=Tkinter.FALSE
)
self.plot = Tkinter.Canvas(
self.main_frame,
relief=Tkinter.RAISED,
width=512,
height=512,
borderwidth=1
)
self.plot.pack(
anchor=Tkinter.NW,
fill=Tkinter.NONE,
expand=Tkinter.FALSE
)
self.radius = 2
self._draw_plot()
def _draw_plot(self):
# Axes lines
self.plot.create_line(75, 425, 425, 425, width=2)
self.plot.create_line(75, 425, 75, 75, width=2)
# Axes labels
for i in range(11):
x = 75 + i*35
y = x
self.plot.create_line(x, 425, x, 430, width=2)
self.plot.create_line(75, y, 70, y, width=2)
self.plot.create_text(
x, 430,
text='{}'.format((10*i)),
anchor=Tkinter.N,
font=LABEL_FONT
)
self.plot.create_text(
65, y,
text='{}'.format((10*(10-i))),
anchor=Tkinter.E,
font=LABEL_FONT
)
# Plot lots of points
for i in range(0, 10000):
x = round(random.random()*100.0, 1)
y = round(random.random()*100.0, 1)
# use floats to prevent flooring
px = 75 + (x * (350.0/100.0))
py = 425 - (y * (350.0/100.0))
self.plot.create_oval(
px - self.radius,
py - self.radius,
px + self.radius,
py + self.radius,
width=1,
outline='DarkSlateBlue',
fill='SteelBlue'
)
root = Tkinter.Tk()
root.title('Simple Plot')
w = 512 + 12
h = 512 + 12
app = Application(root, width=w, height=h)
app.mainloop()
There is actually a problem with some distributions of TKinter and OS Mavericks. Apparently you need to install ActiveTcl 8.5.15.1. There is a bug with TKinter and OS Mavericks. If it still isn't fast eneough, there are some more tricks below.
You could still save the multiple dots into one image. If you don't change it very often, it should still be faster. If you are changing them more often, here are some other ways to speed up a python program. This other stack overflow thread talks about using cython to make a faster class. Because most of the slowing down is probably due to the graphics this probably won't make it a lot faster but it could help.
Suggestions on how to speed up a distance calculation
you could also speed up the for loop by defining an iterator ( ex: iterator = (s.upper() for s in list_to_iterate_through) ) beforehand, but this is called to draw the window, not constantly as the window is maintained, so this shouldn't matter very much. Also, a another way to speed things up, taken from python docs, is to lower the frequency of python's background checks:
"The Python interpreter performs some periodic checks. In particular, it decides whether or not to let another thread run and whether or not to run a pending call (typically a call established by a signal handler). Most of the time there's nothing to do, so performing these checks each pass around the interpreter loop can slow things down. There is a function in the sys module, setcheckinterval, which you can call to tell the interpreter how often to perform these periodic checks. Prior to the release of Python 2.3 it defaulted to 10. In 2.3 this was raised to 100. If you aren't running with threads and you don't expect to be catching many signals, setting this to a larger value can improve the interpreter's performance, sometimes substantially."
Another thing I found online is that for some reason setting the time by changing os.environ['TZ'] will speed up the program a small amount.
If this still doesn't work, than it is likely that TKinter is not the best program to do this in. Pygame could be faster, or a program that uses the graphics card like open GL (I don't think that is available for python, however)
Tk must be getting bogged down looping over all of those ovals. I'm not
sure that the canvas was ever intended to hold so many items at once.
One solution is to draw your plot into an image object, then place the image
into your canvas.

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