PyQt QTableView not displaying icons after update to PyQt 4.5.1 - image

I'll try to be as clear as possible, though this is all a bit muddled in my head.
I have a PyQt application that has been working for about a year now. After updating to PyQt 4.5.1 (from 4.3.3) none of my icons appear in the QTableView anymore (this update was concurrent with an update to python 2.6.5 from 2.5.1). Reverting to the older python and PyQt, everything works as expected.
The breakdown is this:
I am using the model-view methodology. My model, when requested via a Qt.DecorationRole in the data() method, will return a custom object (ColorSwatch) that is a subclass of the QIcon class. This has always worked (with the caveat that I, for reasons I don't understand, have to recast it as a QVariant first). After updating to PyQt 4.5.1 it appears to run correctly (i.e. I am not getting any errors), but the icon does not draw (though the space where it would be drawn is "reserved" i.e. the text has been shifted to the right to make way for this invisible icon).
Here are some things that I have tried:
I have verified that the ColorSwatch class does still function. This same class is used to draw icons into a contextual menu - and they appear correctly.
I have verified that the data() method is actually getting called and is returning this ColorSwatch object (recast into a QVariant <- though I have tested without this recasting as well).
Pouring snake blood onto my keyboard and lighting it afire.
Nothing so far has given me any clue as to what I should do. Any hints would be greatly appreciated. Thanks.
Here is some of the (potentially) relevant code (note that paramObj.get_icon() returns a ColorSwatch object):
#---------------------------------------------------------------------------
def data(self, index, role=QtCore.Qt.DisplayRole):
"""
Returns the text or formatting for a particular cell, depending on the
role supplied.
"""
blah
blah
blah
elif role == QtCore.Qt.DecorationRole:
if platform.system()=='Darwin':
return QtGui.QIcon(paramObj.get_icon())
else:
return QtCore.QVariant(paramObj.get_icon())
and
import os
import tempfile
import sys
import colorsys
import copy
import fnmatch
import time
from PyQt4 import QtGui
from PyQt4 import QtCore
################################################################################
class ColorSwatch(QtGui.QIcon):
"""
A subclass of QIcon, this class draws a colored paint chip with a border
The color and size are determined at construction time, and cannot
be changed later.
"""
#---------------------------------------------------------------------------
def __init__(self, r=1, g=1, b=1, br = 0, bg = 0, bb = 0, w=20, h=20):
"""
Constructor for the ColorSwatch class. Takes the passed arguments and
creates a square icon filled with the given color and with a border
color determined by br, bg, bb. All colors should be in floating point
format.
"""
QtGui.QIcon.__init__(self)
#normalize the color
r8, g8, b8 = self.normalize_color((r, g, b))
#convert the r, g, b values to 8 bit colors
r8, g8, b8 = self.fp_to_8b_color((r8, g8, b8))
#Create the pixmap and painter objects
paintChip = QtGui.QPixmap(w, h)
painter = QtGui.QPainter()
painter.begin(paintChip)
#fill the swatch
baseColor = QtGui.QColor(r8, g8, b8)
painter.fillRect(0, 0, w, h, baseColor)
#if any of the values were super brights (>1), draw a smaller, white
#box inset to make sure the user knows
if r > 1 or g > 1 or b > 1:
painter.fillRect(5, 5, w-10, h-10, QtGui.QColor(255, 255, 255))
#if all values are 0, put a faint x through the icon
# # # brush = QtGui.QBrush()
# # # brush.setColor(QtGui.QColor(30, 30, 30))
painter.setPen(QtGui.QColor(200, 200, 200))
if r ==0 and g == 0 and b == 0:
painter.drawLine(0, 0, w, h)
painter.drawLine(w-1, 0, -1, h)
# # #
# # # #normalize the color
# # # r8, g8, b8 = self.normalize_color((r8, g8, b8))
#now draw the border(s)
#convert the r, g, b values to 8 bit colors
r8, g8, b8 = self.fp_to_8b_color((br, bg, bb))
#draw the border
painter.setPen(QtGui.QColor(r8, g8, b8))
painter.drawRect(0,0,w-1,h-1)
#if any of the values were super brights (>1), draw a border around the
#inset box as well.
if r > 1 or g > 1 or b > 1:
painter.drawRect(5,5,w-11,h-11)
#done drawing
painter.end()
#add it (both to the normal and the selected modes)
self.addPixmap(paintChip, QtGui.QIcon.Normal)
self.addPixmap(paintChip, QtGui.QIcon.Selected)
#---------------------------------------------------------------------------
def fp_to_8b_color(self, color):
"""
Convert a floating point color value (passed in the form of a three
element tuple) to a regular 8-bit 0-255 value. Returns a 3 item tuple.
"""
r = max(min(int(color[0]*255),255),0)
g = max(min(int(color[1]*255),255),0)
b = max(min(int(color[2]*255),255),0)
return (r,g,b)
#---------------------------------------------------------------------------
def normalize_color(self, color):
"""
"normalizes" a color value so that if there are any super-whites, it
balances all the other floating point values so that we end up with a
"real" color. Negative values will result in undefined behavior.
Mainly used to make the color chip "look right" when using super whites.
"""
maxValue = max(color)
if maxValue > 1:
return (color[0]/maxValue, color[1]/maxValue, color[2]/maxValue)
else:
return color

Ivo answered my question above.
the actual code that works is:
#---------------------------------------------------------------------------
def data(self, index, role=QtCore.Qt.DisplayRole):
"""
Returns the text or formatting for a particular cell, depending on the
role supplied.
"""
blah
blah
blah
elif role == QtCore.Qt.DecorationRole:
if platform.system()=='Darwin':
return QtGui.QIcon(paramObj.get_icon())
else:
return QtCore.QVariant(QtGui.QIcon(paramObj.get_icon()))
#Note that it is first cast as a QIcon before
#being cast as a QVariant.
Thanks again Ivo.

Related

pygame does not access sprite functions after putting the dot "."

I am following a tutorial for a game of ships, and when creating the Player class in the init function I have a strange problem when wanting to access the functions of the Sprite module: when I write the name of the variable and put the point to access its functions remain in white, instead of being colored yellow indicating that it is a reserved word (I am using visual studio)
(Sorry if I do not express myself correctly I am using google translator.)
so the strange is this:
code screenshot
what is indicated in the red boxes should be in yellow (like what I underlined in yellow), since theoretically it would be accessing the functions of a Sprite object therefore it should be highlighted in yellow ...
the problem is that it appears white, as if it did not recognize the variable as a Sprite object
Here is where i create the image directory.
import pygame, random, os, sys
from os import path
img_dir = path.join(path.dirname(__file__), 'img')
And here is the Meteor class:
class Meteor(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image_orig = random.choice(meteor_images)
self.image_orig.set_colorkey("black")
self.image_orig.set_clip()
self.image = self.image_orig.copy()
self.rect = self.image.get_rect()
self.radius = int(self.rect.width*0.85/2) # *0.85 <- se leeria como (el 85% del width) / 2
pygame.draw.circle(self.image, "red", self.rect.center, self.radius)
self.rect.x = random.randrange(0, width)
self.rect.bottom = random.randrange(-100, -50)
self.speedx = random.randrange(-4, 4)
self.speedy = random.randrange(2, 8)
self.rot = 0
self.rot_speed = random.randrange(-8, 8)
self.last_update = pygame.time.get_ticks()
and then here is where create the meteors list:
meteor_images = []
meteor_list = ['meteorBrown_big1.png',
'meteorBrown_big2.png',
'meteorBrown_big3.png',
'meteorBrown_big4.png']
for img in meteor_list:
meteor_images.append(pygame.image.load(path.join(img_dir, img)).convert())
I am not very expert on the subject, what could be the problem??

Display text on another process' screen (overlay)

I have a question, its more an OS-based one.
I'm playing a video game and I want to be able to put a textual timer ontop of the game's screen as if it was a part of the game itself.
Now, I can write a program in any language that displays a TextBox with a timer on the screen, but if I run it, the game's process (lets call it game.exe) "loses" its focus and I get my TextBox focused and interactive by the OS.
Is there any option to display that text "ontop" of the game.exe that comes from an entire different process? as if there were "layers" to the screen. Also, this text shouldn't be intractable, clickable or make the game.exe process lose its focus.
Here's a very simple example I drew:
Thanks a lot!
Solved this using a window trick with python and tkinter with some windows api stuff.
The trick is to create a transparent non-clickable window and keep it always on top.
I've basically combined this answer with a bunch of simpler stuff like removing window's border and set to auto fullscreen.
from tkinter import *
import time
import win32gui
import win32api
from win32api import GetSystemMetrics
# WIDTH = 500
# HEIGHT = 500
WIDTH = GetSystemMetrics(0)
HEIGHT = GetSystemMetrics(1)
LINEWIDTH = 1
TRANSCOLOUR = 'gray'
title = 'Virtual whiteboard'
global old
old = ()
global HWND_t
HWND_t = 0
tk = Tk()
# tk.title(title)
tk.lift()
tk.wm_attributes("-topmost", True)
tk.wm_attributes("-transparentcolor", TRANSCOLOUR)
tk.attributes('-fullscreen', True)
state_left = win32api.GetKeyState(0x01) # Left button down = 0 or 1. Button up = -127 or -128
canvas = Canvas(tk, width=WIDTH, height=HEIGHT, highlightthickness=0)
canvas.pack()
canvas.config(cursor='tcross')
canvas.create_rectangle(0, 0, WIDTH, HEIGHT, fill=TRANSCOLOUR, outline=TRANSCOLOUR)
canvas.create_text(WIDTH/2,HEIGHT/2,fill="white",font="Arial 20", text="TEXT GOES HERE")
def putOnTop(event):
event.widget.unbind('<Visibility>')
event.widget.update()
event.widget.lift()
event.widget.bind('<Visibility>', putOnTop)
def drawline(data):
global old
if old !=():
canvas.create_line(old[0], old[1], data[0], data[1], width=LINEWIDTH)
old = (data[0], data[1])
def enumHandler(hwnd, lParam):
global HWND_t
if win32gui.IsWindowVisible(hwnd):
if title in win32gui.GetWindowText(hwnd):
HWND_t = hwnd
win32gui.EnumWindows(enumHandler, None)
tk.bind('<Visibility>', putOnTop)
tk.focus()
running = 1
while running == 1:
try:
tk.update()
time.sleep(0.01)
if HWND_t != 0:
windowborder = win32gui.GetWindowRect(HWND_t)
cur_pos = win32api.GetCursorPos()
state_left_new = win32api.GetKeyState(0x01)
if state_left_new != state_left:
if windowborder[0] < cur_pos[0] and windowborder[2] > cur_pos[0] and windowborder[1] < cur_pos[1] and windowborder[3] > cur_pos[1]:
drawline((cur_pos[0] - windowborder[0] - 5, cur_pos[1] - windowborder[1] - 30))
else:
old = ()
except Exception as e:
running = 0
print("error %r" % (e))

GUI plot refreshing incorrectly on wxpython panel

Ok, so I've been tasked with creating a VERY simple GUI at work (I'm an intern). The task is to eventually connect to a machine and process real data, but right now I'm working on randomly generated sine data with noise. I've chose to work in Python 3.0, and use wxpython to create my GUI components.
As I want everything to appear on the same window, I'm using panels (hence wx.lib.plot.PlotCanvas rather than something like matplotlib.pyplot)
The problem that I have is that over time, the plot seems to 'expand' off of the panel. This is temporarily solved when I manually resize the window, but resumes again immediately after (you need to run the code to see what I mean).
Expansion over time in panel
Another problem (that has bugged me since I have started writing the code) is that sometimes when I resize the window (manually) or minimize it and then maximize it again, the timer randomly starts and stops.
I have tried all sorts of things (changing padding in sizers, extra arguments, changing time between refreshes GetBestSize()) but I believe that I simply don't understand wxpython well enough to identify where the problem is
I would really appreciate any help you can shed on either of these problems (I don't know, they might even be linked to each other).
FYI: I am not an experienced coder, and my code is not finished (I have more functions to code, but I feel like I should resolve this first). I have constructed this code by looking at different techniques from various tutorials and websites like stackoverflow, so I know it's not formatted well and could definitely be made more efficient. Also, I have removed some parts just to be safe about confidentiality - nothing important, just strings in messages.
PS: If you do have an easier way to do the whole plot/update thing that doesn't have this problem (preferably still in wx) I would be thrilled to hear that as well
And here's my code:
EDIT: Solved the expanding problem by using self.p2.SetSize((W+0,L+0)) instead of (self.p2.GetBestSize())
EDIT: Made transitions much smoother by just regenerating data and redrawing it on existing canvas in the evt_timer function (instead of recreating the whole canvas, which gave a blink-y appearance if you know what I mean)
import wx
import numpy as np
import matplotlib.pyplot as plt
from scipy.optimize import leastsq
import wx.lib.plot as plot
import time
import os
wildcard = "Text File (*.txt)|*.txt|"\
"Picture (*.png)|*.png|"\
"All files (*.*)|*.*"#This wildcard shows the options for file endings in the "SAVE" tab - see OnSave(self,event)
wildcard2 = "Picture (*.png)|*.png|"\
"Text File (*.txt)|*.txt|"\
"All files (*.*)|*.*"
class PlotCanvas(plot.PlotCanvas):
def __init__(self,parent,id,size,accepted):
"""
This randomly generates sine data (with noise) and plots it to a panel.
Incorporated as a separate class instead of instatiating it as a plot.PlotCanvas object
to overcome an issue of the size of the plot in the panel.
"""
plot.PlotCanvas.__init__(self,parent,id,style=wx.BORDER_SUNKEN,size = size)
N = 100 # number of data points
self.t = np.linspace(0, 4*np.pi, N)
f = 1.15247 # Optional!! Advised not to use
self.data = 3.0*np.sin(f*self.t+0.001) + 0.5 + np.random.randn(N) # create artificial data with noise
guess_mean = np.mean(self.data)
guess_phase = 0
guess_freq = 1
guess_amp = 1
optimize_func = lambda x: x[0]*np.sin(x[1]*self.t+x[2]) + x[3] - self.data
est_amp, est_freq, est_phase, est_mean = leastsq(optimize_func, [guess_amp, guess_freq, guess_phase, guess_mean])[0]
fine_t = np.arange(0,max(self.t),0.1)
data_fit=est_amp*np.sin(est_freq*fine_t+est_phase)+est_mean
multiplier = 1
dataset1 = [(x,[d for d in self.data][[td for td in self.t].index(x)])for x in [td for td in self.t]]
fitdata1 = [(x,[df for df in data_fit][[tf for tf in fine_t].index(x)]) for x in [tf for tf in fine_t]]
dataset =[(x,y*multiplier) for (x,y) in dataset1]
fitdata = [(x,y*multiplier) for (x,y) in fitdata1]
self.data = dataset
self.data2 = fitdata
line = plot.PolyLine(self.data,legend = 'random',colour = 'light blue', width =2)
line2 = plot.PolyLine(self.data2,legend = 'sineline',colour ='black',width =2)
a = []
if "D" in accepted:
a.append(line)
if "S" in accepted:
a.append(line2)
if "G" in accepted:
pass
if "L" in accepted:
pass
gc = plot.PlotGraphics(a,'Line Graph','X','Y')
xmin = self.t[0]-0.01*(self.t[-1]-self.t[0])
xmax = self.t[-1]+0.01*(self.t[-1]-self.t[0])
self.Draw(gc,xAxis=(xmin,xmax),yAxis=(min([x[1] for x in dataset])-0.01*(max([x[1] for x in dataset])-min([x[1] for x in dataset])),
max([x[1] for x in dataset])+0.01*(max([x[1] for x in dataset])-min([x[1] for x in dataset]))))
#self.showLegend = True
#self.enableZoom = True
def Dialog(self, parent, message, c):# Will be used to notify the user of errors/processes
if c == "W":
caption = "Warning!"
dlg = wx.MessageDialog(parent, message, caption, wx.OK | wx.ICON_WARNING)
elif c == "I":
caption = "Information"
dlg = wx.MessageDialog(parent, message, caption, wx.OK | wx.ICON_INFORMATION)
dlg.ShowModal()
dlg.Destroy()#Destroys dialog on close
class Frame(wx.Frame):
"""
This is the main class. In it, we declare the separate panels, canvas, menubar, buttons and sizers.
"""
def __init__(self,parent,id,title):
wx.Frame.__init__(self, parent, id, title, wx.DefaultPosition)
self.CurrentDirectory = os.getcwd()
self.timer=wx.Timer(self)#Instantiating the timer
self.count=0
self.Bind(wx.EVT_TIMER,self.evt_timer)#Binding it to itself so that it is always triggered
self.Bind(wx.EVT_PAINT,self.paint)
menubar = wx.MenuBar()
fileMenu = wx.Menu() #Creating the Menubar at the top
#Creating 3 menus: fileMenu,fit,and help
save = wx.Menu()
z = wx.MenuItem(save,wx.ID_ANY,'Save Raw Data\tCtrl+D')
self.Bind(wx.EVT_MENU,self.OnSave,z)
save.Append(z)
z= wx.MenuItem(save,wx.ID_ANY,'Save Image\tCtrl+I')
self.Bind(wx.EVT_MENU,self.OnSaveImage,z)
save.Append(z)
fileMenu.AppendSubMenu(save,'&Save')
fileMenu.AppendSeparator()
z = wx.MenuItem(fileMenu, wx.ID_EXIT, '&Quit\tCtrl+W')
self.Bind(wx.EVT_MENU, self.OnQuit, z)
fileMenu.Append(z)
fit = wx.Menu()#Making a check menu
self.gaussian = fit.Append(wx.ID_ANY,'Gaussian',kind = wx.ITEM_CHECK)
#self.Bind(wx.EVT_MENU,self.ToggleGaussian,self.gaussian)
fit.Check(self.gaussian.GetId(),False)
self.sine = fit.Append(wx.ID_ANY,'Sine',kind = wx.ITEM_CHECK)
#self.Bind(wx.EVT_MENU,self.ToggleSine,self.sine)
fit.Check(self.sine.GetId(),False)
self.linear = fit.Append(wx.ID_ANY,'Linear',kind=wx.ITEM_CHECK)
#self.Bind(wx.EVT_MENU,self.ToggleLinear,self.linear)
fit.Check(self.linear.GetId(),False)
help = wx.Menu()
z = wx.MenuItem(help,wx.ID_ANY,'&About\tCtrl+H')
self.Bind(wx.EVT_MENU,self.OnHelp,z)
help.Append(z)
menubar.Append(fileMenu, '&File')
menubar.Append(fit, '&Fit')
menubar.Append(help, '&Help')#adding menus to menubar
self.SetMenuBar(menubar)#formatting the frame with menubar
self.sp = wx.SplitterWindow(self)#Splitting the window into 2 panels
self.p1 = wx.Panel(self.sp,style = wx.SUNKEN_BORDER)#For buttons and user events
self.p2 = wx.Panel(self.sp,style = wx.SUNKEN_BORDER)#For display of the plot
self.sp.SplitVertically(self.p1,self.p2,300)
sizer = wx.GridBagSizer(3, 3)#Versatile sizer for layout of first panel self.p1
bitmappath = self.CurrentDirectory + "\\BITMAPS"
bmp = wx.Bitmap(bitmappath+"\\SAVE.BMP",wx.BITMAP_TYPE_BMP)
self.saveBtn = wx.BitmapButton(self.p1,wx.ID_ANY,bitmap = bmp,size =(bmp.GetWidth()+10,bmp.GetHeight()+10))
self.Bind(wx.EVT_BUTTON,self.OnSave,self.saveBtn)
sizer.Add(self.saveBtn, (0, 0), wx.DefaultSpan, wx.ALL,5)
bmp = wx.Bitmap(bitmappath +"\\START.BMP",wx.BITMAP_TYPE_BMP)
self.startBtn = wx.BitmapButton(self.p1,-1,bitmap = bmp,size =(bmp.GetWidth()+10,bmp.GetHeight()+10))# A button that starts and stops the plotting
self.startBtn.startval = "START"
self.Bind(wx.EVT_BUTTON,self.paint,self.startBtn)
sizer.Add(self.startBtn, (0, 1), wx.DefaultSpan,wx.ALL,5)
sizer1 = wx.BoxSizer(wx.VERTICAL)
W,L = self.p2.GetSize()
self.p2.canvas = PlotCanvas(self.p2,wx.ID_ANY,(W,L),["D"])
sizer1.Add(self.p2.canvas,1,wx.ALL,0,0)
self.p2.SetSizerAndFit(sizer1)
self.p1.SetSizerAndFit(sizer)
self.p2.SetSizerAndFit(sizer1)
self.p2.SetSize(W,L)
self.Maximize(True)
self.Centre()
self.Show()
############### event methods ###########
def paint(self,event):
"""
Updates the canvas based on the value of the startbtn(not the image). Bound to self.timer.
"""
bitmappath = self.CurrentDirectory + "\\BITMAPS"
if self.startBtn.startval == "START":
self.timer.Start(1)# increase the value for more time
bmp = wx.Bitmap(bitmappath + "\\STOP.BMP",wx.BITMAP_TYPE_BMP)
self.startBtn.SetBitmap(bmp)
self.startBtn.startval = "STOP"
elif self.startBtn.startval == "STOP":
self.timer.Stop()
bmp = wx.Bitmap(bitmappath+ "\\START.BMP",wx.BITMAP_TYPE_BMP)
self.startBtn.SetBitmap(bmp)
self.startBtn.startval = "START"
def evt_timer(self,event):
self.count +=1
if self.count== 10:# By increasing count (or the number in self.timer.Start()) you can increase the interval between updates
#self.p2.canvas.Clear()
sizer1 = wx.BoxSizer(wx.VERTICAL)
W,L = self.p2.GetSize()
a = ["D"]
if self.sine.IsChecked():
a.append("S")
elif self.linear.IsChecked():
a.append("L")
elif self.gaussian.IsChecked():
a.append("G")
self.p2.canvas = PlotCanvas(self.p2,wx.ID_ANY,(W,L),a)
sizer1.Add(self.p2.canvas,1,wx.ALL,0,0)
self.p2.SetSizerAndFit(sizer1)
self.p2.SetSize(self.p2.GetBestSize())
self.count=0 # reset the count
def Dialog(self, parent, message, c):# Will be used to notify the user of errors/processes
if c == "W":
caption = "Warning!"
dlg = wx.MessageDialog(parent, message, caption, wx.OK | wx.ICON_WARNING)
elif c == "I":
caption = "Information"
dlg = wx.MessageDialog(parent, message, caption, wx.OK | wx.ICON_INFORMATION)
dlg.ShowModal()
dlg.Destroy()#Destroys dialog on close
def OnSave(self,event):#Triggered by menubar and button
try:
rawdata = self.p2.canvas.data
raw_X =[x[0] for x in rawdata]
raw_Y =[x[1] for x in rawdata]
dlg = wx.FileDialog(#Code for this from http://www.blog.pythonlibrary.org
self, message="Save file as ...",
defaultDir=self.CurrentDirectory,
defaultFile=str(time.ctime()), wildcard=wildcard, style=wx.FD_SAVE
)
if dlg.ShowModal() == wx.ID_OK:
path = dlg.GetPath()
dlg.Destroy()
f = open(path+".txt","w+")
for i in range(len(raw_X)):
f.write(str(raw_X[i])+"\t"+str(raw_Y[i])+"\n")
f.close()
self.Dialog(None,"File successfully saved","I")
except UnboundLocalError:#Catch error when user closes save window without selecting any directory or filename
pass
def OnSaveImage(self,event):
try:
rawdata = self.p2.canvas.data
raw_X = [x[0] for x in rawdata]
raw_Y = [x[1] for x in rawdata]
dlg = wx.FileDialog(
self, message="Save file as ...",
defaultDir=self.CurrentDirectory,
defaultFile=str(time.ctime()), wildcard=wildcard2, style=wx.FD_SAVE
)
if dlg.ShowModal() == wx.ID_OK:
path = dlg.GetPath()
dlg.Destroy()
fig1 = plt.figure()
plt.plot(raw_X,raw_Y)
plt.title("Raw Data")
fig1.savefig(path+".png")
self.Dialog(None,"File successfully saved","I")
except UnboundLocalError:
pass
def OnMultiply(self,e):
try:
factor = self.x.GetValue()
factor = float(factor)
self.IntegrationTime = factor
except ValueError as e:
self.Dialog(None,str(e),"W")
def OnQuit(self, e):
self.Close()
def OnHelp(self,e):
self.Dialog(None,"N/A","I")
def ToggleSine(self,e):
pass
def ToggleLinear(self,e):
self.Dialog(None,"Not added yet","W")
def ToggleGaussian(self,e):
self.Dialog(None,"Not added yet","W")
if __name__ =="__main__":
app=wx.App()
Frame(None,-1,"N/A")
app.MainLoop()

How to Update the Information in Tkinter Window?

(Python beginner, excuse me if the question is too childish) Below the label which says “Hello”, create a label or bar or whatever to show the updating positions of my two turtles (what I mean by updating is that as a turtle moves the two coordinates of its position changes at the same time)
import Tkinter
import turtle
def run_turtles(*args):
for t, d in args:
t.circle(250, d)
root.after_idle(run_turtles, *args)
root = Tkinter.Tk()
root.withdraw()
frame = Tkinter.Frame(bg='black')
Tkinter.Label(frame, text=u'Hello', bg='grey', fg='white').pack(fill='x')
canvas = Tkinter.Canvas(frame, width=750, height=750)
canvas.pack()
frame.pack(fill='both', expand=True)
turtle1 = turtle.RawTurtle(canvas)
turtle2 = turtle.RawTurtle(canvas)
turtle1.ht(); turtle1.pu()
turtle1.left(90); turtle1.fd(250); turtle1.lt(90)
turtle1.st(); turtle1.pd()
turtle2.ht(); turtle2.pu()
turtle2.fd(250); turtle2.lt(90)
turtle2.st(); turtle2.pd()
root.deiconify()
run_turtles((turtle1, 3), (turtle2, 4))
root.mainloop()
Thank You Very Very Much!!
Save a reference to the Label: turtleLabel = Tkinter.Label(frame, text=u'Hello', bg='grey', fg='white')
And then in your run_turtles-function you can update the label by setting its text:
turtleLabel['text'] = "Here be coordinates"
You can also change the text with the configure method:
turtleLabel.configure(text="Here be coordinates")
Note that you can't call pack in the same statement that you create the widget; packreturns None which would negate trying to save the reference to the widget.

Pygame and Tilesets, followed instructions for use, but I get "noneType" error

My version of Python is 3.2, and Pygame is 1.9.1.
I followed the first part of the instructions found here: http://wiki.sheep.art.pl/Tiled%20Map%20in%20PyGame, with a few adjustments to accommodate for my own tileset:
def load_tileset(filename, width, height):
image = pygame.image.load(filename).convert_alpha()
imageWidth, imageHeight = image.get_size()
tileSet = []
for tileX in range(0, 3):
line = []
tileSet.append(line)
for tileY in range(0, 3):
rect = (tileX*width, tileY*height, width, height)
line.append(image.subsurface(rect))
if __name__=='__main__':
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption('Tiled Background')
screen.fill((240, 240, 255))
table = load_tileset('tableset.gif', 16, 16)
for x, row in enumerate(table):
for y, tile in enumerate(row):
screen.blit(tile, (x*24, y*24))
pygame.display.flip()
while pygame.event.wait().type != pygame.locals.QUIT:
pass
I get the Nonetype error in for x, row in enumerate(table):*. I've tried various things, even moving the tileset itself, and changing the file type. I've also tried other codes, such as range.
I have managed to load images in the past, this is just my first time trying to use a tile set. The tile set has 9 16x16 tiles, and there is some transparency in them (hence the convert_alpha()).
So, can anyone say why I got the NoneType error here? Is it something to do with the image?
(Note, the reason there's 3's in the "For tileX in range" is that it wouldn't accept the calculation as set fourth in the tutorial, so I just did the maths myself.)
Edit: Accidently typed: for x, row in range(table): instead of for x, row in enumerate(table): in description.
You aren't posting the full code, or have made a mistake: there's no for x, row in range(table) line in the code above. With this specific code, you seem to be trying to pull two variables from the range function, but it only returns one value at a time.
You probably meant to type for x, row in enumerate(table). In that case, you need to return an object when you call table = load_tileset('tableset.gif', 16, 16) because unless any given function is explicitly told to return an object, it'll return None and that's why the line is giving you trouble, because the type of None is Nonetype
Here's an example of a function returning None and then returning a string, a returned string:
def thisFuncReturnsNone():
pass
print 'what gets returned:', thisFuncReturnsNone()
>>> None
def thisFuncReturnsAString():
return 'a returned string'
print 'what gets returned a second time:', thisFuncReturnsAString()
>>> a returned string

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