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Tkinter GUI application development blueprints : master GUI programming in Tkinter as you design, implement, and deliver ten real-world applications from start to finish /

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Chaudhary, Bhaskar (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, UK : Packt Publishing, 2015.
Colección:Community experience distilled.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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035 |a (OCoLC)932304554 
037 |a CL0500000691  |b Safari Books Online 
050 4 |a QA76.9.U83 
049 |a UAMI 
100 1 |a Chaudhary, Bhaskar,  |e author. 
245 1 0 |a Tkinter GUI application development blueprints :  |b master GUI programming in Tkinter as you design, implement, and deliver ten real-world applications from start to finish /  |c Bhaskar Chaudhary. 
246 3 |a Tkinter graphical user interface application development blueprints 
264 1 |a Birmingham, UK :  |b Packt Publishing,  |c 2015. 
300 |a 1 online resource (1 volume) :  |b illustrations. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 1 |a Community experience distilled 
588 |a Description based on online resource; title from cover page (Safari, viewed December 15, 2015). 
500 |a Includes index. 
505 0 |a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Meet Tkinter; Objectives of this chapter; Installing Python and Tkinter; Importing Tkinter; GUI programming -- the big picture; The root window -- your drawing board; Widgets -- the building blocks of GUI programs; Some important widget features; Ways to create widgets; Getting to know the core Tkinter widgets; Adding widgets to a parent window; The Tkinter geometry manager; The pack geometry manager; The grid geometry manager; The place geometry manager 
505 8 |a Events and callbacks -- adding life to programsCommand binding; Passing arguments to callbacks; Limitations of the command option; Event binding; Event patterns; The levels of binding; Handling widget-specific variables; Event unbinding and virtual events; Doing it in style; Specifying styles; Some common root window options; Getting interactive help; Summary; Chapter 2: Making a Text Editor; Objectives of the chapter; An overview of the chapter; Setting up the editor skeleton; Adding a menu and menu items; Adding menu items; Implementing the View menu; Adding a built-in functionality 
505 8 |a Indexing and taggingIndex; Tags; Implementing the Select All feature; Implementing the Find Text feature; Types of Toplevel windows; Working with forms and dialogs; Working with message boxes; The icons toolbar and View menu functions; Displaying the line number; Adding the cursor information bar; Adding themes; Creating the context/pop-up menu; Summary; Chapter 3: Programmable Drum Machine; An overview of the chapter; Module requirements for the chapter; Setting up the GUI in OOP; Finalizing the data structure; Creating broader visual elements; Defining getter and setter methods 
505 8 |a The number of units and beats per unit featuresLoading drum samples; Playing the drum machine; Initializing pygame; Playing complete patterns; Determining the tempo of a rhythm; Tkinter and threading; Tkinter and thread safety; Support for multiple beat patterns; Saving beat patterns; Working with ttk-themed widgets; Summary; Chapter 4: A Game of Chess; An overview of the chapter; Module requirements for this chapter; Structuring our program; Modeling the data structures; Convention on naming chess pieces; Convention for naming locations on the chessboard; Creating a Piece class 
505 8 |a Displaying chess pieces on the chessboardDefining rules for the chess pieces; Rules for the King, Queen, Rook, and Bishop; Rules for a Knight; Rules for a Pawn; The movement validation of chess pieces; Tracking all the available moves; Finding out the current position of the King; Checking whether the King is in check; Making the game functional; Getting the source and destination position; Collecting a list of the moves that need to be highlighted; Highlighting allowed moves; Pre move validation; Recording a move in the data structure; Keep game statistics; Managing user preferences; Summary 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
650 0 |a Graphical user interfaces (Computer systems)  |x Programming. 
650 0 |a Web applications  |x Development. 
650 6 |a Interfaces graphiques (Informatique)  |x Programmation. 
650 6 |a Applications Web  |x Développement. 
830 0 |a Community experience distilled. 
856 4 0 |u https://learning.oreilly.com/library/view/~/9781785889738/?ar  |z Texto completo (Requiere registro previo con correo institucional) 
994 |a 92  |b IZTAP