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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)
Tabla de Contenidos:
  • 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
  • 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
  • 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
  • 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
  • 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