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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 / Bhaskar Chaudhary.
- Format:
- Book
- Author/Creator:
- Chaudhary, Bhaskar, author.
- Series:
- Community experience distilled.
- Community experience distilled
- Language:
- English
- Subjects (All):
- Python (Computer program language).
- Application software--Development.
- Application software.
- Physical Description:
- 1 online resource (340 p.)
- Edition:
- 1st edition
- Other Title:
- Tkinter graphical user interface application development blueprints
- Place of Publication:
- Birmingham : Packt Publishing, 2015.
- System Details:
- text file
- Biography/History:
- Chaudhary Bhaskar: Bhaskar Chaudhary is a professional programmer and information architect. He has a decade of experience in consulting, contracting, and educating in the field of software development. He has worked with a large set of programming languages on various platforms over the years. He is an electronics hobbyist and a musician in his free time.
- Summary:
- Master GUI programming in Tkinter as you design, implement, and deliver ten real-world applications from start to finish About This Book Conceptualize and build state-of-art GUI applications with Tkinter Tackle the complexity of just about any size GUI application with a structured and scalable approach A project-based, practical guide to get hands-on into Tkinter GUI development Who This Book Is For Software developers, scientists, researchers, engineers, students, or programming hobbyists with basic familiarity in Python will find this book interesting and informative. People familiar with basic programming constructs in other programming language can also catch up with some brief reading on Python. No GUI programming experience is expected. What You Will Learn Get to know the basic concepts of GUI programming, such as Tkinter top-level widgets, geometry management, event handling, using callbacks, custom styling, and dialogs Create apps that can be scaled in size or complexity without breaking down the core Write your own GUI framework for maximum code reuse Build apps using both procedural and OOP styles, understanding the strengths and limitations of both styles Learn to structure and build large GUI applications based on Model-View-Controller (MVC) architecture Build multithreaded and database-driven apps Create apps that leverage resources from the network Learn basics of 2D and 3D animation in GUI applications Develop apps that can persist application data with object serialization and tools such as configparser In Detail Tkinter is the built-in GUI package that comes with standard Python distributions. It is a cross-platform package, which means you build once and deploy everywhere. It is simple to use and intuitive in nature, making it suitable for programmers and non-programmers alike. This book will help you master the art of GUI programming. It delivers the bigger picture of GUI programming by building real-world, productive, and fun applications such as a text editor, drum machine, game of chess, media player, drawing application, chat application, screen saver, port scanner, and many more. In every project, you will build on the skills acquired in the previous project and gain more expertise. You will learn to write multithreaded programs, network programs, database driven programs and more. You will also get to know the modern best practices involved in writing GUI apps. With its rich source of sample code, you can build upon t...
- Contents:
- 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
- Chapter 5: Building an Audio Player
- Notes:
- Includes index.
- Description based on online resource; title from PDF title page (ebrary, viewed January 5, 2016).
- ISBN:
- 9781785885099
- 178588509X
- OCLC:
- 932304554
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