Python Notes
Python Notes
I try to send some lessons, but it is not success because they are as web pages. the content
folders not correctly attach with them. so it is better download from the site
http://www.sthurlow.com/python/lesson01/.
bye.
Sthurlow.com
Civilization IV Python tutorial
The Python Tutorial
Installing Python
Very Simple Programs
Variables, Scripts
Loops, Conditionals
Functions
Tuples, Lists, Dictionaries
for Loop
Classes
Importing Modules
File I/O
Error Handling
If you don't understand this, don't worry. Just skip it and move on.
But that windows program is compiled for windows - no other machine can run that
program, unless it has windows. What Python is, is a language which is never actually
compiled in full - instead, an interpreter turns each line of code into 0s and 1s that your
computer can understand this. And it is done on the fly - it compiles the bits of the
program you are using as you are using them. If you were to quit the program and come
back another day, it would compile the bits you are using, as you are using them, again.
Seems a waste of time? Maybe, but the fact is that when you come back another day, you
might be using a Windows instead of a Mac. You might send the program to a friend,
who uses another type of computer. Or you might post your program on the internet,
where everyone using all different types of systems might download it. That is the
wonder of an interpreted programming language - it is like a language that EVERYONE
can understand.
Remember that garbled mess that you got when opening a program in notepad? Not much
use to anyone, apart from the computer. And there is no reliable (or legal) way of turning
that program back in to a programming language that you or I could understand.
The same is with Civ3 AI - it is compiled into a garbled mess. Nobody can understand it,
and most of all, nobody can change it. Only Firaxis can change the AI, and they can't
share the logic behind it with anyone.
With cIV, they decided to change that - they would leave the AI uncompiled in the
language of Python, and have it compiled on-the-fly by an interpreter. This is so that Joe
modder can look at the AI and change it, yet when it is need to be used, the python
interpreter turns it into 0s and 1s for your computer to understand. And it isn't
permanently compiled into a garbled mess - you are still left with python code, that you
can read, understand, and MODIFY!!!!!
1. First download Python-2.4.1.exe by following this link. If you are a dialup user,
keep in mind that the file is around 10MB
2. Run the file you just downloaded, and follow the prompts.
OK! Hopefully now everything is good! Now, to test if that just worked, type this in your
DOS window:
If you forgot a CAPITAL V, you will accidently load python in verbose mode. Give it a
go, see what happens. Just press CTRL-D to quit, or type 'quit' for quit instructions.
conclusion
Good work! Lesson 1 over! Next lesson, we learn our way around Python Interactive
Mode, and write simple one-line pieces of code. I'll also have a lesson plan drawn up by
then, so you can see where you are going. If any of our more experienced members have
suggestions for the lesson plan, tell me!
Thanks to all,
sthurlow.com
And it is that simple (at least for now). Python makes it easy to run single lines of code -
one-liner programs. Lets give it a go.
Opening IDLE
Go to the start menu, find Python, and run the program labeled 'IDLE' (Stands for
Integrated Development Environment.
Now you are in the IDLE environment. This is the place you will be spending most time
in. Here you can open a new window to write a program, or you can simply mess around
with single lines of code, which is what we are going to do. Type the following and press
enter: (don't type >>> as it should already be there)
What happened? You just created a program, that prints the words 'Hello, World'. The
IDLE environment that you are in immediately compiles whatever you have typed in.
This is useful for testing things, e.g. define a few variables, and then test to see if a
certain line will work. That will come in a later lesson, though.
Math in Python
Now try typing the stuff in bold. You should get the output shown in blue. I've given
explainations in brackets.
>>> 20+80
100
>>> 18294+449566
467860
(These are additions)
>>> 6-5
1
(Subtraction)
>>> 2*5
10
(Multiply, rabbits!)
>>> 5**2
25
(Exponentials e.g. this one is 5 squared)
As you see, there is the code, then the result of that code. I then explain them in brackets.
These are the basic commands of python, and what they do. Here is a table to clarify
them (because tables look cool, and make you feel smarter ;) ):
Remember that thing called order of operation that they taught in maths? Well, it applies
in python, too. Here it is, if you need reminding:
1. parentheses ()
2. exponents **
3. multiplication *, division \, and remainder %
4. addition + and subtraction -
Order of Operations
Here are some examples that you might want to try, if you're rusty on this:
In the first example, the computer calculates 2 * 3 first, then adds 1 to it. This is because
multiplication has the higher priority (at 3) and addition is below that (at lowly 4).
In the second example, the computer calculates 1 + 2 first, then multiplies it by 3. This is
because parentheses (brackets, like the ones that are surrounding this interluding text ;) )
have the higher priority (at 1) and addition comes in later than that.
Also remember that the math is calculated from left to right, UNLESS you put in
parentheses. The innermost parentheses are calculated first. Watch these examples:
Comments, Please
The final thing you'll need to know to move on to multi-line programs is the comment.
Type the following (and yes, the output is shown):
>>>
A comment is a piece of code that is not run. In python, you make something a comment
by putting a hash in front of it. A hash comments everything after it in the line, and
nothing before it. So you could type this:
Comments are important for adding necessary information for another programmer to
read, but not the computer. For example, an explanation of a section of code, saying what
it does, or what is wrong with it. You can also comment bits of code by putting a # in
front of it - if you don't want it to compile, but cant delete it because you might need it
later.
Conclusion
There you go! Lesson 2 Completed. That was even shorter than lesson 1!
Next lesson, we make programs with many lines of code, and save them, so we can
actually send them to people. That's right, you don't have to retype every program you
run! What an amazing innovation!
Well, we can make one-liner programs. So What? You want to send programs to other
people, so that they can use them, without knowing how to write them.
Editing in Notepad
Writing programs in python to a file is VERY easy. Python programs are simply text
documents - you can open them up in notepad, and have a look at them, just like that. So,
go and open notepad. Type the following:
Keep this exactly the same, down to where the commas are placed. Save the file as
'mary.py' - and make sure notepad doesn't add .txt to the end of the filename - You will
have to tell it to save as any file, to avoid this. Turn off 'Hide known file extensions' in
Windows Explorer, if it makes it easier.
Using the IDLE Environment
Now, open up the Python IDLE program (should be in your start menu). Click 'File >
Open' and find mary.py and open it. if you cant find mary.py, set the open dialogue to
'Files of type: All Files (*)'. A new window will open, showing the program you just
wrote. To run your program, click 'Run>Run Module' (or just press F5). Your program
will now run in the main Python screen (Titled *Python Shell*) and will look like this:
You can also use IDLE to create Python programs, like what you did in notepad. Simply
click 'File > New'. We will be writing all of our programs now in the python IDLE
program - the notepad thing is just a demonstration to tell you that a .py file is just a
simple text file, which anyone can see.
• First of all, the comment wasn't shown. That is good, because remember -
comments aren't compiled. (try compiling it after removing the # - it comes out
messy)
• Second, is that the 3rd and 4th line got joined. This is because there is a comma
just outside the inverted commas that surround the text. In the 'print' command,
this stops the program from starting a new line on the screen when showing text.
• You can also run the program from your command line program (e.g. MSDOS) -
Open the prompt up, type 'cd path\to\your\file' then type 'python mary.py'. Your
program will now execute in the command line.
Variables
Now lets start introducing variables. Variables store a value, that can be looked at or
changed at a later time. Let's make a program that uses variables. Open up IDLE, click
'File>New Window' - a new window now appears, and it is easy to type in programs.
Type the following (or just copy and paste - just read very carefully, and compare the
code to the output that the program will make):
Strings
As you can see, variables store values, for use at a later time. You can change them at any
time. You can put in more than numbers, though. Variables can hold things like text. A
variable that holds text is called a string. Try this program:
As you see, the variables above were holding text. Variable names can also be longer
than one letter - here, we had word1, word2, and word3. As you can also see, strings can
be added together to make longer words or sentences. However, it doesn't add spaces in
between the words - hence me putting in the " " things (there is one space between those).
Conclusion
Well done! We now understand longer programs, and know the use of variables. Next
lesson, we look at functions, what they are, and how to use them.
Loops, Loops, Loops, Loops...
Introduction
(Our final lesson before we get into interacting with human input. Can't wait, can you?)
Just imagine you needed a program to do something 20 times. What would you do? You
could copy and paste the code 20 times, and have a virtually unreadable program, not to
mention slow and pointless. Or, you could tell the computer to repeat a bit of code
between point A and point B, until the time comes that you need it to stop. Such a thing is
called a loop.
The following are examples of a type of loop, called the 'while' loop:
What does this do? Lets go through what the computer would be 'thinking' when it is in
the 'while' loop:
Is 'a' less than 10? NO (its 10, therefore isn't less than 10)
Don't do the loop
There's no code left to do, so the program ends
So in short, try to think of it that way when you write 'while' loops. This is how you write
them, by the way (and a couple of examples:
#EXAMPLE
#Type this in, see what it does
x = 10
while x != 0:
print x
x = x - 1
print "wow, we've counted x down, and now it equals", x
print "And now the loop has ended."
Remember, to make a program, you open IDLE, click File > New Window, type your
program in the new window, then press F5 to run.
Boolean Expressions (Boolean... what?!?)
What do you type in the area marked {conditions that the loop continues}? The answer is
a boolean expression.
What? A forgotten concept for the non-math people here. Never mind, boolean
expression just means a question that can be answered with a TRUE or FALSE response.
For example, if you wanted to say your age is the same as the person next to you, you
would type:
And the statement would be TRUE. If you were younger than the person opposite, you'd
say:
And the statement would be TRUE. If, however, you were to say the following, and the
person opposite of you was younger than you:
The statement would be FALSE - the truth is that it is the other way around. This is how
a loop thinks - if the expression is true, keep looping. If it is false, don't loop. With this in
mind, lets have a look at the operators (symbols that represent an action) that are involved
in boolean expressions:
Dont get '=' and '==' mixed up - the '=' operator makes what is on the left equal to what is
on the right. the '==' operator says whether the thing on the left is the same as what is on
the right, and returns true or false.
Conditional Statements
OK! We've (hopefully) covered 'while' loops. Now let's look at something a little
different - conditionals.
Conditionals are where a section of code is only run if certain conditions are met. This is
similar to the 'while' loop you just wrote, which only runs when x doesn't equal 0.
However, Conditionals are only run once. The most common conditional in any program
language, is the 'if' statement. Here is how it works:
#EXAMPLE 1
y = 1
if y == 1:
print "y still equals 1, I was just checking"
#EXAMPLE 2
print "We will show the even numbers up to 20"
n = 1
while n <= 20:
if n % 2 == 0:
print n
n = n + 1
print "there, done."
Example 2 there looks tricky. But all we have done is run an 'if' statement every time the
'while' loop runs. Remember that the % just means the remainder from a division - just
checking that there is nothing left over if the number is divided by two - showing it is
even. If it is even, it prints what 'n' is.
There are many ways you can use the 'if' statement, do deal with situations where your
boolean expression ends up FALSE. They are 'else' and 'elif'.
'else' simply tells the computer what to do if the conditions of 'if' arent met. For example,
read the following:
'elif' is just a shortened way of saying 'else if'. When the 'if' statement fails to be true, 'elif'
will do what is under it IF the conditions are met. For example:
The 'if' statement, along with 'else' and 'elif' follow this form:
One of the most important points to remember is that you MUST have a colon : at the end
of every line with an 'if', 'elif', 'else' or 'while' in it. I forgot that, and as a result a stack of
people got stumped at this lesson (sorry ;) ).
Indentation
One other point is that the code to be executed if the conditions are met, MUST BE
INDENTED. That means that if you want to loop the next five lines with a 'while' loop,
you must put a set number of spaces at the beginning of each of the next five lines. This
is good programming practice in any language, but python requires that you do it. Here is
an example of both of the above points:
1. Each line in the first level starts with no spaces. It is the main program, and will
always execute.
2. Each line in the second level starts with four spaces. When there is an 'if' or loop
on the first level, everything on the second level after that will be looped/'ifed',
until a new line starts back on the first level again.
3. Each line in the third level starts with eight spaces. When there is an 'if' or loop on
the second level, everything on the third level after that will be looped/'ifed', until
a new line starts back on the second level again.
4. This goes on infinitely, until the person writing the program has an internal brain
explosion, and cannot understand anything he/she has written.
There is another loop, called the 'for' loop, but we will cover that in a later lesson, after
we have learnt about lists.
Conclusion
And that is lesson 4! In lesson 5, we get into user interaction, and writing programs that
actually serve a purpose. Can't wait!
Functions
Introduction
Last lesson I said that we would delve into purposefull programming. That involves user
input, and user input requires a thing called functions.
What are functions? Well, in effect, functions are little self-contained programs that
perform a specific task, which you can incorporate into your own, larger programs. After
you have created a function, you can use it at any time, in any place. This saves you the
time and effort of having to retell the computer what to do every time it does a common
task, for example getting the user to type something in.
Using a function
Python has lots of pre-made functions, that you can use right now, simply by 'calling'
them. 'Calling' a function involves you giving a function input, and it will return a value
(like a variable would) as output. Don't understand? Here is the general form that calling
a function takes:
See? Easy.
Well, that's all well and good that the program can multiply a number by five, but what
does it have to show for it? A warm fuzzy feeling? Your program needs to see the results
of what happened, to see what 70 x 5 is, or to see if there is a problem somewhere (like
you gave it a letter instead of a number). So how does a function show what is does?
Well, in effect, when a computer runs a function, it doesn't actually see the function
name, but the result of what the function did. Variables do the exact same thing - the
computer doesn't see the variable name, it sees the value that the variable holds. Lets call
this program that multiplied any number by five, multiply(). You put the number you
want multiplied in the brackets. So if you typed this:
note: don't bother typing in this code - multiply() isn't a real function, unless you create it.
The function ran itself, then returned a number to the main program, based on what
parameters it was given.
Now let's try this with a real function, and see what it does. The function is called
raw_input, and asks the user to type in something. It then turns it into a string of text. Try
the code below:
Code Example 4 - Using raw_input
# this line makes 'a' equal to whatever you type in
a = raw_input("Type in something, and it will be repeated on screen:")
# this line prints what 'a' is now worth
print a
Say in the above program, you typed in 'hello' when it asked you to type something in. To
the computer, this program would look like this:
Remember, a variable is just a stored value. To the computer, the variable 'a' doesn't look
like 'a' - it looks like the value that is stored inside it. Functions are similar - to the main
program (that is, the program that is running the function), they look like the value of
what they give in return of running.
A Calculator Program
Lets write another program, that will act as a calculator. This time it will do something
more adventerous than what we have done before. There will be a menu, that will ask you
whether you want to multiply two numbers together, add two numbers together, divide
one number by another, or subtract one number from another. Only problem - the
raw_input function returns what you type in as a string - we want the number 1, not the
letter 1 (and yes, in python, there is a difference.).
Luckily, somebody wrote the function input, which returns what you typed in, to the
main program - but this time, it puts it in as a number. If you type an integer (a whole
number), what comes out of input is an integer. And if you put that integer into a
variable, the variable will be an integer-type variable, which means you can add and
subtract, etc.
Now, lets design this calculator properly. We want a menu that is returned to every time
you finish adding, subtracting, etc. In other words, to loop (HINT!!!) while (BIG
HINT!!!) you tell it the program should still run.
We want it to do an option in the menu if you type in that number. That involves you
typing in a number (a.k.a input) and an if loop.
loop = 1
choice = 0
while loop == 1:
#print what options you have
print "Welcome to calculator.py"
Wow! That is an impressive program! Paste it into python IDLE, save it as 'calculator.py'
and run it. Play around with it - try all options, entering in integers (numbers without
decimal points), and numbers with stuff after the decimal point (known in programming
as a floating point). Try typing in text, and see how the program chucks a minor fit, and
stops running (That can be dealt with, using error handling, which we can address later.)
Well, it is all well and good that you can use other people's functions, but what if you
want to write your own functions, to save time, and maybe use them in other programs?
This is where the 'def' operator comes in. (An operator is just something that tells python
what to do, e.g. the '+' operator tells python to add things, the 'if' operator tells python to
do something if conditions are met.)
function_name is the name of the function. You write the code that is in the function
below that line, and have it indented. (We will worry about parameter_1 and parameter_2
later, for now imagine there is nothing between the parentheses.
Functions run completely independent of the main program. Remember when I said that
when the computer comes to a function, it doesn't see the function, but a value, that the
function returns? Here's the quote:
Functions run completely independent of the main program. Remember when I said that
when the computer comes to a function, it doesn't see the function, but a value, that the
function returns? Here's the quote:
To the computer, the variable 'a' doesn't look like 'a' - it looks like the value that is stored
inside it. Functions are similar - to the main program (that is, the program that is
running the function), they look like the value of what they give in return of running.
A function is like a miniture program that some parameters are given to - it then runs
itself, and then returns a value. Your main program sees only the returned value. If that
function flew to the moon and back, and then at the end had:
then all your program would see is the string "hello", where the name of the function was.
It would have no idea what else the program did.
Because it is a seperate program, a function doesn't see any of the variables that are in
your main program, and your main program doesn't see any of the variables that are in a
function. For example, here is a function that prints the words "hello" onscreen, and then
returns the number '1234' to the main program:
Think about the last line of code above. What did it do? Type in the program (you can
skip the comments), and see what it does. The output looks like this:
1. when 'def hello()' was run, a function called 'hello' was created
2. When the line 'print hello()' was run, the function 'hello' was executed (The code
inside it was run)
3. The function 'hello' printed "hello" onscreen, then returned the number '1234'
back to the main program
4. The main program now sees the line as 'print 1234' and as a result, printed '1234
That accounts for everything that happened. remember, that the main program had NO
IDEA that the words "hello" were printed onscreen. All it saw was '1234', and printed
that onscreen.
There is one more thing we will cover in this (monsterously huge) lesson - passing
parameters to a function. Think back to how we defined functions:
Where parameter_1 and parameter_2 are (between the parentheses), you put the names
of variables that you want to put the parameters into. Put as many as you need, just have
them seperated by commas. When you run a function, the first value you put inside the
parentheses would go into the variable where parameter_1 is. The second one (after the
first comma) would go to the variable where parameter_2 is. This goes on for however
many parameters there are in the function (from zero, to the sky) For example:
When you run the function above, you would type in something like this:
funnyfunction("meat","eater","man"). The first value (that is, "meat") would be put into
the variable called first_word. The second value inside the brackets (that is, "eater")
would be put into the variable called second_word, and so on. This is how values are
passed from the main program to functions - inside the parentheses, after the function
name.
A final program
Think back to that calculator program. Did it look a bit messy to you? I think it did, so
lets re-write it, with functions.
To design - First we will define all the functions we are going to use with the 'def'
operator (still remember what an operator is ;) ). Then we will have the main program,
with all that messy code replaced with nice, neat functions. This will make it so much
easier to look at again in the future.
The initial program had 34 lines of code. The new one actually had 35 lines of code! It is
a little longer, but if you look at it the right way, it is actually simpler.
You defined all your functions at the top. This really isn't part of your main program -
they are just lots of little programs, that you will call upon later. You could even re-use
these in another program if you needed them, and didn't want to tell the computer how to
add and subtract again.
If you look at the main part of the program (between the line 'loop = 1' and 'print
"Thankyou for..."'), it is only 15 lines of code. That means that if you wanted to write this
program differently, you would only have to write 15 or so lines, as opposed to the 34
lines you would normally have to without functions.
Finally, as a bit of an interlude, I will explain what the line add(input("Add this:
"),input("to this: ")) means.
I wanted to fit everything onto one line, with as few variables as possible. Remember
what functions look like to the main program? Whatever value they return. If the
numbers you passed to the add() function were 2 and 30, the main program would see
this:
The add program would then run, adding 2 and 30, then printing the result. The add
program has no 'return' operator - it doesn't return anything to the main program. It
simply adds two numbers and prints them onscreen, and the main program doesn't see
anything of it.
Instead of (input("Add this: "),input("to this: ")) as the parameters for the add
program you could have variables. E.g.
This is because the only thing the function sees are the values that are passed on as
parameters. Those values are put into the variables that are mentioned when 'add' is
defined (the line 'def add(a,b)' ). The function then uses those parameters to do it's job.
In short:
• The only thing functions see of the main program is the parameters that are passed
to it
• the only thing the main program seens of functions is the returned value that it
passes back
Conclusion
WHOA!!!! WHAT A KILLER LESSON!!! But we got through it, and I made minimal
typos. Great!
I haven't decided what will happen in lesson 6. All I can say is I am having a BIG
breather, because this lesson took me many hours to write.
Your brain still hurting from the last lesson? Never worry, this one will require a little
less thought. We're going back to something simple - variables - but a little more in
depth.
Think about it - variables store one bit of information. They may regurgitate (just not on
the carpet...) that information at any point, and their bit of information can be changed at
any time. Variables are great at what they do - storing a piece of information that may
change over time.
But what if you need to store a long list of information, which doesn't change over time?
Say, for example, the names of the months of the year. Or maybe a long list of
information, that does change over time? Say, for example, the names of all your cats.
You might get new cats, some may die, some may become your dinner (we should trade
recipies!). What about a phone book? For that you need to do a bit of referencing - you
would have a list of names, and attached to each of those names, a phone number. How
would you do that?
The Solution - Lists, Tuples, and Dictionaries
For these three problems, Python uses three different solutions - Tuples, lists, and
dictionaries:
• Lists are what they seem - a list of values. Each one of them is numbered, starting
from zero - the first one is numbered zero, the second 1, the third 2, etc. You can
remove values from the list, and add new values to the end. Example: Your many
cats' names.
• Tuples are just like lists, but you can't change their values. The values that you
give it first up, are the values that you are stuck with for the rest of the program.
Again, each value is numbered starting from zero, for easy reference. Example:
the names of the months of the year.
• Dictionaries are similar to what their name suggests - a dictionary. In a
dictionary, you have an 'index' of words, and for each of them a definition. In
python, the word is called a 'key', and the definition a 'value'. The values in a
dictionary aren't numbered - tare similar to what their name suggests - a
dictionary. In a dictionary, you have an 'index' of words, and for each of them a
definition. In python, the word is called a 'key', and the definition a 'value'. The
values in a dictionary aren't numbered - they aren't in any specific order, either -
the key does the same thing. You can add, remove, and modify the values in
dictionaries. Example: telephone book.
Tuples
Tuples are pretty easy to make. You give your tuple a name, then after that the list of
values it will carry. For example, the months of the year:
• Note that the '\' thingy at the end of sthurlow.comthe first line carries over that
line of code to the next line. It is usefull way of making big lines more readable.
• Technically you don't have to put those parentheses there (the '(' and ')' thingies)
but it stops python from getting things confused.
• You may have spaces after the commas if you feel it necessary - it doesn't really
matter.
Python then organises those values in a handy, numbered index - starting from zero, in
the order that you entered them in. It would be organised like this:
Lists
Lists are extremely similar to tuples. Lists are modifiable (or 'mutable', as a programmer
may say), so their values can be changed. Most of the time we use lists, not tuples,
because we want to easily change the values of things if we need to.
Lists are defined very similarly to tuples. Say you have FIVE cats, called Tom, Snappy,
Kitty, Jessie and Chester. To put them in a list, you would do this:
As you see, the code is exactly the same as a tuple, EXCEPT that all the values are put
between square brackets, not parentheses. Again, you don't have to have spaces after the
comma.
You recall values from lists exactly the same as you do with tuples. For example, to print
the name of your 3rd cat you would do this:
You can also recall a range of examples, like above, for example - cats[0:2] would recall
your 1st and 2nd cats.
Where lists come into their own is how they can be modified. To add a value to a list, you
use the 'append()' function. Let's say you got a new cat called Catherine. To add her to the
list you'd do this:
Code Example 4 - Adding items to a list
cats.append('Catherine')
That's a little weird, isn't it? I'll explain. That function is in a funny spot - after a period
(the '.' kind of period, not otherwise), after the list name. You'll get to see those things
more in a later lesson. For the meanwhile, this is the form of the function that adds a new
value to a list:
Now to a sad situation - Snappy was shot by a neighbour, and eaten for their dinner (good
on 'em!). You need to remove him (or her) from the list. Removing that sorry cat is an
easy task, thankfully, so you have to wallow in sadness for as short a time as possible:
You've just removed the 2nd cat in your list - poor old Snappy.
Dictionaries
Ok, so there is more to life than the names of your cats. You need to call your sister,
mother, son, the fruit man, and anyone else who needs to know that their favourite cat is
dead. For that you need a telephone book.
Now, the lists we've used above aren't really suitable for a telephone book. You need to
know a number based on someone's name - not the other way around, like what we did
with the cats. In the examples of months and cats, we gave the computer a number, and it
gave us a name. This time we want to give the computer a name, and it give us a number.
For this we need Dictionaries.
So how do we make a dictionary? Put away your binding equipment, it isn't that
advanced.
Remember, dictionaries have keys, and values. In a phone book, you have people's
names, then their numbers. See a similarity?
When you initially create a dictionary, it is very much like making a tuple or list. Tuples
have ( and ) things, lists have [ and ] things. Guess what! dictionaries have { and } things
- curly braces. Here is an example below, showing a dictionary with four phone numbers
in it:
the program would then print Lewis Lame's number onscreen. Notice how instead of
identifying the value by a number, like in the cats and months examples, we identify the
value, using another value - in this case the person's name.
Ok, you've created a new phone book. Now you want to add new numbers to the book.
What do you do? A very simple line of code:
All that line is saying is that there is a person called Gingerbread Man in the phone book,
and his number is 1234567. In other words - the key is 'Gingerbread Man', and the value
is 1234567.
You delete entries in a dictionary just like in a list. Let's say Andrew Parson is your
neighbour, and shot your cat. You never want to talk to him again, and therefore don't
need his number. Just like in a list, you'd do this:
Again, very easy. the 'del' operator deletes any function, variable, or entry in a list or
dictionary (An entry in a dictionary is just a variable with a number or text string as a
name. This comes in handy later on.)
remember that append function that we used with the list? Well, there are quite a few of
those that can be used with dictionaries. Below, I will write you a program, and it will
incorporate some of those functions in. It will have comments along the way explaining
what it does.
Type this program into Python IDLE (you can skip the comments). Experiment as much
as you like with it. Type it where you see the lines beginning with >>>
Code Example 10 - Functions of dictionaries
#A few examples of a dictionary
else:
print "Sue is not in the dictionary"
#Put it in a list:
values = ages.values()
print values
values.sort()
print values
Conclusion
There are many other functions you can use to work with lists and dictionaries - too many
to go through right now. We'll leave the lesson at this point - you have learnt enough for
one lesson.
Well, in the first lesson about loops, I said I would put off teaching you the for loop,
until we had reached lists. Well, here it is!
Basically, the for loop does something for every value in a list. The way it is set out is a
little confusing, but otherwise is very basic. Here is an example of it in code:
As you see, when the loop executes, it runs through all of the values in the list mentioned
after 'in'. It then puts them into value, and executes through the loop, each time with
value being worth something different. Let's see it a again, in a classic cheerleading call
that we all know:
• As you see, strings (remember - strings are lines of text) are just lists with lots of
characters.
• The program went through each of the letters (or values) in word, and it printed
them onscreen.
Now to the business end of the lesson. Lets start writing programs. So far we have learnt
variables, lists, loops, and functions. That is pretty much all we need for quite a bit of
programming. So let's set ourselves a task.
return input(question) - 1
# print ") " + entry prints a bracket, and then the entry name
# after the for loop is finished, input(question) - 1 asks the question,
# and returns the value to the main program (minus 1, to turn it back to
# the number the computer will understand).
That wasn't very difficult, was it? the actual program only took up five lines - this is the
wonder of how much we have learnt so far! All my comments take up sixteen lines -
more than three times the program length. It is a good idea to comment your programs
extensively. Remember that if you are going to be publishin gyour code open-source,
there are going to be a lot of people checking out the code that you have written. We'll
see the function we just wrote in our first example program.
What will our first example program be? How about a (very) simple text adventure
game? Sounds like fun! It will only encompass one room of a house, and will be
extremely simple. There will be five things, and a door. In one of the five things, is a key
to the door. You need to find the key, then open the door. I will give a plain-english
version first, then do it in python:
Give the player a well done message, for completing the game.
From this, we can write a real program. Ready? Here it is (skip typing the comments):
return input(question) - 1
#The key is in the vase (or entry number 2 in the list above):
keylocation = 2
loop = 1
print "Now, you find yourself locked in a room. You don't know how"
print "you got there, or what time it is. In the room you can see"
print len(items), "things:"
for x in items:
print x
print ""
print "The door is locked. Could there be a key somewhere?"
#Get your menu working, and the program running until you find the key:
while loop == 1:
choice = menu(items,"What do you want to inspect? ")
if choice == 0:
if choice == keylocation:
print "You found a small key in the pot plant."
print ""
keyfound = 1
else:
print "You found nothing in the pot plant."
print ""
elif choice == 1:
if choice == keylocation:
print "You found a small key behind the painting."
print ""
keyfound = 1
else:
print "You found nothing behind the painting."
print ""
elif choice == 2:
if choice == keylocation:
print "You found a small key in the vase."
print ""
keyfound = 1
else:
print "You found nothing in the vase."
print ""
elif choice == 3:
if choice == keylocation:
print "You found a small key in the lampshade."
print ""
keyfound = 1
else:
print "You found nothing in the lampshade."
print ""
elif choice == 4:
if choice == keylocation:
print "You found a small key in the shoe."
print ""
keyfound = 1
else:
print "You found nothing in the shoe."
print ""
elif choice == 5:
if keyfound == 1:
loop = 0
print "You put in the key, turn it, and hear a click"
print ""
else:
print "The door is locked, you need to find a key."
print ""
Well, a very simple, but fun, game. Don't get daunted by the amount of code there, 53 of
the lines are just the 'if' statements, which is the easiest thing to read there (Once you
comprehend all the indentation. Soon you'll make your own game, and you can make it as
simple (or as complex) as you like. I'll post quite a few, later.
The fist question you should ask is "does this program work?". The answer here is yes.
Then you should ask "does this program work well?" - not quite. The menu() function is
great - it reduces a lot of typing. The 'while' loop that we have, however, is a little messy
- four levels of indents, for a simple program. We can do better!
Now, this will become much MUCH more straightforward when we introduce classes.
But that will have to wait. Until then, let's make a function that reduces our mess. It we
will pass two things to it - the menu choice we made, and the location of the key. It will
return one thing - whether or not the key has been found. Lets see it:
Code Example 6 - Creating an inspect function
def inspect(choice,location):
if choice == location:
print ""
print "You found a key!"
print ""
return 1
else:
print ""
print "Nothing of interest here."
print ""
return 0
Now the main program can be a little simpler. Let's take it from the while loop, and
change things around:
Now the program becomes massively shorter - from a cumbersome 83 lines, to a very
shapely 50 lines! Of course, you lose quite a bit of versatility - all the items in the room
do the same thing. You automatically open the door when you find the key. The game
becomes a little less interesting. It also becomes a little harder to change.
conclusion
Now I said you would write some programs now. Here is your chance! Your task, if you
chose to accept it, is to post a better text adventure game. You can use any of the code I
have given you here. Remember to check back on previous lessons we have done - they
are priceless tools. Do a search for some simple text adventure games - if you find some
nice, fun text adventure games, have a look at them.
Classes
Introduction
One thing that you will get to know about programming, is that programmers like to be
lazy. If something has been done before, why should you do it again?
That is what functions cover in python. You've already had your code do something
special. Now you want to do it again. You put that special code into a function, and re-
use it for all it is worth. You can refer to a function anywhere in your code, and the
computer will always know what you are talking about. Handy, eh?
Of course, functions have their limitations. Functions don't store any information like
variables do - every time a function is run, it starts afresh. However, certain functions and
variables are related to each other very closely, and need to interact with each other a lot.
For example, imagine you have a golf club. It has information about it (i.e. variables) like
the length of the shaft, the material of the grip, and the material of the head. It also has
functions associated with it, like the function of swinging your golf club, or the function
of breaking it in pure frustration. For those functions, you need to know the variables of
the shaft length, head material, etc.
That can easily be worked around with normal functions. Parameters affect the effect of a
function. But what if a function needs to affect variables? What happens if each time you
use your golf club, the shaft gets weaker, the grip on the handle wears away a little, you
get that little more frustrated, and a new scratch is formed on the head of the club? A
function cannot do that. A function only makes one output, not four or five, or five
hundred. What is needed is a way to group functions and variables that are closely related
into one place so that they can interact with each other.
Chances are that you also have more than one golf club. Without classes, you need to
write a whole heap of code for each different golf club. This is a pain, seeing that all
clubs share common features, it is just that some have changed properties - like what the
shaft is made of, and it's weight. The ideal situation would be to have a design of your
basic golf club. Each time you create a new club, simply specify its attributes - the length
of its shaft, its weight, etc.
Or what if you want a golf club, which has added extra features? Maybe you decide to
attach a clock to your golf club (why, I don't know - it was your idea). Does this mean
that we have to create this golf club from scratch? We would have to write code first for
our basic golf club, plus all of that again, and the code for the clock, for our new design.
Wouldn't it be better if we were to just take our existing golf club, and then tack the code
for the clock to it?
Creating a Class
What is a class? Think of a class as a blueprint. It isn't something in itself, it simply
describes how to make something. You can create lots of objects from that blueprint -
known technically as an instance.
So how do you make these so-called 'classes'? very easily, with the class operator:
Makes little sense? Thats ok, here is an example, that creates the definition of a Shape:
What you have created is a description of a shape (That is, the variables) and what
operations you can do with the shape (That is, the fuctions). This is very important - you
have not made an actual shape, simply the description of what a shape is. The shape has a
width (x), a height (y), and an area and perimeter (area(self) and perimeter(self)). No
code is run when you define a class - you are simply making functions and variables.
The function called __init__ is run when we create an instance of Shape - that is, when
we create an actual shape, as opposed to the 'blueprint' we have here, __init__ is run. You
will understand how this works later.
self is how we refer to things in the class from within itself. self is the first parameter
in any function defined inside a class. Any function or variable created on the first level
of indentation (that is, lines of code that start one TAB to the right of where we put class
Shape is automatically put into self. To access these functions and variables elsewhere
inside the class, their name must be preceeded with self and a full-stop (e.g.
self.variable_name).
Using a class
Its all well and good that we can make a class, but how do we use one? Here is an
example, of what we call creating an instance of a class. Assume that the code example 2
has already been run:
The __init__ function really comes into play at this time. We create an instance of a class
by first giving its name (in this case, Shape) and then, in brackets, the values to pass to
the __init__ function. The init function runs (using the parameters you gave it in
brackets) and then spits out an instance of that class, which in this case is assigned to the
name rectangle.
As you see, where self would be used from within the class instance, its assigned name
is used when outside the class. We do this to view and change the variables inside the
class, and to access the functions that are there.
and both longrectangle and fatrectangle have their own functions and variables
contained inside them - they are totally independent of each other. There is no limit to the
number of instances I could create.
Lingo
Object-oriented-programming has a set of lingo that is associated with it. Its about time
that we have this all cleared up:
Inheritance
Lets have a look back at the introduction. We know how classes group together variables
and functions, known as attributes and methods, so that both the data and the code to
process it is in the same spot. We can create any number of instances of that class, so that
we don't have to write new code for every new object we create. But what about adding
extra features to our golf club design? This is where inheritance comes into play.
Python makes inheritance really easily. We define a new class, based on another, 'parent'
class. Our new class brings everything over from the parent, and we can also add other
things to it. If any new attributes or methods have the same name as an attribute or
method in our parent class, it is used instead of the parent one. Remember the Shape
class?
If we wanted to define a new class, lets say a square, based on our previous Shape class,
we would do this:
It is just like normally defining a class, but this time we put in brackets after the name,
the parent class that we inherited from. As you see, we described a square really quickly
because of this. That's because we inherited everything from the shape class, and changed
only what needed to be changed. In this case we redefined the __init__ function of Shape
so that the X and Y values are the same.
Let's take from what we have learnt, and create another new class, this time inherited
from Square. It will be two squares, one immediately left of the other:
class DoubleSquare(Square):
def __init__(self,y):
self.x = 2 * y
self.y = y
def perimeter(self):
return 2 * self.x + 3 * self.y
This time, we also had to redefine the perimeter function, as there is a line going down
the middle of the shape. Try creating an instance of this class. As a helpful hint, the idle
command line starts where your code ends - so typing a line of code is like adding that
line to the end of the program you have written.
In other languages, you do things like this using pointers, however in python this all
happens behind the scenes.
The final thing that we will cover is dictionaries of classes. Keeping in mind what we
have just learnt about pointers, we can assign an instance of a class to an entry in a list or
dictionary. This allows for virtually any amount of class instances to exist when our
program is run. Lets have a look at the example below, and see how it describes what I
am talking about:
As you see, we simply replaced our boring old name on the left-hand side with an
exciting, new, dynamic, dictionary entry. Pretty cool, eh?
Conclusion
And that is the lesson on classes! You won't believe how long it took me to write this in a
clear-cut manner, and I am still not completely satisfied! I have already gone through and
rewritten half of this lesson once, and if you're still confused, I'll probably go through it
again. I've probably confused some of you with my own confusion on this topic, but
remember - it is not something's name that is important, but what it does (this doesn't
work in a social setting, believe me... ;)).
Modules
Introduction
Last lesson we covered the killer topic of Classes. As you can remember, classes are neat
combinations of variables and functions in a nice, neat package. Programming lingo calls
this feature encapsulation, but reguardless of what it is called, it's a really cool feature for
keeping things together so the code can be used in many instances in lots of places. Of
course, you've got to ask, "how do I get my classes to many places, in many programs?".
The answer is to put them into a module, to be imported into other programs.
A module is a python file that (generally) has only defenitions of variables, functions, and
classes. For example, a module might look like this:
def timesfour(input):
print input * 4
# define a class
class Piano:
def __init__(self):
self.type = raw_input("What type of piano? ")
self.height = raw_input("What height (in feet)? ")
self.price = raw_input("How much did it cost? ")
self.age = raw_input("How old is it (in years)? ")
def printdetails(self):
print "This piano is a/an " + self.height + " foot",
print self.type, "piano, " + self.age, "years old and costing\
" + self.price + " dollars."
As you see, a module looks pretty much like your normal python program.
So what do we do with a module? We import bits of it (or all of it) into other programs.
To import all the variables, functions and classes from moduletest.py into another
program you are writing, we use the import operator. For example, to import
moduletest.py into your main program, you would have this:
As you see, the modules that you import act very much like the classes we looked at last
lesson - anything inside them must be preceeded with modulename. for it to work.
Wish you could get rid of the modulename. part that you have to put before every item
you use from a module? No? Never? Well, I'll teach it you anyway.
One way to avoid this hassle is to import only the wanted objects from the module. To do
this, you use the from operator. You use it in the form of from modulename import
itemname. Here is an example:
# import them
from moduletest import ageofqueen
from moduletest import printhello
What is the point of this? Well, maybe you could use it to make your code a little more
readable. If we get into heaps of modules inside modules, it could also remove that extra
layer of crypticness.
If you wanted to, you could import everything from a module is this way by using from
modulename import *. Of course, this can be troublesome if there are objects in your
program with the same name as some items in the module. With large modules, this can
easily happen, and can cause many a headache. A better way to do this would be to
import a module in the normal way (without the from operator) and then assign items to a
local name:
This way, you can remove some crypticness, AND have all of the items from a certain
module.
Conclusion
That's it! A very simple lesson, but now you can organise your programs very neatly. In
fact, now it is increadibly easy to make progams that can grow in complexity without
ending up with one cryptic file that is full of bugs.
Modules are great for importing code. Next lesson, we learn about file input and output,
and the saving of information inside classes, to be retrieved later. Will be great! But until
then...
File I/O
Introduction
Last lesson we learnt how to load external code into our program. Without any
introduction (like what I usually have), let's delve into file input and output with normal
text files, and later the saving and restoring of instances of classes. (Wow, our lingo
power has improved greatly!)
Opening a file
To open a text file you use, well, the open() function. Seems sensible. You pass certain
parameters to open() to tell it in which way the file should be opened - 'r' for read only,
'w' for writing only (if there is an old file, it will be written over), 'a' for appending
(adding things on to the end of the file) and 'r+' for both reading and writing. But less
talk, lets open a file for reading (you can do this in your python idle mode). Open a
normal text file. We will then print out what we read inside the file:
That was interesting. You'll notice a lot of '\n' symbols. These represent newlines (where
you pressed enter to start a new line). The text is completely unformatted, but if you were
to pass the output of openfile.read() to print (by typing print openfile.read()) it
would be nicely formatted.
Seek and You Shall Find
Did you try typing in print openfile.read()? Did it fail? It likely did, and reason is
because the 'cursor' has changed it's place. Cursor? What cursor? Well, a cursor that you
really cannot see, but still a cursor. This invisible cursor tells the read function (and many
other I/O functions) where to start from. To set where the cursor is, you use the seek()
function. It is used in the form seek(offset, whence).
whence is optional, and determines where to seek from. If whence is 0, the bytes/letters
are counted from the beginning. If it is 1, the bytes are counted from the current cursor
position. If it is 2, then the bytes are counted from the end of the file. If nothing is put
there, 0 is assumed.
offset decribes how far from whence that the cursor moves. for example:
Try it out now. Use openfile.seek() to go to any spot in the file and then try typing
print openfile.read(). It will print from the spot you seeked to. But realise that
openfile.read() moves the cursor to the end of the file - you will have to seek again.
There are many other functions that help you with dealing with files. They have many
uses that empower you to do more, and make the things you can do easier. Let's have a
look at tell(), readline(), readlines(), write() and close().
tell() returns where the cursor is in the file. It has no parameters, just type it in (like
what the example below will show). This is infinitely useful, for knowing what you are
refering to, where it is, and simple control of the cursor. To use it, type
fileobjectname.tell() - where fileobjectname is the name of the file object you
created when you opened the file (in openfile = open('pathtofile', 'r') the file
object name is openfile).
readline() reads from where the cursor is till the end of the line. Remember that the
end of the line isn't the edge of your screen - the line ends when you press enter to create
a new line. This is useful for things like reading a log of events, or going through
something progressively to process it. There are no parameters you have to pass to
readline(), though you can optionally tell it the maximum number of bytes/letters to read
by putting a number in the brackets. Use it with fileobjectname.readline().
readlines() is much like readline(), however readlines() reads all the lines from
the cursor onwards, and returns a list, with each list element holding a line of code. Use it
with fileobjectname.readlines(). For example, if you had the text file:
Line 3
Line 4
Line 6
The write() function, writes to the file. How did you guess??? It writes from where the
cursor is, and overwrites text in front of it - like in MS Word, where you press 'insert' and
it writes over the top of old text. To utilise this most purposeful function, put a string
between the brackets to write e.g. fileobjectname.write('this is a string').
close,you may figure, closes the file so that you can no longer read or write to it until
you reopen in again. Simple enough. To use, you would write
fileobjectname.close(). Simple!
In Python idle mode, open up a test file (or create a new one...) and play around with
these functions. You can do some simple (and very inconvenient) text editing.
Mmm, Pickles
Pickles, in Python, are to be eaten. Their flavour is just to good to let programmers leave
them in the fridge.
Ok, just joking there. Pickles, in Python, are objects saved to a file. An object in this case
could be a variables, instance of a class, or a list, dictionary, or tuple. Other things can
also be pickled, but with limits. The object can then be restored, or unpickled, later on. In
other words, you are 'saving' your objects.
So how do we pickle? With the dump() function, which is inside the pickle module - so at
the beginning of your program you will have to write import pickle. Simple enough?
Then open an empty file, and use pickle.dump() to drop the object into that file. Let's
try that:
After you close the file, open it in notepad and look at what you see. Along with some
other gibblygook, you will see bits of the list we created.
Now to re-open, or unpickle, your file. to use this, we would use pickle.load():
Nifty, eh?
Of course, the limitation above is that we can only put in one object to a file. We could
get around this by putting lots of picklable objects in a list or dictionary, and then
pickling that list or dictionary. This is the quickest and easiest way, but you can do some
pretty advanced stuff if you have advanced knowledge of pickle.
Conclusion
Exception Handling
Introduction
If you haven't seen them before, you're not trying hard enough. What are they? Errors.
Exceptions. Problems. Know what I'm talking about? I got it with this program:
return input(question) - 1
This is just an example of the menu program we made earlier. Appears perfectly fine to
me. At least until when I first tried it. Run the program, and what happens?
Say what? What python is trying to tell you (but struggling to find a good word for it) is
that you can't join a string of letters and a number into one string of text. Let's go through
the error message and have a look at how it tells us that:
There are muliple file and code listings for a single error, because the error occured with
the interaction of two lines of code (e.g. when using a function, the error occured on the
line where the function was called, AND the line in the function where things went
wrong).
Now that we know what the problem is, how do we fix it. Well, the error message has
isolated where the problem is, so we'll only concentrate on that bit of code.
This is a call to a function. The error occured in the function in the following line
raw_input always returns a string, hence our problem. Let's change it to input(), which,
when you type in a number, it returns a number:
Code Example 5 - Fixing it
return input(question) - 1
Bug fixed!
OK, the program works when you do something normal. But what if you try something
weird? Type in a letter (lets say, 'm') instead of a number? Whoops!
What is this telling us? There are two code listings - one in line 8, and the other in line 6.
What this is telling us is that when we called the menu function in line 8, an error occured
in line 6 (where we take away 1). This makes sense if you know what the input()
function does - I did a bit of reading and testing, and realised that if you type in a letter or
word, it will assume that you are mentioning a variable! so in line 6, we are trying to take
1 away from the variable 'm', which doesn't exist.
Have no clue on how to fix this? One of the best and easiest ways is to use the try and
except operators.
This is an example of a really messy bit of code that I was trying to fix. First, the code
under try: is run. If there is an error, the compiler jumps to the except section and prints
world.errormsg. The program doesn't stop right there and crash, it runs the code under
except: then continues on.
Lets try that where the error occured in our code (line 6). The menu function now is:
Try entering a letter when you're asked for a number and see what happens. Dang. We
fixed one problem, but now it has caused another problem furthur down the track. This
happens all the time. (Sometimes you end up going around in circles, because your code
is an absolute mess). Let's have a look at the error:
What has happened this time is that the menu function has returned no value - it only
printed an error message. When, at the end of the program, we try to print the returned
value plus 1, what is the returned value? There is no returned value? So what is 1 + ...
well, we have no clue what we are adding 1 to!
We could just return any old number, but that would be lying. What we really should to is
rewrite the program to cope with this exception. With what? try and except!
Endless Errors
The approach that we used above is not recomended. Why? Because apart from the error
that we know can happen, except: catches every other error too. What if this means we
never see an error that could cause problems down the track? If except: catches every
error under the sun, we have no hope of controlling what errors we deal with, and the
other ones that we want to see, because so far we haven't dealt with them. We also have
little hope of dealing with more than one type of error in the same block of code. What
should one do, when all is hopeless? Here is an example of code with such a situation:
Ok, you enter your two numbers and it works. Enter a letter, and it gives you a
NameError. Lets rewrite the code to deal with a NameError only. We'll put the program
in a loop, so it restarts if an error occurs (using continue, which starts the loop from the
top again, and break, which leaves the loop):
Here, we restarted the loop if you typed in something wrong. In line 12 we assumed you
wanted to quit the program if you didn't press 1, so we quit the program.
But there are still problems. If we leave something blank, or type in an unusual character
like ! or ;, the program gives us a SyntaxError. Lets deal with this. When we are asking
for the numbers to subtract, we will give a different error message. When we ask to press
1, we will again assume the user wants to quit.
Now we have a program that is very difficult, to crash by an end user. As a final
challenge, see if you can crash it. There is one way I have thought of - if you read the
chapter on Human Error carefully, you might know what it is.
There you go! The final lesson on python! Finally we are finished. That is, unless you
want to also know XML. Civilization IV and XML don't really interact directly, so we
won't worry about that for the moment - plus, some great and very helpful posters on the
CFC Civ4 C&C Forum (take that!) have already helped you out there. There will be an
introduction or two to Civilization IV python specifics, and then you should be on your
way. See you there!
For those of you not doing this for the gaming, thanks for reading. May your pythoning
be forever successful, and if you need to find anything out, try the Python home page for
an exhaustive resource on everything from 2D game programming, to multithreading, to
XML parsing. There really is a huge amount of stuff you can now do, and the best way to
learn, is to go and find out.
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Python - GUI Programming (Tkinter)
Python provides various options for developing graphical user interfaces (GUIs). Most important are listed
below:
...
• Tkinter: Tkinter is the Python interface to the Tk GUI toolkit shipped with Python. We would
look this option in this tutorial.
Web This Site • wxPython: This is an open-source Python interface for wxWindows http://wxpython.org.
• JPython: JPython is a Python port for Java, which gives Python scripts seamless access to Java
ython Basics class libraries on the local machine http://www.jython.org.
There are many other interfaces available which I'm not listing here. You can find them over the net.
Python - Home
Python - Overview
Tkinter Programming:
Python -
Environment
Python - Basic Tkinter is the standard GUI library for Python. Python when combined with Tkinter provides a fast and
easy way to create GUI applications. Tkinter provides a powerful object-oriented interface to the Tk GUI
Syntax toolkit.
Python - Variable
Creating a GUI application using Tkinter is an easy task. All you need to do is perform the following
Types steps:
Python - Basic
Operators • Import the Tkinter module.
• Create the GUI application main window.
Python - if...else
• Add one or more of the above mentioned widgets to the GUI application.
Python - while Loop • Enter the main event loop to take action against each event triggered by the user.
Python - for Loop
Python - Loop Example:
Control
#!/usr/bin/python
Python - Numbers
Python - Strings import Tkinter
Python - Lists top = Tkinter.Tk()
# Code to add widgets will go here...
Python - Tuples top.mainloop()
Python - Dictionary
Python - Date & This would create a following window:
Time
Python - Functions
Python - Modules
Python - Files I/O
Python - Exceptions
ython Advanced
Python -
Classes/Objects
Python - Reg
Expressions
Python - CGI
Programming Tkinter Widgets:
Python - Database
Tkinter provides various controls, such as buttons, labels, and text boxes, used in a GUI application. These
Access controls are commonly called widgets.
Python - Networking
There are currently 15 types of widgets in Tkinter. We present these widgets as well as a brief description
Python - Sending in the following table:
Email
Python - Operator Description
Multithreading
Button The Button widget is used to display buttons in your application.
Python - XML
Processing
The Canvas widget is used to draw shapes, such as lines, ovals,
Canvas
Python - GUI polygons, and rectangles, in your application.
Programming
The Checkbutton widget is used to display a number of options as
Checkbutton
Python - Further checkboxes. The user can select multiple options at a time.
Extensions
The Entry widget is used to display a single-line text field for
Entry
accepting values from a user.
ython Useful The Frame widget is used as a container widget to organize other
Frame
ferences widgets.
tkMessageBo
This module is used to display message boxes in your applications.
x
Standard attributes:
Let's take a look at how some of their common attributes.such as sizes, colors and fonts are specified.
• Dimensions
• Colors
• Fonts
• Anchors
• Relief styles
• Bitmaps
• Cursors
Geometry Management:
All Tkinter widgets have access to specific geometry management methods, which have the purpose of
organizing widgets throughout the parent widget area. Tkinter exposes the following geometry manager
classes: pack, grid, and place.
• The pack() Method - This geometry manager organizes widgets in blocks before placing them
in the parent widget.
• The grid() Method - This geometry manager organizes widgets in a table-like structure in the
parent widget.
• The place() Method -This geometry manager organizes widgets by placing them in a specific
position in the parent widget.
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Python - MySQL Database Access
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The Python standard for database interfaces is the Python DB-API. Most Python database interfaces
adhere to this standard.
...
You can choose the right database for your application. Python Database API supports a wide range of
database servers:
Web This Site
• GadFly
ython Basics • mSQL
• MySQL
• PostgreSQL
Python - Home
• Microsoft SQL Server 2000
Python - Overview • Informix
Python - • Interbase
Environment • Oracle
• Sybase
Python - Basic
Syntax
Python - Variable
Types
Here is the list of available Python databases interfaces:
Python - Basic
Operators Python Database Interfaces and APIs
Python - if...else
Python - while You must download a separate DB API module for each database you need to access. For example, if you
need to access an Oracle database as well as a MySQL database, you must download both the Oracle and
Loop the MySQL database modules.
Python - for Loop
Python - Loop The DB API provides a minimal standard for working with databases, using Python structures and syntax
wherever possible. This API includes the following:
Control
Python - Numbers • Importing the api module.
Python - Strings • Acquiring a connection with the database.
• Issuing SQL statements and stored procedures.
Python - Lists
• Closing the connection
Python - Tuples
Python - Dictionary We would learn all the concepts using MySQL so let's talk about MySQLdb module only.
Python - Date &
Time What is MySQLdb?
Python - Functions
MySQLdb is an interface for connecting to a MySQL database server from Python. It implements the
Python - Modules Python Database API v2.0, and is built on top of the MySQL C API.
Python - Files I/O
How do I install the MySQLdb?
Python -
Exceptions Before proceeding you make sure you have MySQLdb installed on your machine. Just type the following
in your Python script and execute it:
ython Advanced
#!/usr/bin/python
import MySQLdb
Python Useful
Resources # Open database connection
db = MySQLdb.connect("localhost","testuser","test123","TESTDB"
)
elected Reading
# prepare a cursor object using cursor() method
cursor = db.cursor()
Computer Glossary
# execute SQL query using execute() method.
Who is Who
cursor.execute("SELECT VERSION()")
While running this script, its producing following result at my Linux machine.
If a connection is established with the datasource then a Connection Object is returned and saved into db
for further use otherwise db is set to None. Next db object is used to create a cursor object which in turn
is used to execute SQL queries.
Finally before coming out it ensures that database connection is closed and resources are released.
Example:
#!/usr/bin/python
import MySQLdb
cursor.execute(sql)
INSERT Operation:
INSERT operation is required when you want to create your records into a database table.
Example:
Following is the example which executes SQL INSERT statement to create a record into EMPLOYEE
table.
#!/usr/bin/python
import MySQLdb
#!/usr/bin/python
import MySQLdb
Example:
Following code segment is another form of execute where you can pass parameters directly:
..................................
user_id = "test123"
password = "password"
READ Operation:
READ Operation on any databasse means to fetch some useful information from the database.
Once our database connection is established, we are ready to make a query into this database. We can use
either fetchone() method to fetch single record or fetchall method to fetech multiple values from a
database table.
• fetchone(): This method fetches the next row of a query result set. A result set is an object that
is returned when a cursor object is used to query a table.
• fetchall(): This method fetches all the rows in a result set. If some rows have already been
extracted from the result set, the fetchall() method retrieves the remaining rows from the result
set.
• rowcount: This is a read-only attribute and returns the number of rows that were affected by an
execute() method.
Example:
Following is the procedure to query all the records from EMPLOYEE table having salary more than 1000.
#!/usr/bin/python
import MySQLdb
Update Operation:
UPDATE Operation on any databasse means to update one or more records which are already available in
the database. Following is the procedure to update all the records having SEX as 'M'. Here we will
increase AGE of all the males by one year.
Example:
#!/usr/bin/python
import MySQLdb
DELETE Operation:
DELETE operation is required when you want to delete some records from your database. Following is
the procedure to delete all the records from EMPLOYEE where AGE is more than 20.
Example:
#!/usr/bin/python
import MySQLdb
Performing Transactions:
Transactions are a mechanism that ensures data consistency. Transactions should have the following four
properties:
The Python DB API 2.0 provides two methods to either commit or rollback a transaction.
Example:
You already have seen how we have implemented transations. Here is again similar example:
db.commit()
ROLLBACK Operation:
If you are not satisfied with one or more of the changes and you want to revert back those changes
completely then use rollback method.
db.rollback()
Disconnecting Database:
To disconnect Database connection, use close() method.
db.close()
If the connection to a database is closed by the user with the close() method, any outstanding transactions
are rolled back by the DB. However, instead of depending on any of DB lower level implementation
details, your application would be better off calling commit or rollback explicitly.
Handling Errors:
There are many sources of errors. A few examples are a syntax error in an executed SQL statement, a
connection failure, or calling the fetch method for an already canceled or finished statement handle.
The DB API defines a number of errors that must exist in each database module. The following table lists
these exceptions.
Exception Description
Your Python scripts should handle these errors but before using any of the above exceptions, make sure
your MySQLdb has support for that exception. You can get more information about them by reading the
DB API 2.0 specification.
Home References Discussion Forums About TP
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Python - Object Oriented
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Python has been an object-oriented language from day one. Because of this, creating and using classes and
objects are downright easy. This chapter helps you become an expert in using Python's object-oriented
programming support.
...
If you don't have any previous experience with object-oriented (OO) programming, you may want to
consult an introductory course on it or at least a tutorial of some sort so that you have a grasp of the basic
Web This Site concepts.
ython Basics However, here is small introduction of Object-Oriented Programming (OOP) to bring you at speed:
Types
Data member: A class variable or instance variable that holds data associated with a class and its objects.
Python - Basic
Operators Function overloading: The assignment of more than one behavior to a particular function. The operation
performed varies by the types of objects (arguments) involved.
Python - if...else
Python - while Instance variable: A variable that is defined inside a method and belongs only to the current instance of a
class.
Loop
Python - for Loop Inheritance : The transfer of the characteristics of a class to other classes that are derived from it.
Python - Loop
Instance: An individual object of a certain class. An object obj that belongs to a class Circle, for example,
Control
is an instance of the class Circle.
Python - Numbers
Python - Strings Instantiation : The creation of an instance of a class.
Python - Lists
Method : A special kind of function that is defined in a class definition.
Python - Tuples
Python - Dictionary Object : A unique instance of a data structure that's defined by its class. An object comprises both data
members (class variables and instance variables) and methods.
Python - Date &
Time Operator overloading: The assignment of more than one function to a particular operator.
Python - Functions
Python - Modules Creating Classes: