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Python 2.6 Graphics Cookbook

Cookbook
Mike Ohlson de Fine

Learn how to use Python’s built-in graphics capabilities to create static and animated graphics for a range of real-world purposes. Over 100 recipes take you from basic shape creation to developing interactive GUIs.
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Book Details

ISBN 139781849513845
Paperback260 pages

About This Book

  • Create captivating graphics with ease and bring them to life using Python
  • Apply effects to your graphics using powerful Python methods
  • Develop vector as well as raster graphics and combine them to create wonders in the animation world
  • Create interactive GUIs to make your creation of graphics simpler
  • Part of Packt's Cookbook series: Each recipe is a carefully organized sequence of instructions to accomplish the task of creation and animation of graphics as efficiently as possible

Who This Book Is For

If you are looking to create animated graphics to represent real-world scenarios then this book is for you. Teachers, scholars, students, and engineers who know it is possible to make fascinating models and demonstrations but have not found a handbook that pulls it all together in one place will find what they need in this recipe bank.

Basic knowledge of Python programming is required and access to the Web and Google will be useful.

Table of Contents

Chapter 1: Start your Engines
Introduction
Running a shortest Python program
Ensuring that the Python modules are present
A basic Tkinter program
Make a compiled executable under Windows and Linux
Chapter 2: Drawing Fundamental Shapes
Introduction
A straight line and the coordinate system
Draw a dashed line
Lines of varying styles with arrows and endcaps
A two segment line with a sharp bend
A line with a curved bend
Drawing intricate shapes – the curly vine
Draw a rectangle
Draw overlapping rectangles
Draw concentric squares
A circle from an oval
A circle from an arc
Three arc ellipses
Polygons
A star polygon
Cloning and resizing stars
Chapter 3: Handling Text
Introduction
Simple text
Text font type, size, and color
Alignment of text – left and right justify
All the fonts available on your computer
Chapter 4: Animation Principles
Introduction
Static shifting of a ball
Time-controlled shifting of a ball
Complete animation using draw-move-pause-erase cycles
More than one moving object
A ball that bounces
Bouncing in a gravity field
Precise collisions using floating point numbers
Trajectory tracing and ball-to-ball collisions
Rotating line
Trajectory tracing on multiple line rotations
A rose for you
Chapter 5: The Magic of Color
Introduction
A limited palette of named colors
Nine ways of specifying color
A red beachball of varying hue
A red color wedge of graded hue
Newton's grand wheel of color mixing
The numerical color mixing matching palette
The animated graded color wheel
Tkinter's own color picker-mixer
Chapter 6: Working with Pictures
Opening an image file and discovering its attributes
Open, view, and save an image in a different file format
Image format conversion for JPEG, PNG, TIFF, GIF, BMP
Image rotation in the plane of the image
Image size alteration
Correct proportion image resizing
Separating one color band in an image
Red, green, and blue color alteration in images
Slider controlled color manipulation
Combining images by blending
Blending images by varying percentages
Make a composite image using a mask image
Offset (roll) image horizontally and vertically
Flip horizontally, vertically, and rotate
Filter effects: blur, sharpen, contrast, and so on
Chapter 7: Combining Raster and Vector Pictures
Simple animation of a GIF beach ball
The vector walking creature
Bird with shoes walking in the Karroo
Making GIF images with transparent backgrounds using GIMP
Diplomat walking at the palace
Spider in the forest
Moving band of images
Continuous band of images
Endless background
Chapter 8: Data In and Data Out
Introduction
Creation of a new file on a hard drive
Writing data to a newly-created file
Writing data to multiple files
Adding data to existing files
Saving a Tkinter-drawing shape to disk
Retrieving Python data from disk storage
Simple mouse input
Storing and retrieving a mouse-drawn shape
A mouse-line editor
All possible mouse actions
Chapter 9: Exchanging Inkscape SVG Drawings with Tkinter Shapes
Introduction
The structure of an SVG drawing
Tracing the shape of an image in Inkscape
Converting an SVG path into a Tkinter Line
Chapter 10: GUI Construction: Part 1
Introduction
Widget configuration – a label
Button focus
The simplest push button with validation
A data entry box
Colored button causing a message pop-up
Complex interaction between buttons
Images on buttons and button packing
Grid Geometry Manager and button arrays
Drop-down menus to select from a list
Listbox variable selection
Text in a window
Chapter 11: GUI Construction: Part 2
Introduction
The Grid Layout Geometry Manager
The Pack Geometry Manager
Radiobuttons to select one from many
Checkbuttons (Tickboxes) to select some of many
Key-stroke event handling
Scrollbar
Custom DIY controller widgets
Organizing widgets inside frames

What You Will Learn

  • Install Python and create basic programs for making lines and shapes
  • Apply different colors to your graphics using widgets and schemes available with the Tkinter module
  • Work with raster images and animate them by combining vector images with raster images
  • Optimize the storage and retrieval of graphics using hard disks, datastreams, and so on
  • Develop GUIs for different purposes to enhance your interaction with the programs
  • Move graphic objects smoothly around a screen by adding minimum delay and shift
  • Explore alternative ways and means of getting graphic shape data into Tkinter programs
  • Create beautiful patterns by setting any number of pivot points in different directions
  • Use trajectory traces to examine the history of execution required for animating specific behavior of objects

In Detail

Python is a great object-oriented and interactive programming language that lets you develop graphics, both static and animated, using built-in vector graphics functions that are provided with Python.

Python 2.6 Graphics Cookbook is a collection of straightforward recipes and illustrative screenshots for creating and animating graphic objects using the Python language. This book makes the process of developing graphics interesting and entertaining by working in a graphic workspace without the burden of mastering complicated language definitions and opaque examples.

If you choose to work through all the recipes from the beginning, you will learn to install Python and create basic programs for making lines and shapes using the built-in Tkinter module. The confusing topic of color manipulation is explored in detail using existing Python tools as well as some new tools in the recipes. Next you will learn to manipulate font size, color, and placement of text as placing text exactly where you want on a screen can be tricky because font height, inter-character spacing, and text window dimensions all interfere with each other. Then you will learn how to animate graphics, for example having more than one independent graphic object co-exist and interact using various Python methods.

You will also learn how you can work with raster images, such as converting their formats using the Python Imaging Library. Next you will learn how you can combine vector images with raster images so that you can animate the raster images with ease. You will also walk through a set of recipes with the help of which you can handle and manipulate blocks of raw data that may be hundreds of megabytes in size using datastreams, files, and hard drives. You will also learn how you can use Inkscape to dismantle existing images and use parts of them for your own graphics and Python programs. At the end of the book you will learn how you can create GUIs for different purposes.

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