Mutli-threading python with Tkinter
I'm drawing little circles on a canvas with these functions :
This is the function that will draw the circles :
class Fourmis:
def __init__(self, can, posx, posy, name, radius):
self.can = can
self.largeur_can = int(self.can.cget("width"))
self.hauteur_can = int(self.can.cget("height"))
self.posx = posx
self.posy = posy
self.name = name
self.radius = radius
self.ball1 = self.can.create_oval(self.posy, self.posx, self.posy+radius, self.posx+radius, outline=self.name, fill=self.name, width=2)
self.nx = randrange(-10,10,1)
self.nx /= 2.0
self.ny = randrange(-10,10,1)
self.ny /= 2.0
#self.can.bind("<Motion>", self.destruction, add="+")
self.statut = True
self.move()
def move(self):
if self.statut == True :
self.pos_ball = self.can.coords(self.ball1)
self.posx_ball = self.pos_ball[0]
self.posy_ball = self.pos_ball[1]
if self.posx_ball < 0 or (self.posx_ball + self.radius) > self.largeur_can:
self.nx = -self.nx
if self.posy_ball < 0 or (self.posy_ball + self.radius) > self.hauteur_can:
self.ny = -self.ny
self.can.move(self.ball1, self.nx, self.ny)
self.can.after(10, self.move)
this one creates the canvas and the circles :
class App(Frame):
def __init__(self):
self.root=Tk()
self.can=Canvas(self.root,width=800,height=600,bg="black")
self.can.pack()
self.create(50, "green")
self.create(50, "purple")
def mainloop(self):
self.root.mainloop()
def create(self, i, name):
for x in range(i):
self.x=Fourmis(self.can,100,400, name,0)
I call these lines to run the project :
jeu = App()
jeu.mainloop()
What is the correct way to execute self.create(50, "green")
and self.create(50, "purple")
in different threads?
I have tried the following, but could not get it to work.:
class FuncThread(threading.Thread):
def __init__(self, i, name):
self.i = i
self.name = name
threading.Thread.__init__(self)
def run(self):
App.create(self, self.i, self.name)
Is someone able to tell me how to run these threads?
Solution 1:
When this functionality is needed, what you do is schedule the events you wish to perform by putting them in a queue shared by the threads. This way, in a given thread you specify that you want to run "create(50, ...)" by queueing it, and the main thread dequeue the event and perform it.
Here is a basic example for creating moving balls in a second thread:
import threading
import Queue
import random
import math
import time
import Tkinter
random.seed(0)
class App:
def __init__(self, queue, width=400, height=300):
self.width, self.height = width, height
self.canvas = Tkinter.Canvas(width=width, height=height, bg='black')
self.canvas.pack(fill='none', expand=False)
self._oid = []
self.canvas.after(10, self.move)
self.queue = queue
self.canvas.after(50, self.check_queue)
def check_queue(self):
try:
x, y, rad, outline = self.queue.get(block=False)
except Queue.Empty:
pass
else:
self.create_moving_ball(x, y, rad, outline)
self.canvas.after(50, self.check_queue)
def move(self):
width, height = self.width, self.height
for i, (oid, r, angle, speed, (x, y)) in enumerate(self._oid):
sx, sy = speed
dx = sx * math.cos(angle)
dy = sy * math.sin(angle)
if y + dy + r> height or y + dy - r < 0:
sy = -sy
self._oid[i][3] = (sx, sy)
if x + dx + r > width or x + dx - r < 0:
sx = -sx
self._oid[i][3] = (sx, sy)
nx, ny = x + dx, y + dy
self._oid[i][-1] = (nx, ny)
self.canvas.move(oid, dx, dy)
self.canvas.update_idletasks()
self.canvas.after(10, self.move)
def create_moving_ball(self, x=100, y=100, rad=20, outline='white'):
oid = self.canvas.create_oval(x - rad, y - rad, x + rad, y + rad,
outline=outline)
oid_angle = math.radians(random.randint(1, 360))
oid_speed = random.randint(2, 5)
self._oid.append([oid, rad, oid_angle, (oid_speed, oid_speed), (x, y)])
def queue_create(queue, running):
while running:
if random.random() < 1e-6:
print "Create a new moving ball please"
x, y = random.randint(100, 150), random.randint(100, 150)
color = random.choice(['green', 'white', 'yellow', 'blue'])
queue.put((x, y, random.randint(10, 30), color))
time.sleep(0) # Effectively yield this thread.
root = Tkinter.Tk()
running = [True]
queue = Queue.Queue()
app = App(queue)
app.create_moving_ball()
app.canvas.bind('<Destroy>', lambda x: (running.pop(), x.widget.destroy()))
thread = threading.Thread(target=queue_create, args=(queue, running))
thread.start()
root.mainloop()