Making a countdown timer with Python and Tkinter?
I want to set a label in Tkinter using my countdown timer function. Right now all it does is set the lable to "10" once 10 is reached and I don't really understand why. Also, even if I have the timer print to a terminal instead the "Time's up!" bit never prints.
import time
import tkinter as tk
class App():
def __init__(self):
self.root = tk.Tk()
self.label = tk.Label(text="null")
self.label.pack()
self.countdown()
self.root.mainloop()
# Define a timer.
def countdown(self):
p = 10.00
t = time.time()
n = 0
# Loop while the number of seconds is less than the integer defined in "p"
while n - t < p:
n = time.time()
if n == t + p:
self.label.configure(text="Time's up!")
else:
self.label.configure(text=round(n - t))
app=App()
python time tkinter
add a comment |
I want to set a label in Tkinter using my countdown timer function. Right now all it does is set the lable to "10" once 10 is reached and I don't really understand why. Also, even if I have the timer print to a terminal instead the "Time's up!" bit never prints.
import time
import tkinter as tk
class App():
def __init__(self):
self.root = tk.Tk()
self.label = tk.Label(text="null")
self.label.pack()
self.countdown()
self.root.mainloop()
# Define a timer.
def countdown(self):
p = 10.00
t = time.time()
n = 0
# Loop while the number of seconds is less than the integer defined in "p"
while n - t < p:
n = time.time()
if n == t + p:
self.label.configure(text="Time's up!")
else:
self.label.configure(text=round(n - t))
app=App()
python time tkinter
here's a code example of a countdown implemented using Tkinter
– jfs
Mar 3 '15 at 9:15
add a comment |
I want to set a label in Tkinter using my countdown timer function. Right now all it does is set the lable to "10" once 10 is reached and I don't really understand why. Also, even if I have the timer print to a terminal instead the "Time's up!" bit never prints.
import time
import tkinter as tk
class App():
def __init__(self):
self.root = tk.Tk()
self.label = tk.Label(text="null")
self.label.pack()
self.countdown()
self.root.mainloop()
# Define a timer.
def countdown(self):
p = 10.00
t = time.time()
n = 0
# Loop while the number of seconds is less than the integer defined in "p"
while n - t < p:
n = time.time()
if n == t + p:
self.label.configure(text="Time's up!")
else:
self.label.configure(text=round(n - t))
app=App()
python time tkinter
I want to set a label in Tkinter using my countdown timer function. Right now all it does is set the lable to "10" once 10 is reached and I don't really understand why. Also, even if I have the timer print to a terminal instead the "Time's up!" bit never prints.
import time
import tkinter as tk
class App():
def __init__(self):
self.root = tk.Tk()
self.label = tk.Label(text="null")
self.label.pack()
self.countdown()
self.root.mainloop()
# Define a timer.
def countdown(self):
p = 10.00
t = time.time()
n = 0
# Loop while the number of seconds is less than the integer defined in "p"
while n - t < p:
n = time.time()
if n == t + p:
self.label.configure(text="Time's up!")
else:
self.label.configure(text=round(n - t))
app=App()
python time tkinter
python time tkinter
edited Apr 26 '18 at 15:17
Aran-Fey
20.7k53571
20.7k53571
asked May 15 '12 at 8:36
Ryan HasseRyan Hasse
1201214
1201214
here's a code example of a countdown implemented using Tkinter
– jfs
Mar 3 '15 at 9:15
add a comment |
here's a code example of a countdown implemented using Tkinter
– jfs
Mar 3 '15 at 9:15
here's a code example of a countdown implemented using Tkinter
– jfs
Mar 3 '15 at 9:15
here's a code example of a countdown implemented using Tkinter
– jfs
Mar 3 '15 at 9:15
add a comment |
1 Answer
1
active
oldest
votes
Tkinter already has an infinite loop running (the event loop), and a way to schedule things to run after a period of time has elapsed (using after
). You can take advantage of this by writing a function that calls itself once a second to update the display. You can use a class variable to keep track of the remaining time.
import Tkinter as tk
class ExampleApp(tk.Tk):
def __init__(self):
tk.Tk.__init__(self)
self.label = tk.Label(self, text="", width=10)
self.label.pack()
self.remaining = 0
self.countdown(10)
def countdown(self, remaining = None):
if remaining is not None:
self.remaining = remaining
if self.remaining <= 0:
self.label.configure(text="time's up!")
else:
self.label.configure(text="%d" % self.remaining)
self.remaining = self.remaining - 1
self.after(1000, self.countdown)
if __name__ == "__main__":
app = ExampleApp()
app.mainloop()
That explains a lot, thank you. I was wondering why it only updates once the last item is reached even after I rewrote it a few different ways.
– Ryan Hasse
May 15 '12 at 11:49
@RyanHasse: the display only updates when Tkinter can respond to events that tell it to update the display. These events only get processed by the event loop. If you have your own loop, it will starve the event loop, preventing redraw requests from happening.
– Bryan Oakley
May 15 '12 at 12:54
add a comment |
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
Tkinter already has an infinite loop running (the event loop), and a way to schedule things to run after a period of time has elapsed (using after
). You can take advantage of this by writing a function that calls itself once a second to update the display. You can use a class variable to keep track of the remaining time.
import Tkinter as tk
class ExampleApp(tk.Tk):
def __init__(self):
tk.Tk.__init__(self)
self.label = tk.Label(self, text="", width=10)
self.label.pack()
self.remaining = 0
self.countdown(10)
def countdown(self, remaining = None):
if remaining is not None:
self.remaining = remaining
if self.remaining <= 0:
self.label.configure(text="time's up!")
else:
self.label.configure(text="%d" % self.remaining)
self.remaining = self.remaining - 1
self.after(1000, self.countdown)
if __name__ == "__main__":
app = ExampleApp()
app.mainloop()
That explains a lot, thank you. I was wondering why it only updates once the last item is reached even after I rewrote it a few different ways.
– Ryan Hasse
May 15 '12 at 11:49
@RyanHasse: the display only updates when Tkinter can respond to events that tell it to update the display. These events only get processed by the event loop. If you have your own loop, it will starve the event loop, preventing redraw requests from happening.
– Bryan Oakley
May 15 '12 at 12:54
add a comment |
Tkinter already has an infinite loop running (the event loop), and a way to schedule things to run after a period of time has elapsed (using after
). You can take advantage of this by writing a function that calls itself once a second to update the display. You can use a class variable to keep track of the remaining time.
import Tkinter as tk
class ExampleApp(tk.Tk):
def __init__(self):
tk.Tk.__init__(self)
self.label = tk.Label(self, text="", width=10)
self.label.pack()
self.remaining = 0
self.countdown(10)
def countdown(self, remaining = None):
if remaining is not None:
self.remaining = remaining
if self.remaining <= 0:
self.label.configure(text="time's up!")
else:
self.label.configure(text="%d" % self.remaining)
self.remaining = self.remaining - 1
self.after(1000, self.countdown)
if __name__ == "__main__":
app = ExampleApp()
app.mainloop()
That explains a lot, thank you. I was wondering why it only updates once the last item is reached even after I rewrote it a few different ways.
– Ryan Hasse
May 15 '12 at 11:49
@RyanHasse: the display only updates when Tkinter can respond to events that tell it to update the display. These events only get processed by the event loop. If you have your own loop, it will starve the event loop, preventing redraw requests from happening.
– Bryan Oakley
May 15 '12 at 12:54
add a comment |
Tkinter already has an infinite loop running (the event loop), and a way to schedule things to run after a period of time has elapsed (using after
). You can take advantage of this by writing a function that calls itself once a second to update the display. You can use a class variable to keep track of the remaining time.
import Tkinter as tk
class ExampleApp(tk.Tk):
def __init__(self):
tk.Tk.__init__(self)
self.label = tk.Label(self, text="", width=10)
self.label.pack()
self.remaining = 0
self.countdown(10)
def countdown(self, remaining = None):
if remaining is not None:
self.remaining = remaining
if self.remaining <= 0:
self.label.configure(text="time's up!")
else:
self.label.configure(text="%d" % self.remaining)
self.remaining = self.remaining - 1
self.after(1000, self.countdown)
if __name__ == "__main__":
app = ExampleApp()
app.mainloop()
Tkinter already has an infinite loop running (the event loop), and a way to schedule things to run after a period of time has elapsed (using after
). You can take advantage of this by writing a function that calls itself once a second to update the display. You can use a class variable to keep track of the remaining time.
import Tkinter as tk
class ExampleApp(tk.Tk):
def __init__(self):
tk.Tk.__init__(self)
self.label = tk.Label(self, text="", width=10)
self.label.pack()
self.remaining = 0
self.countdown(10)
def countdown(self, remaining = None):
if remaining is not None:
self.remaining = remaining
if self.remaining <= 0:
self.label.configure(text="time's up!")
else:
self.label.configure(text="%d" % self.remaining)
self.remaining = self.remaining - 1
self.after(1000, self.countdown)
if __name__ == "__main__":
app = ExampleApp()
app.mainloop()
edited May 15 '12 at 11:12
answered May 15 '12 at 11:07
Bryan OakleyBryan Oakley
219k22266430
219k22266430
That explains a lot, thank you. I was wondering why it only updates once the last item is reached even after I rewrote it a few different ways.
– Ryan Hasse
May 15 '12 at 11:49
@RyanHasse: the display only updates when Tkinter can respond to events that tell it to update the display. These events only get processed by the event loop. If you have your own loop, it will starve the event loop, preventing redraw requests from happening.
– Bryan Oakley
May 15 '12 at 12:54
add a comment |
That explains a lot, thank you. I was wondering why it only updates once the last item is reached even after I rewrote it a few different ways.
– Ryan Hasse
May 15 '12 at 11:49
@RyanHasse: the display only updates when Tkinter can respond to events that tell it to update the display. These events only get processed by the event loop. If you have your own loop, it will starve the event loop, preventing redraw requests from happening.
– Bryan Oakley
May 15 '12 at 12:54
That explains a lot, thank you. I was wondering why it only updates once the last item is reached even after I rewrote it a few different ways.
– Ryan Hasse
May 15 '12 at 11:49
That explains a lot, thank you. I was wondering why it only updates once the last item is reached even after I rewrote it a few different ways.
– Ryan Hasse
May 15 '12 at 11:49
@RyanHasse: the display only updates when Tkinter can respond to events that tell it to update the display. These events only get processed by the event loop. If you have your own loop, it will starve the event loop, preventing redraw requests from happening.
– Bryan Oakley
May 15 '12 at 12:54
@RyanHasse: the display only updates when Tkinter can respond to events that tell it to update the display. These events only get processed by the event loop. If you have your own loop, it will starve the event loop, preventing redraw requests from happening.
– Bryan Oakley
May 15 '12 at 12:54
add a comment |
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here's a code example of a countdown implemented using Tkinter
– jfs
Mar 3 '15 at 9:15