By Chris Roffey
A special sequence that offers a framework for educating coding abilities. Take your Python coding to the following point! booklet 2 keeps seamlessly on from Python fundamentals, supplying complete aid and innovative projects for college kids who've a few uncomplicated programming adventure and are able to flow directly to just a little more difficult fabric. you are going to tips on how to application and customize an easy calculator and, most significantly, research crucial new programming principles that may make you a way more complete coder. The code is appropriate for Mac, home windows and Linux clients and as a result suitable with the Raspberry Pi.
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Additional info for Coding Club Level 2 Python: Next Steps
In Chapter 4 you produced a simple calculator that does all the things that a normal calculator does. In this chapter you will add some more buttons that you can program to do exactly what you want. Adding a set of buttons for constants There is nothing new here. So let’s just get typing! py from the Chapter 5 folder on the companion website. This contains a clean copy of the code we have produced so far with some comments indicating where to add the new bits of code. 1 where indicated. grid(row=r, column=c) r = r+1 Notice that the new buttons we have added are for set values that do not change; for example, the speed of sound is a fixed scientific value.
Uk. Quiz app. Chapter 2: Building GUIs 34 Idea 3 Using the solution from the challenge as a template, make a random joke generator. Hint: You will need to stick to two-liners like this: Q: W hat do you get if you cross a coder and a footballer? A: Foot oder Joke generator app. Chapter 2: Building GUIs 35 Chapter 3 Designing a simple calculator In this chapter you will: • learn about how loops work • use lists and loops to save a lot of repetitive coding • learn more about the tkinter button widget • design your own calculator application called MyCalculator • build a complex GUI easily.
Grid(row=2, column=0, sticky=W) As with all the other widgets, the first argument (information required by a function or widget) is window, which tells tkinter where the widget is to be placed. command=click tells the button to call the click() function when the button is pressed. Notice how you must not include the brackets when assigning the function to the button. If you do include them it tries to run the function when the button is created rather than when it is pressed. We will use buttons a lot in later chapters where we will be able to see how this works more clearly.
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