Python 2.6 Graphics Cookbook Table of Contents


Table of Contents

Preface
Chapter 1: Start your Engines
Chapter 2: Drawing Fundamental Shapes
Chapter 3: Handling Text
Chapter 4: Animation Principles
Chapter 5: The Magic of Color
Chapter 6: Working with Pictures
Chapter 7: Combining Raster and Vector Pictures
Chapter 8: Data In and Data Out
Chapter 9: Exchanging Inkscape SVG Drawings with Tkinter Shapes
Chapter 10: GUI Construction: Part 1
Chapter 11: GUI Construction: Part 2
Appendix: Quick tips for running Python programs in Microsoft Windows
Index

  • 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 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

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