I have a lot of powerpoint file need to open. Some of the files require password, and I need to skip the pop up dialog. How can I skip this dialogue, and jump to the next path?
Example:
I'm using win32com method to use powerpoint.application.
This is my code:
filename = 'test.pptx'
PPTApplication = win32com.client.Dispatch("PowerPoint.Application")
PPTApplication.DisplayAlerts = False
PPTApplication.Presentations.Open(filename,ReadOnly=True,WithWindow=False)
This is the function that I've checked:
https://msdn.microsoft.com/en-us/vba/powerpoint-vba/articles/presentations-open-method-powerpoint
DisplayAlert is set to False and ReadOnly is set to True, but the dialogue still pops up.
Solved,
import win32gui
import win32con
import win32com
import threading
flag = False
def terminate():
global flag
while (1):
hwnd = win32gui.FindWindow(None, 'Password')
if hwnd != 0:
win32gui.PostMessage(hwnd,win32con.WM_CLOSE,0,0)
break
if flag == True:
break
...
t = threading.Thread(target=terminate)
t.start()
try:
PPTApplication = win32com.client.Dispatch("PowerPoint.Application")
PPTApplication.Presentations.Open(filename,ReadOnly=True,WithWindow=False)
except:
t.join()
None
if t.is_alive():
flag = True
t.join()
...
Related
I am trying to simulate a computer player "clicking" a button after a human user clicks a button In a grid of buttons. If I use the .after method the 'state' of the button change is delayed but it executes my check_state() method which doesn't detect the change. When I try time.sleep() method it prolongs the human click but still immediately invokes the 'auto' click regardless of where I put it in my code. I want a delay between the human click and 'auto' click.
I have tried widget.after(1000) which gives the desired delay of 'auto' click, but doesn't allow my the change to be seen by my check_state() function. I have tried time.sleep() which delays the execution of the human button click but the 'auto' click is still immediately invokes regardless of which order I place the sleep() function in relation to the call to auto_click(). I know there are better practices for this code implementation like using class based structure which I plan on using once my logic and functionality issues are resolved. My code is as follows:
import tkinter as tk
import random
def app():
def auto_click():
grid_state = get_grid_state()
possible_clicks = []
for i in range(0, len(grid_state)):
if grid_state[i] == " ":
possible_clicks.append(i)
#debug.config(text=possible_moves)
click = random.choice(possible_clicks)
buttons[click].after(1000, lambda: buttons[click].config(text = "auto", state=tk.DISABLED))
#time.sleep(1)
check_grid_state()
check_grid_full()
debug.config(text="test")
def onclick(*arg):
global is_full
buttons[arg[0]].config(text = "clicked", state=tk.DISABLED)
check_grid_state()
check_grid_full()
if not is_full:
auto_click()
def check_grid_full():
global is_full
result=[]
for i in range(len(buttons)):
result.append(buttons[i].cget('state'))
r = [*set(result)]
if r == ['disabled']:
is_full = True
grid_status.config(text=is_full)
else:
is_full = False
Retrieve the current state of the grid
def get_grid_state():
grid_state =[]
for i in range(len(buttons)):
grid_state.append(buttons[i].cget('text'))
return grid_state
Check grid state
def check_grid_state():
grid_states.config(text=get_grid_state())
Global Variables
is_full = False
buttons = []
c=0
Window
root = tk.Tk()
root.title("Title")
Heading
label = tk.Label(root, text="grid state", font = ("Ariel black",22, "bold"))
label.pack()
Grid Frame
frame = tk.Frame(root)
frame.pack()
for row in range(3):
for column in range(3):
buttons.append(tk.Button(frame, text=f" ", font=("arial", "22"), state=tk.ACTIVE, height=2, width=2, command=lambda c=c: onclick(c)))
buttons[c].grid(row=row, column=column)
c += 1
Status bar
grid_states = tk.Label(root, text=f"")
grid_states.pack()
grid_status = tk.Label(root, text=f"")
grid_status.pack()
#btn_is = tk.Label(root, text=f"")
#btn_is.pack()
Debugging output label
debug = tk.Label(root, text="debug")
debug.pack()
Event loop
root.mainloop()
if name == "main":
app()
I am a beginner in programming, and I found it difficult to overcome this problem, which is represented in the Android application that runs the Python code
The code works fine. But when I add while Ture, the screen stops. What is the cause of the problem? Thank you
script python
Is there a suggestion about this problem?
def main(CodeAreaData):
file_dir = str(Python.getPlatform().getApplication().getFilesDir())
filename = join(dirname(file_dir), 'file.txt')
try:
original_stdout = sys.stdout
sys.stdout = open(filename, 'w', encoding = 'utf8', errors="ignore")
exec(CodeAreaData) # it will execute our code and save output in file
sys.stdout.close()
sys.stdout = original_stdout
output = open(filename, 'r').read()
sys.stdout.close()
except Exception as e:
sys.stdout = original_stdout
output = e
return str(output)
my code kotlin
```kotlin
val py = Python.getInstance()
//here we call our script with the name "myscirpt
//here we call our script with the name "myscirpt
val pyobj = py.getModule("myscript") //give python script name
//and call main method inside script...//pass data here
//and call main method inside script...//pass data here
val obj = pyobj.callAttr("main", editor.text.toString())
println(obj)
If you're adding a while true statement, then the screen should stop. That will lead to an infinite loop. A while loop runs until the condition evaluates to false. Here is more info about that:
https://www.geeksforgeeks.org/how-to-use-while-true-in-python/
hi I am trying to merge a pygame program with pysimplegui.
i'm looking for a way of grabbing the downstroke of a keyboard key. at the moment i can only see an upstroke of the key no matter what im doing.
I have sucessfully created pysimplegui programs but this is the first time i'm trying to merge with pygame.
window is setup by
window = sg.Window('UNICHALL V2.0',
Win_layout,
border_depth =20,
resizable = True,
keep_on_top = False,
finalize=True,
return_keyboard_events=True,
use_default_focus=False)
and in my pygame program i use
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
stop = pygame.time.get_ticks()
delta = stop - start
key = event.key
if key == 27:
sys.exit(1) ...
i can't get these two work in harmony, they either internally loop forever or simply stop the program dead.
Any help appreciated.
If you just need to detect when key pressed and released, try to bind the event '<KeyPress>' and '<KeyRelease>', not set option return_keyboard_events=True of sg.Window.
Example Code
import PySimpleGUI as sg
layout = [
[sg.InputText('', key='-INPUT-')],
[sg.Button('Add Binding'), sg.Button('Remove Binding')],
]
window = sg.Window('Test Program', layout, finalize=True)
while True:
event, values = window.read()
if event == sg.WIN_CLOSED:
break
elif event in ('Press', 'Release'):
e = window.user_bind_event
action = 'pressed' if event == 'Press' else 'released'
print(f'char:{repr(e.char)} | keycode:{e.keycode} | keysym:{e.keysym} | keysym_num:{e.keysym_num} {action}')
elif event == 'Add Binding':
window.bind("<KeyPress>", "Press")
window.bind("<KeyRelease>", "Release")
elif event == 'Remove Binding':
window.TKroot.unbind("<KeyPress>")
window.user_bind_dict.pop("<KeyPress>", None)
window.TKroot.unbind("<KeyRelease>")
window.user_bind_dict.pop("<KeyRelease>", None)
window.close()
Please help! As it says in the title - I can't get checkbox' variable value.
def init_widgets(self):
ttk.Button(self.root, command=self.insert_txt, text='Button', width='10').place(x=10, y=10)
...
cbcc = ttk.Checkbutton(root, text="Damage", onvalue="on", offvalue='off').place(x=235, y=12)
...
def insert_txt(self):
...
cbcd = StringVar()
cbcd.get()
print(cbcd)
if cbcd == "on":
self.damage
else:
Print delivers "PY_VAR2" and counting up from there with every time I click (PY_VAR3, etc.)
It seems in your code, the argument 'variable' in your Checkbutton is not bounded, furthermore to get the value from IntVar or StringVar you would use (IntVar.get(), StringVar().get()), you could use the next code as example to use Checkbutton widget.
'''
CheckBox Test
References:
http://effbot.org/tkinterbook/checkbutton.htm
'''
from tkinter import *
class App:
def __init__(self, master):
self.var = IntVar() #This is the variable bounded to checkbutton to
#get the checkbutton state value
#
frame = Frame(master)
frame.pack()
self.checkbutton = Checkbutton(frame, text="Hello Checkbutton",
command=self.say_hello, variable=self.var)
self.checkbutton.pack(side=LEFT)
#
self.button = Button(frame, text="QUIT", fg="red", command=frame.quit)
self.button.pack(side=LEFT)
def say_hello(self):
'''
Function Bounded to Checkbutton in command parameter, every click
either check or un-check print the current state of the checkbutton
'''
print("State Changed:", self.var.get())
if __name__ == '__main__':
root = Tk()
app = App(root)
#
root.mainloop()
root.destroy() # Quit the App when you click "Quit"
Every click on the check button, you will see printed in the console the value of the current state for the checkbutton. You can check the next reference to get an general overview tkinter widgets: http://effbot.org/tkinterbook/checkbutton.htm
I hope this snippet helps you.
Very Best Regards.
I tried to program an app in tkinter that would load random lines from a file you select from a pull down menu and display the selected line in a text window.
It seems like the variable "var" in insert_text does not return the selected "option" but rather an "empty" string resulting in a the following error:
"File not found error" (FileNotFoundError: [Errno2] No such file or
directory: '').
Please help!
#!/usr/bin/env python
# Python 3
import tkinter
from tkinter import ttk
import random
class Application:
def __init__(self, root):
self.root = root
self.root.title('Random Stuff')
ttk.Frame(self.root, width=450, height=185).pack()
self.init_widgets()
var = tkinter.StringVar(root)
script = var.get()
choices = ['option1', 'option2', 'option3']
option = tkinter.OptionMenu(root, var, *choices)
option.pack(side='right', padx=10, pady=10)
def init_widgets(self):
ttk.Button(self.root, command=self.insert_txt, text='Button', width='10').place(x=10, y=10)
self.txt = tkinter.Text(self.root, width='45', height='5')
self.txt.place(x=10, y=50)
def insert_txt(self):
var = tkinter.StringVar(root)
name = var.get()
line = random.choice(open(str(name)).readlines())
self.txt.insert(tkinter.INSERT, line)
if __name__ == '__main__':
root = tkinter.Tk()
Application(root)
root.mainloop()
That's because you're just creating an empty StringVar that isn't modified later, thus returning an empty string.
The OptionMenu takes the command parameter that calls the specified method every time another option is selected. Now, you can call a method like this, replacing you insert_txt:
def __init__(self):
# ...
self.var = tkinter.StringVar()
self.options = tkinter.OptionMenu(root, var, *choices, command=self.option_selected)
# ...
def option_selected(self, event):
name = self.var.get()
# The stuff you already had
Additionally, you have to empty the Text widget, otherwise the previous text would stay. I think the Entry widget is better for that, too.