[英]Get input values from a grid with several Entry widgets on Tkinter
I'm trying to create a sudoku solver.我正在尝试创建一个数独求解器。 I have my grid with the entries at this point but I don't know how to get the values that the user has put in them.
此时我的网格中有条目,但我不知道如何获取用户输入的值。
I have no clue yet as to how I'm going to make the Sudoku solver but I think I'll first have to find a way to store the input in some variable(s) so I can work with them later on.我还不知道如何制作数独求解器,但我认为我首先必须找到一种方法将输入存储在一些变量中,以便以后使用它们。
So my question is, how do I get the values that have been filled into the entries?所以我的问题是,如何获取已填写到条目中的值?
This is my code thus far:到目前为止,这是我的代码:
from tkinter import *
root = Tk()
root.title('Sudoku Solver')
root.geometry('500x400')
mylabel = Label(root, text='Fill in the numbers and click solve').grid(row=0, column=0, columnspan=10)
# Create the grid
def beg():
global e
cells = {}
for row in range(1, 10):
for column in range(1, 10):
if ((row in (1,2,3,7,8,9) and column in (4,5,6)) or (row in (4,5,6) and column in (1,2,3,7,8,9))):
kleur='black'
else:
kleur='white'
cell = Frame(root, bg='white', highlightbackground=kleur,
highlightcolor=kleur, highlightthickness=2,
width=50, height=50, padx=3, pady=3, background='black')
cell.grid(row=row, column=column)
cells[(row, column)] = cell
e = Entry(cells[row, column], width=4, bg='white', highlightthickness=0, fg='black', relief=SUNKEN)
e.pack()
# Tell the button what to do
def solve():
global e
test = e.get()
print(test)
# Create the buttons and give them a command
clearer = Button(root, text='Clear', command=beg)
solver = Button(root, text='Solve', command=solve)
# Locate the buttons
clearer.grid(row=11, column=3, pady=30)
solver.grid(row=11, column=7, pady=30)
# Run it for the first time
beg()
root.mainloop()
I also tried changing e to e[row, column] but that gave me a syntax error.我也尝试将 e 更改为 e[row, column] 但这给了我一个语法错误。
Standard rule: if you have many elements then keep them on list or dictionary.标准规则:如果您有很多元素,则将它们保留在列表或字典中。
Do the same as with cells
和
cells
一样做
Create dictionary创建字典
entries = {}
add to dictionary添加到字典
entries[(row, column)] = e
and get from dictionary并从字典中获取
def solve():
for row in range(1, 10):
for column in range(1, 10):
print(row, column, entries[(row, column)].get() )
# from tkinter import * # PEP8: `import *` is not preferred
import tkinter as tk
# --- functions ---
# Create the grid
def beg():
# remove old widgets before creating new ones
for key, val in cells.items():
print(key, val)
val.destroy()
for row in range(1, 10):
for column in range(1, 10):
if ((row in (1,2,3,7,8,9) and column in (4,5,6)) or (row in (4,5,6) and column in (1,2,3,7,8,9))):
kleur='black'
else:
kleur='white'
cell = tk.Frame(root, bg='white', highlightbackground=kleur,
highlightcolor=kleur, highlightthickness=2,
width=50, height=50, padx=3, pady=3, background='black')
cell.grid(row=row, column=column)
cells[(row, column)] = cell
e = tk.Entry(cell, width=4, bg='white', highlightthickness=0, fg='black', relief='sunken')
e.pack()
entries[(row, column)] = e
# Tell the button what to do
def solve():
for row in range(1, 10):
for column in range(1, 10):
print(row, column, entries[(row, column)].get() )
# --- main ---
entries = {}
cells = {}
root = tk.Tk()
root.title('Sudoku Solver')
root.geometry('500x400')
mylabel = tk.Label(root, text='Fill in the numbers and click solve')
mylabel.grid(row=0, column=0, columnspan=10)
# Create the buttons and give them a command
clearer = tk.Button(root, text='Clear', command=beg)
solver = tk.Button(root, text='Solve', command=solve)
# Locate the buttons
clearer.grid(row=11, column=2, pady=30, columnspan=3) # I added `columnspan=3`
solver.grid(row=11, column=6, pady=30, columnspan=3) # I added `columnspan=3`
# Run it for the first time
beg()
root.mainloop()
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