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An Introduction To Computer Science: Objects and Graphics

This chapter discusses objects and graphics programming. It introduces object-oriented programming concepts like classes, objects, and methods. The chapter covers creating graphical objects like points, lines, circles, and rectangles using a graphics library. It explains how to draw these objects, retrieve their properties, and manipulate them through method calls. The chapter provides an example program to demonstrate drawing various shapes using the graphics library objects.

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Chi Nguyen
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0% found this document useful (0 votes)
39 views

An Introduction To Computer Science: Objects and Graphics

This chapter discusses objects and graphics programming. It introduces object-oriented programming concepts like classes, objects, and methods. The chapter covers creating graphical objects like points, lines, circles, and rectangles using a graphics library. It explains how to draw these objects, retrieve their properties, and manipulate them through method calls. The chapter provides an example program to demonstrate drawing various shapes using the graphics library objects.

Uploaded by

Chi Nguyen
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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An Introduction to

Computer Science

Chapter 4
Objects and Graphics

1
Objectives
■ To understand the concept of objects
and how they can be used to simplify
programs.
■ To be familiar with the various objects
available in the graphics library.
■ To be able to create objects in
programs and call appropriate methods
to perform graphical computations.

2
Objectives
■ To understand the fundamental
concepts of computer graphics,
especially the role of coordinate
systems and coordinate
transformations.
■ To understand how to work with both
mouse and text-based input in a
graphical programming context.
3
Objectives
■ To be able to write simple interactive
graphics programs using the graphics
library.

4
Overview
■ Each data type can represent a certain
set of values, and each had a set of
associated operations.
■ The traditional programming view is
that data is passive – it’s manipulated
and combined with active operations.

5
Overview
■ Modern computer programs are built using an
object-oriented approach.
■ Most applications you’re familiar with have
Graphical User Interfaces (GUI) that provide
windows, icons, buttons and menus.
■ There’s a graphics library (graphics.py)
written specifically to go with this book. It’s
based on Tkinter.

6
The Object of Objects
■ Basic idea – view a complex system as
the interaction of simpler objects. An
object is a sort of active data type that
combines data and operations.
■ Objects know stuff (contain data) and
they can do stuff (have operations).
■ Objects interact by sending each other
messages.

7
The Object of Objects
■ Suppose we want to develop a data
processing system for a college or
university.
■ We must keep records on students who
attend the school. Each student will be
represented as an object.

8
The Object of Objects
■ The student object would contain data like:
■ Name
■ ID number
■ Courses taken
■ Campus Address
■ Home Address
■ GPA
■ Etc.

9
The Object of Objects
■ The student object should also respond to
requests.
■ We may want to send out a campus-wide
mailing, so we’d need a campus address for
each student.
■ We could send the printCampusAddress
to each student object. When the student
object receives the message, it prints its own
address.
10
Object of Objects
■ Objects may refer to other objects.
■ Each course might be represented by
an object:
■ Instructor
■ Student roster
■ Prerequisite courses
■ When and where the class meets

11
Object of Objects
■ Sample Operation
■ addStudent
■ delStudent
■ changeRoom
■ Etc.

12
Simple Graphics Programming
■ This chapter uses the graphics.py
library supplied with the supplemental
materials.
■ Two location choices
■ In Python’s Lib directory with other
libraries
■ In the same folder as your graphics
program

13
Simple Graphics Programming
■ Since this is a library, we need to import
the graphics commands
>>> import graphics
■ A graphics window is a place on the
screen where the graphics will appear.
>>> win = graphics.GraphWin()
■ This command creates a new window titled
“Graphics Window.”

14
Simple Graphics Programming

15
Simple Graphics Programming
■ GraphWin is an object assigned to the
variable win. We can manipulate the
window object through this variable,
similar to manipulating files through file
variables.
■ Windows can be closed/destroyed by
issuing the command
>>> win.close()

16
Simple Graphics Programming
■ It’s tedious to use the graphics.
notation to access the graphics library
routines.
■ from graphics import *
The “from” statement allows you to
load specific functions from a library
module. “*” will load all the functions,
or you can list specific ones.
17
Simple Graphics Programming
■ Doing the import this way eliminates
the need to preface graphics commands
with graphics.
>>> from graphics import *
>>> win = GraphWin()

■ Note: These * imports are not necessarily a good thing to do! Sypder
and other environments may issue warnings because their syntax
checkers don’t know exactly what functions were just included! An
alternative is: import graphics as g which keeps the prior syntax but
shortens it up...

18
Simple Graphics Programming
■ A graphics window is a collection of points
called pixels (picture elements).
■ The default GraphWin is 200 pixels tall by 200
pixels wide (40,000 pixels total).
■ One way to get pictures into the window is
one pixel at a time, which would be tedious.
The graphics library has a number of
predefined routines to draw geometric
shapes.
19
Simple Graphics Programming
■ The simplest object is the Point. Like points
in geometry, point locations are represented
with a coordinate system (x, y), where x is
the horizontal location of the point and y is
the vertical location.
■ The origin (0,0) in a graphics window is the
upper left corner.
■ X values increase from left to right, y values
from top to bottom.
■ Lower right corner is (199, 199)
20
Simple Graphics Programming
>>> p = Point(50, 60)
>>> p.getX()
50
>>> p.getY()
60
>>> win = GraphWin()
>>> p.draw(win)
>>> p2 = Point(140, 100)
>>> p2.draw(win)

21
Simple Graphics Programming
>>> ### Open a graphics window
>>> win = GraphWin('Shapes')
>>> ### Draw a red circle centered at point
>>> ### (100, 100) with radius 30
>>> center = Point(100, 100)
>>> circ = Circle(center, 30)
>>> circ.setFill('red')
>>> circ.draw(win)
>>> ### Put a textual label in the center of the circle
>>> label = Text(center, "Red Circle")
>>> label.draw(win)
>>> ### Draw a square using a Rectangle object
>>> rect = Rectangle(Point(30, 30), Point(70, 70))
>>> rect.draw(win)
>>> ### Draw a line segment using a Line object
>>> line = Line(Point(20, 30), Point(180, 165))
>>> line.draw(win)
>>> ### Draw an oval using the Oval object
>>> oval = Oval(Point(20, 150), Point(180, 199))
>>> oval.draw(win)

22
Using Graphical Objects
■ Computation is performed by asking an
object to carry out one of its operations.
■ In the previous example we
manipulated GraphWin, Point, Circle,
Oval, Line, Text and Rectangle. These
are examples of classes.

23
Using Graphical Objects
■ Each object is an instance of some
class, and the class describes the
properties of the instance.
■ If we say that Fido is a dog, we are
actually saying that Fido is a specific
individual in the larger class of all dogs.
Fido is an instance of the dog class.

24
Using Graphical Objects
■ To create a new instance of a class, we use a
special operation called a constructor.
<class-name>(<param1>, <param2>, …)
■ <class-name> is the name of the class we
want to create a new instance of, e.g. Circle
or Point.
■ The parameters are required to initialize the
object. For example, Point requires two
numeric values.

25
Using Graphical Objects
■ p = Point(50, 60)
The constructor for the Point class
requires two parameters, the x and y
coordinates for the point.
■ These values are stored as instance
variables inside of the object.

26
Using Graphical Objects
■ Only the most relevant instance
variables are shown (others include the
color, window they belong to, etc.)

27
Using Graphical Objects
■ To perform an operation on an object, we
send the object a message. The set of
messages an object responds to are called
the methods of the object.
■ Methods are like functions that live inside the
object.
■ Methods are invoked using dot-notation:
<object>.<method-name>(<param1>, <param2>, …)

28
Using Graphical Objects
■ p.getX() and p.getY() returns the x
and y values of the point. Routines like
these are referred to as accessors
because they allow us to access
information from the instance variables
of the object.

29
Using Graphical Objects
■ Other methods change the state of the object
by changing the values of the object’s
instance variables.
■ move(dx, dy) moves the object dx units in
the x direction and dy in the y direction.
■ Move erases the old image and draws it in its
new position. Methods that change the state
of an object are called mutators.

30
Using Graphical Objects
>>> circ = Circle(Point(100, 100), 30)
>>> win = GraphWin()
>>> circ.draw(win)
■ The first line creates a circle with radius 30
centered at (100,100).
■ We used the Point constructor to create a
location for the center of the circle.
■ The last line is a request to the Circle object
circ to draw itself into the GraphWin object
win.

31
Using Graphical Objects
■ The draw method
uses information
about the center and
radius of the circle
from the instance
variable.

32
Using Graphical Objects
■ It’s possible for two different variables to
refer to the same object – changes made to
the object through one variable will be visible
to the other.
>>> leftEye = Circle(Point(80,50), 5)
>>> leftEye.setFill('yellow')
>>> leftEye.setOutline('red')
>>> rightEye = leftEye
>>> rightEye.move(20,0)
■ The idea is to create the left eye and copy
that to the right eye which gets moved over
20 units.
33
Using Graphical Objects
■ The assignment rightEye = leftEye
makes rightEye and leftEye refer to the
same circle!
■ The situation where two variables refer
to the same object is called aliasing.

34
Using Graphical Objects

35
Using Graphical Objects
■ There are two ways to get around this.
■ We could make two separate circles,
one for each eye:
>>> leftEye = Circle(Point(80, 50), 5)
>>> leftEye.setFill('yellow')
>>> leftEye.setOutline('red')
>>> rightEye = Circle(Point(100, 50), 5)
>>> rightEye.setFill('yellow')
>>> rightEye.setOutline('red')

36
Using Graphical Objects
■ The graphics library has a better solution.
Graphical objects have a clone method that
will make a copy of the object!
>>> # Correct way to create two circles, using clone
>>> leftEye = Circle(Point(80, 50), 5)
>>> leftEye.setFill('yellow')
>>> leftEye.setOutline('red')
>>> rightEye = leftEye.clone()
>>> # rightEye is an exact copy of the left
>>> rightEye.move(20, 0)

37
Graphing Future Value/
Choosing Coordinates

38
Graphing Future Value/
Choosing Coordinates

39
Interactive Graphics
■ In a GUI environment, users typically
interact with their applications by
clicking on buttons, choosing items from
menus, and typing information into
on-screen text boxes.
■ Event-driven programming draws
interface elements (widgets) on the
screen and then waits for the user to do
something.
40
Interactive Graphics
■ An event is generated whenever a user
moves the mouse, clicks the mouse, or
types a key on the keyboard.
■ An event is an object that encapsulates
information about what just happened.
■ The event object is sent to the
appropriate part of the program to be
processed, for example, a button event.

41
Interactive Graphics
■ The graphics module hides the
underlying, low-level window
management and provides two simple
ways to get user input in a GraphWin.

42
Getting Mouse Clicks
■ We can get graphical information from the
user via the getMouse method of the
GraphWin class.
■ When getMouse is invoked on a GraphWin,
the program pauses and waits for the user to
click the mouse somewhere in the window.
■ The spot where the user clicked is returned
as a Point.

43
Getting Mouse Clicks
■ The following code reports the
coordinates of a mouse click:
from graphics import *
win = GraphWin("Click Me!")
p = win.getMouse()
print("You clicked", p.getX(), p.getY())

■ We can use the accessors like getX and


getY or other methods on the point
returned.
44
Getting Mouse Clicks
# triangle.pyw
# Interactive graphics program to draw a triangle

from graphics import *

def main():
win = GraphWin("Draw a Triangle")
win.setCoords(0.0, 0.0, 10.0, 10.0)
message = Text(Point(5, 0.5), "Click on three points")
message.draw(win)

# Get and draw three vertices of triangle


p1 = win.getMouse()
p1.draw(win)
p2 = win.getMouse()
p2.draw(win)
p3 = win.getMouse()
p3.draw(win)

45
Getting Mouse Clicks
# Use Polygon object to draw the triangle
triangle = Polygon(p1,p2,p3)
triangle.setFill("peachpuff")
triangle.setOutline("cyan")
triangle.draw(win)

# Wait for another click to exit


message.setText("Click anywhere to quit.")
win.getMouse()

main()

46
Getting Mouse Clicks

47
Getting Mouse Clicks
■ Notes:
■ If you are programming in a windows
environment, using the .pyw extension on your file
will cause the Python shell window to not display
when you double-click the program icon.
■ There is no triangle class. Rather, we use the
general Polygon class, which takes any number
of points and connects them into a closed shape.

48
Getting Mouse Clicks
■ Once you have three points, creating a triangle polygon is
easy:
triangle = Polygon(p1, p2, p3)
■ A single text object is created and drawn near the beginning
of the program.
message = Text(Point(5,0.5), "Click on three points")
message.draw(win)
■ To change the prompt, just change the text to be displayed.
message.setText("Click anywhere to quit.")

49
Handling Textual Input
■ The triangle program’s input was done
completely through mouse clicks.
■ The GraphWin object provides a getKey()
method that works like the getMouse method.

50
Handling Textual Input
# clickntype.py
from graphics import *
def main():
win = GraphWin("Click and Type", 400, 400)
for i in range(10):
pt = win.getMouse()
key = win.getKey()
label = Text(pt, key)
label.draw(win)

51
Handling Textual Input

52
Handling Textual Input
■ There’s also an Entry object that can get
keyboard input.
■ The Entry object draws a box on the screen
that can contain text. It understands
setText and getText, with one difference
that the input can be edited.

53
Handling Textual Input

54
Handling Textual Input
# convert_gui.pyw
# Program to convert Celsius to Fahrenheit using a simple
# graphical interface.

from graphics import *

def main():
win = GraphWin("Celsius Converter", 300, 200)
win.setCoords(0.0, 0.0, 3.0, 4.0)

# Draw the interface


Text(Point(1,3), " Celsius Temperature:").draw(win)
Text(Point(1,1), "Fahrenheit Temperature:").draw(win)
input = Entry(Point(2,3), 5)
input.setText("0.0")
input.draw(win)
output = Text(Point(2,1),"")
output.draw(win)
button = Text(Point(1.5,2.0),"Convert It")
button.draw(win)
Rectangle(Point(1,1.5), Point(2,2.5)).draw(win)

55
Handling Textual Input
# wait for a mouse click
win.getMouse()

# convert input
celsius = eval(input.getText())
fahrenheit = 9.0/5.0 * celsius + 32

# display output and change button


output.setText(fahrenheit)
button.setText("Quit")

# wait for click and then quit


win.getMouse()
win.close()

main()

56
Handling Textual Input

57
Handling Textual Input
■ When run, this program produces a
window with an entry box for typing in
the Celsius temperature and a button to
“do” the conversion.
■ The button is for show only! We are just
waiting for a mouse click anywhere in the
window.

58
Handling Textual Input
■ Initially, the input entry box is set to
contain “0.0”.
■ The user can delete this value and type
in another value.
■ The program pauses until the user
clicks the mouse – we don’t care where
so we don’t store the point!

59
Handling Textual Input
■ The input is processed in three steps:
■ The value entered is converted into a
number with float.
■ This number is converted to degrees
Fahrenheit.
■ This number is then converted to a string
and formatted for display in the output
text area.

60

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