Book Image

Jupyter Cookbook

By : Dan Toomey
Book Image

Jupyter Cookbook

By: Dan Toomey

Overview of this book

Jupyter has garnered a strong interest in the data science community of late, as it makes common data processing and analysis tasks much simpler. This book is for data science professionals who want to master various tasks related to Jupyter to create efficient, easy-to-share, scientific applications. The book starts with recipes on installing and running the Jupyter Notebook system on various platforms and configuring the various packages that can be used with it. You will then see how you can implement different programming languages and frameworks, such as Python, R, Julia, JavaScript, Scala, and Spark on your Jupyter Notebook. This book contains intuitive recipes on building interactive widgets to manipulate and visualize data in real time, sharing your code, creating a multi-user environment, and organizing your notebook. You will then get hands-on experience with Jupyter Labs, microservices, and deploying them on the web. By the end of this book, you will have taken your knowledge of Jupyter to the next level to perform all key tasks associated with it.
Table of Contents (17 chapters)
Title Page
Copyright and Credits
Packt Upsell

What are widgets?

Widgets are input devices that can be displayed in a Jupyter Notebook. The Notebook author controls the interaction with the input control and adjusts the Notebook display accordingly. By using widgets, the user has an input device or control that can be used to directly adjust data.

A widget can be of many types:

  • Slider—the user is provided a control that can slide from one value to another
  • Progress bar
  • Input field for text and numeric values
  • Toggle switch
  • Checkbox
  • Drop-down selection list
  • Radio button
  • Date picker
  • Color picker
  • A range of display-only devices, such as a valid data marker
  • Adjustments to the Notebook, such as adding tabs to the display
  • A catch-all, where you can produce your own custom widget

All input controls, where the user is typing or clicking, have a mechanism to provide feedback to the Notebook as to what action the user took; for example, if the user clicked on a button, a handler would be called in the Notebook. A handler is a language-specific set of code that...