Book Image

Raspberry Pi 3 Cookbook for Python Programmers - Third Edition

By : Steven Lawrence Fernandes, Tim Cox
Book Image

Raspberry Pi 3 Cookbook for Python Programmers - Third Edition

By: Steven Lawrence Fernandes, Tim Cox

Overview of this book

Raspberry Pi 3 Cookbook for Python Programmers – Third Edition begins by guiding you through setting up Raspberry Pi 3, performing tasks using Python 3.6, and introducing the first steps to interface with electronics. As you work through each chapter, you will build your skills and apply them as you progress. You will learn how to build text classifiers, predict sentiments in words, develop applications using the popular Tkinter library, and create games by controlling graphics on your screen. You will harness the power of a built in graphics processor using Pi3D to generate your own high-quality 3D graphics and environments. You will understand how to connect Raspberry Pi’s hardware pins directly to control electronics, from switching on LEDs and responding to push buttons to driving motors and servos. Get to grips with monitoring sensors to gather real-life data, using it to control other devices, and viewing the results over the internet. You will apply what you have learned by creating your own Pi-Rover or Pi-Hexipod robots. You will also learn about sentiment analysis, face recognition techniques, and building neural network modules for optical character recognition. Finally, you will learn to build movie recommendations system on Raspberry Pi 3.
Table of Contents (23 chapters)
Title Page
Copyright and Credits
Dedication
Packt Upsell
Contributors
Preface
Index

Introduction


Games are often a great way to explore and extend your programming skills, as they present an inherent motivating force to modify and improve your creation, add new features, and create new challenges. They are also great for sharing your ideas with others, even if they aren't interested in programming.

This chapter focuses on using the Tkinter Canvas widget to create and display objects on a screen for the user to interact with. Using these techniques, a wide variety of games and applications can be created, limited only by your own creativity.

We will also take a quick look at using the debugger built into IDLE3, a valuable tool for testing and developing your programs without the need to write extensive test code.

The first example demonstrates how we can monitor and make use of the mouse to create objects and draw directly on the Canvas widget. Then, we create a bat and ball game, which shows how the positions of objects can be controlled and how interactions between them can...