Book Image

Learning Python

By : Fabrizio Romano
Book Image

Learning Python

By: Fabrizio Romano

Overview of this book

Learning Python has a dynamic and varied nature. It reads easily and lays a good foundation for those who are interested in digging deeper. It has a practical and example-oriented approach through which both the introductory and the advanced topics are explained. Starting with the fundamentals of programming and Python, it ends by exploring very different topics, like GUIs, web apps and data science. The book takes you all the way to creating a fully fledged application. The book begins by exploring the essentials of programming, data structures and teaches you how to manipulate them. It then moves on to controlling the flow of a program and writing reusable and error proof code. You will then explore different programming paradigms that will allow you to find the best approach to any situation, and also learn how to perform performance optimization as well as effective debugging. Throughout, the book steers you through the various types of applications, and it concludes with a complete mini website built upon all the concepts that you learned.
Table of Contents (20 chapters)
Learning Python
Credits
About the Author
Acknowledgements
About the Reviewers
www.PacktPub.com
Preface
Index

Chapter 8. The Edges – GUIs and Scripts

 

"A user interface is like a joke. If you have to explain it, it's not that good."

 
 --Martin LeBlanc

In this chapter, we're going to work on a project together. We're going to prepare a very simple HTML page with a few images, and then we're going to scrape it, in order to save those images.

We're going to write a script to do this, which will allow us to talk about a few concepts that I'd like to run by you. We're also going to add a few options to save images based on their format, and to choose the way we save them. And, when we're done with the script, we're going to write a GUI application that does basically the same thing, thus killing two birds with one stone. Having only one project to explain will allow me to show a wider range of topics in this chapter.

Note

A graphical user interface (GUI) is a type of interface that allows the user to interact with an electronic device through graphical icons, buttons and widgets, as opposed to text-based...