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Tkinter GUI Application Development Blueprints

You're reading from   Tkinter GUI Application Development Blueprints Master GUI programming in Tkinter as you design, implement, and deliver 10 real-world applications

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Product type Paperback
Published in Nov 2015
Publisher Packt
ISBN-13 9781785889738
Length 340 pages
Edition 1st Edition
Languages
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Author (1):
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Bhaskar Chaudhary Bhaskar Chaudhary
Author Profile Icon Bhaskar Chaudhary
Bhaskar Chaudhary
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Table of Contents (10) Chapters Close

Preface 1. Meet Tkinter FREE CHAPTER 2. Making a Text Editor 3. Programmable Drum Machine 4. A Game of Chess 5. Building an Audio Player 6. Paint Application 7. Multiple Fun Projects 8. Miscellaneous Tips Index

Modeling the data structures


Coming back to the old adage, data structures, not algorithms, are central to writing good programs. Therefore, it is important that we spend some time defining the data structure.

The key data that the model needs to record is the position of the chess pieces on the chessboard. Accordingly, we first need a way to define these locations and a unique way to identify the chess pieces. Let's first agree to the naming conventions that we will stick to in the program.

Convention on naming chess pieces

Every chess piece is identified by a single letter (pawn = p, knight = n (yes knight with n!), bishop = b, rook = r, queen = q and king = k).

The white chess pieces are represented by uppercase letters (PNBRQK), and the black chess pieces are represented by lowercase letters (pnbrqk).

Convention for naming locations on the chessboard

In order to assign unique identifiers to every square on the chessboard, we will mark the squares along the x axis by using the letters A to...

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