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| Started by | Cem Karan <cfkaran2@gmail.com> |
|---|---|
| First post | 2015-02-22 07:07 -0500 |
| Last post | 2015-02-22 07:07 -0500 |
| Articles | 1 — 1 participant |
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Re: Design thought for callbacks Cem Karan <cfkaran2@gmail.com> - 2015-02-22 07:07 -0500
| From | Cem Karan <cfkaran2@gmail.com> |
|---|---|
| Date | 2015-02-22 07:07 -0500 |
| Subject | Re: Design thought for callbacks |
| Message-ID | <mailman.19001.1424606842.18130.python-list@python.org> |
On Feb 21, 2015, at 10:55 AM, Chris Angelico <rosuav@gmail.com> wrote: > On Sun, Feb 22, 2015 at 2:45 AM, Cem Karan <cfkaran2@gmail.com> wrote: >> OK, so if I'm reading your code correctly, you're breaking the cycle in your object graph by making the GUI the owner of the callback, correct? No other chunk of code has a reference to the callback, correct? > > Correct. The GUI engine ultimately owns everything. Of course, this is > a very simple case (imagine a little notification popup; you don't > care about it, you don't need to know when it's been closed, the only > event on it is "hit Close to destroy the window"), and most usage > would have other complications, but it's not uncommon for me to build > a GUI program that leaves everything owned by the GUI engine. > Everything is done through callbacks. Destroy a window, clean up its > callbacks. The main window will have an "on-deletion" callback that > terminates the program, perhaps. It's pretty straight-forward. How do you handle returning information? E.g., the user types in a number and expects that to update the internal state of your code somewhere. Thanks, Cem Karan
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