KraftDiner said:
Well here is a rough sketch of my code...
This is giving my two problems.
1) TypeError: super() argument 1 must be type, not classobj
2) I want to be sure the the draw code calls the inherited classes
outline and not its own...
class Shape:
def __init__(self):
pass
def render(self):
print self.__class___
self.outline()
def outline(self):
pass
class Rect(Shape):
def __init__(self):
super(self.__class__, self).__init__()
def render(self):
super(self.__class__, self).draw()
def outline(self):
print 'outline' + self.__class__
I think Alex probably answered your question. I'm still trying to
figure out how use inheritance effectively myself.
Are you using this as an way to learn Python or do you want to use
Python to render images?
What I'm trying to do in relation to this is to build a "small" subset
of the SVG standard in tkinter. It looks like the SVG standard is going
to be very popular graphic format on the web, hand held devices, and as
a general graphics format.
http://www.w3.org/TR/SVG/
Python doesn't have good SVG support built in without importing a third
party library, and the ones that are available need other libraries,
etc... They don't really support using SVG directly in programs. So
I'm experimenting with emplimenting some of the SVG functionality in
Tkinter for drawing icons in dialog box's. It's an experiment at the
moment, but I'd like to see it grow into something more.
It doesn't need to be exactly like it, but the closer it is to the way
the SVG standard works, the better. That would make it easier to use
some 'simple' existing SVG images, and easier to create SVG files as
well, as it closes the gap between the canvas object and the VGA standard.
Anyway, I'm more than willing to get involved in a group to do this if
anyone is interested and also thinks it may be worth while.
Cheers,
Ron