Perfect! I've been looking for a video like that for a while that brings all the ways together. I was confused from multiple separate tutorials but this one shows the difference clear between them & also your explanation is very simple & clear. Thanks (one more thing; the point that we can refer to widgets classes directly from py file without using findChild() for each one is really helpful!)
As someone who has worked with PyQt for a while now, the load UI method is NOT the way to go. The best way to do this is to convert the UI file to a PY file, and then import that into another python file. the load UI method has overhead which when working with a larger application can be noticed, and also you have to have your UI files bundled in your application in order for it to even function. If you just import the generated py file created from the ui file you can put the ui files anywhere you want. This also has some cross platform implications. Also most IDEs are able to parse python files on the fly. If you import the generated py file then your IDE will have access to all the objects you have added to your interface. Autocomplete of text in your IDE should work just like any other variable or object. Again, loading the UI is not the best way to go and i don't even know why they have that ability built in. I'm sure there is a reason, but again I don't recommend it.
I’ve been wondering about this exact issue. I find it really useful during my development to use the loadUi so if I have Ui changes I can integrate them using the editor as I find that more intuitive than writing code for Ui changes. However, I worried about the exact issue you point out here. For me I’m likely to use it for dev purposes with loadUI then convert to .py when production ready. Of course I may just get tired of refactoring for the different way of getting the imports etc and may ultimately just code the changes directly. Seems to me they should create an import function from .py so you can use the editor again if you’ve made changes to the .py….
@@cjhoffmn It literally takes two seconds to convert a ui file to a python file using UIC from a command line. Also you can integrate the commands into the ide you are using. Just do this from the beginning and in no way change the generated python file. There is never a good reason to do so.
@@josys363 ahh - so you’re saying - change the UI as needed - re-save it and convert the new one and done. That makes sense of course. It feels more connected to not have to take that extra step - but makes sense that it’s a one line step anyway.
Даже без знания английского языка в этом видео я нашел ответ, который не мог найти в русском сегменте интернета. Все интуитивно понятно. Лайк и комментарий в поддержку канала!👍
I receive this error when I try to convert the .ui file to .py file (first method): pyuic5 : The term 'pyuic5' is not recognized as the name of a cmdlet, function, script file, or operable program. Check the spelling of the name, or if a path was included, v erify that the path is correct and try again.
Hi thanks for the video! It helped me! I like method #2! lol Im alittle stuck with the resources file. when coding ' loadUi('main.ui', self) ' It works for me np. But when I try following the instructions in the documentation page, where it says ' loadUi('main.ui', resource_suffix='resource.qrc', self) ' I get a SyntaxError: positional argument follows keyword argument. VSCode doesnt like me using 'self' at the end like that. But If I remove it, with the resource_suffix added, my UI doesnt show up like its suppose too. When I remove it and just keep 'self' and the main.ui string, everything works.. Any suggestions or ideas how to solve that? Thanks again!!
Because in your *.py file you used the original variable PushButton name of the *.ui file rather than the new name you gave in the design file afer having generating the *.ui file. Having this in mind, you should keep your names in design (i.e. wich will be variables for your *.py file) after you have coded them in python. The best way is to change the default names given by Qt designer BEFORE you generate the *.ui file that will be loaded in *.py file. Hope I was clear.
Perfect!
I've been looking for a video like that for a while that brings all the ways together. I was confused from multiple separate tutorials but this one shows the difference clear between them & also your explanation is very simple & clear. Thanks
(one more thing; the point that we can refer to widgets classes directly from py file without using findChild() for each one is really helpful!)
Many thanks for this tutorial, it was pretty helpful. 👏🏻
Please add more tutorials 🌹
your explanation is simple and clear. now I understand why most of tutorial using method #2. thanks!
First Tutorial came across explaining in Detail, Thankyou!
You are brilliant and I can't thank you enough for making these videos!
As someone who has worked with PyQt for a while now, the load UI method is NOT the way to go. The best way to do this is to convert the UI file to a PY file, and then import that into another python file. the load UI method has overhead which when working with a larger application can be noticed, and also you have to have your UI files bundled in your application in order for it to even function. If you just import the generated py file created from the ui file you can put the ui files anywhere you want. This also has some cross platform implications. Also most IDEs are able to parse python files on the fly. If you import the generated py file then your IDE will have access to all the objects you have added to your interface. Autocomplete of text in your IDE should work just like any other variable or object. Again, loading the UI is not the best way to go and i don't even know why they have that ability built in. I'm sure there is a reason, but again I don't recommend it.
I’ve been wondering about this exact issue. I find it really useful during my development to use the loadUi so if I have Ui changes I can integrate them using the editor as I find that more intuitive than writing code for Ui changes. However, I worried about the exact issue you point out here. For me I’m likely to use it for dev purposes with loadUI then convert to .py when production ready. Of course I may just get tired of refactoring for the different way of getting the imports etc and may ultimately just code the changes directly. Seems to me they should create an import function from .py so you can use the editor again if you’ve made changes to the .py….
@@cjhoffmn It literally takes two seconds to convert a ui file to a python file using UIC from a command line. Also you can integrate the commands into the ide you are using. Just do this from the beginning and in no way change the generated python file. There is never a good reason to do so.
@@josys363 ahh - so you’re saying - change the UI as needed - re-save it and convert the new one and done. That makes sense of course. It feels more connected to not have to take that extra step - but makes sense that it’s a one line step anyway.
@@josys363 thx for the comment and the follow up!
@@cjhoffmn That’s exactly what I’m saying.
Great video. Informative and helpful!
Даже без знания английского языка в этом видео я нашел ответ, который не мог найти в русском сегменте интернета. Все интуитивно понятно. Лайк и комментарий в поддержку канала!👍
Thanks your talking is very comfortable
Why is my design in Qt Designer different when I convert the design to a python file? In python it is smaller and in Qt Designer it is normal.
I receive this error when I try to convert the .ui file to .py file (first method): pyuic5 : The term 'pyuic5' is not recognized as the name of a cmdlet, function, script
file, or operable program. Check the spelling of the name, or if a path was included, v
erify that the path is correct and try again.
This is what I was looking for. Thanks.
Thanks very much I have learned a lot from your tutorials
great one
Great qtdesigner content ,If you can speak arabic , arabic content will be great.
Amazing... Thank you so much!
Helpful.thanks.❤
Thanks alot
my problem is solve😊
Hi thanks for the video! It helped me! I like method #2! lol Im alittle stuck with the resources file. when coding ' loadUi('main.ui', self) ' It works for me np. But when I try following the instructions in the documentation page, where it says ' loadUi('main.ui', resource_suffix='resource.qrc', self) ' I get a SyntaxError: positional argument follows keyword argument. VSCode doesnt like me using 'self' at the end like that. But If I remove it, with the resource_suffix added, my UI doesnt show up like its suppose too. When I remove it and just keep 'self' and the main.ui string, everything works.. Any suggestions or ideas how to solve that? Thanks again!!
J’ai un Error :DLL load failed :le module spécifié est introuvable
Aide moi 😢
If i changed the name of the button from PushButton to another name in the design file, why not take the new name for it in the Python file
Because in your *.py file you used the original variable PushButton name of the *.ui file rather than the new name you gave in the design file afer having generating the *.ui file. Having this in mind, you should keep your names in design (i.e. wich will be variables for your *.py file) after you have coded them in python. The best way is to change the default names given by Qt designer BEFORE you generate the *.ui file that will be loaded in *.py file. Hope I was clear.
I love 💕 this tool. Very helpful 😍
true, it's such a great tool 😊
@@codefirstwithhala is there any tool for kivy library like this... Plizzz make a full tutorial on kivy android development...😃
Unfortunately there isn't something similar for Kivy :( However, don't worry, expect some Kivy stuff around mid-June ;)
@@codefirstwithhala thanks 👍💕
Helped a lot. Thanks.
Helpful, Thanks Hala
You're welcome 😊
good information
you saved me! thank you
Thanks for the comment! You're absolutely welcome :)
Wilson Betty Thomas Joseph Martinez Karen