CN112306667A - Animation playing method and device, computer equipment and storage medium - Google Patents
Animation playing method and device, computer equipment and storage medium Download PDFInfo
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- CN112306667A CN112306667A CN201910691485.6A CN201910691485A CN112306667A CN 112306667 A CN112306667 A CN 112306667A CN 201910691485 A CN201910691485 A CN 201910691485A CN 112306667 A CN112306667 A CN 112306667A
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Abstract
The embodiment of the application discloses an animation playing method, an animation playing device, computer equipment and a storage medium; acquiring an animation group to be played; distributing each animation in the animation group to a corresponding asynchronous thread, and determining a target asynchronous thread which needs to play the animation currently from a plurality of asynchronous threads; executing the target asynchronous thread to play the animation to which the target asynchronous thread is assigned; when the target asynchronous thread is detected to be completely executed, acquiring the execution delay of the next asynchronous thread of the target asynchronous thread; and when the execution delay time is up, updating the target asynchronous thread to the next asynchronous thread, and returning to the step of executing the target asynchronous thread to play the animation distributed by the target asynchronous thread until the animation group is completely played. According to the scheme, multiple time lines existing in the animation playing process can be unified into one time line, multiple groups of animations with different starting times are accurately controlled, and the accuracy is improved.
Description
Technical Field
The present application relates to the field of communications technologies, and in particular, to an animation playing method and apparatus, a computer device, and a storage medium.
Background
With the development of communication technology, it is common to call a given function to perform playing of an animation, including simultaneous playing, competitive playing, and sequential playing, where playing of the animation is performed only by a normal call, and playing of the composite animation is performed by using a delay function of a programming language in cooperation with the delay function.
In the research and practice process of the prior art, the inventor of the present application finds that when a plurality of animations need to be played, playing of the animations is executed in cooperation through the delay function, so that a plurality of timelines exist in a relatively chaotic manner, a plurality of groups of animations with different start times cannot be accurately controlled, and playing of the animations is executed in cooperation through the delay function and is only suitable for simple scenes.
Disclosure of Invention
The embodiment of the application provides an animation playing method, an animation playing device, computer equipment and a storage medium, which can unify a plurality of time lines existing in animation playing into one time line, accurately control a plurality of groups of animations with different starting times and improve the accuracy.
The embodiment of the application provides an animation playing method, which comprises the following steps:
acquiring an animation group to be played, wherein the animation group comprises a plurality of animations;
distributing each animation to a corresponding asynchronous thread, and determining a target asynchronous thread which needs to play the animation currently from a plurality of asynchronous threads;
executing the target asynchronous thread to play the animation to which the target asynchronous thread is assigned;
when the target asynchronous thread is detected to be completely executed, acquiring the execution delay of the next asynchronous thread of the target asynchronous thread, wherein the execution delay is the execution delay time of the next asynchronous thread relative to the target asynchronous thread;
and when the execution delay time is up, updating the target asynchronous thread to the next asynchronous thread, and returning to the step of executing the target asynchronous thread to play the animation distributed by the target asynchronous thread until the animation group is completely played.
Correspondingly, an embodiment of the present application provides an animation playback device, including:
the device comprises a first acquisition unit, a second acquisition unit and a display unit, wherein the first acquisition unit is used for acquiring an animation group to be played, and the animation group comprises a plurality of animations;
the distribution unit is used for distributing each animation to the corresponding asynchronous thread and determining a target asynchronous thread which needs to play the animation currently from the plurality of asynchronous threads;
the execution unit is used for executing the target asynchronous thread to play the animation distributed to the target asynchronous thread;
a second obtaining unit, configured to obtain, when it is detected that the execution of the target asynchronous thread is completed, an execution delay of a next asynchronous thread of the target asynchronous thread, where the execution delay is an execution delay duration of the next asynchronous thread with respect to the target asynchronous thread;
and the updating unit is used for updating the target asynchronous thread to the next asynchronous thread when the execution delay time reaches, and returning to the step of executing the target asynchronous thread to play the animation distributed by the target asynchronous thread until the animation multicast is finished.
In one embodiment, the allocation unit includes:
the first obtaining subunit is used for obtaining the playing sequence of each animation in the animation group;
and the distribution subunit is used for distributing each animation to the corresponding asynchronous thread according to the playing sequence.
In one embodiment, the allocation unit includes:
the second acquisition subunit is used for acquiring the delay time of each asynchronous thread relative to the reference time point;
and the determining subunit is used for determining a target asynchronous thread which needs to play the animation currently from the plurality of asynchronous threads according to the delay time.
In an embodiment, the second obtaining subunit is further configured to obtain, according to the obtained delay time of each asynchronous thread relative to a reference time point, a time difference of the delay time between the target asynchronous thread and a next asynchronous thread of the target asynchronous thread, where the time difference is an execution delay time of the next asynchronous thread relative to the target asynchronous thread.
In one embodiment, the animation playback apparatus further includes:
a third obtaining unit, configured to obtain a current accumulated playing time of the animation allocated to the target asynchronous thread;
and the deleting unit is used for deleting the animation distributed to the target asynchronous thread from the animation group when the current accumulated times reach the preset playing times.
In one embodiment, the execution unit includes:
the reading subunit is used for reading a target function group in the function queue, the target function group comprises an animation playing function and a callback function, and the animation playing function corresponds to a target asynchronous thread;
the calling subunit is used for calling the animation playing function to execute a target asynchronous thread so as to play the animation distributed to the target asynchronous thread;
a first return subunit, configured to return to the step of executing the target asynchronous thread to play the animation to which the target asynchronous thread is assigned.
In an embodiment, the first return subunit is further configured to call back an animation playing function based on a callback function, and implement the step of returning to execute the target asynchronous thread to play the animation to which the target asynchronous thread is allocated.
In an embodiment, the execution unit further includes:
the judging subunit is used for judging whether the execution of all the function groups in the function queue is finished or not when the playing of the animation group is finished;
and the second return subunit is used for returning the next function as a target function value to execute and read the target function group in the function queue if the function group in the function queue is not executed completely, wherein the function group comprises an animation play function and a callback function, and the animation play function corresponds to the target asynchronous thread.
In one embodiment, the update unit includes:
the waiting subunit is used for waiting when the target asynchronous thread is executed;
and the third returning subunit is used for returning to the step of executing the target asynchronous thread to play the animation distributed by the target asynchronous thread until the animation group is completely played when the waiting time reaches the preset delay time of the next thread of the target asynchronous thread.
Correspondingly, an embodiment of the present application further provides a computer device, including: a processor and a memory; the memory stores a plurality of instructions, and the processor loads the instructions stored in the memory to execute the steps of the animation playing method provided by any one of the embodiments of the present application.
Correspondingly, an embodiment of the present application further provides a storage medium, where the storage medium stores instructions, and the instructions, when executed by a processor, implement the steps in the animation playing method provided in any embodiment of the present application.
The method and the device for playing the animation group can obtain the animation group to be played, wherein the animation group comprises a plurality of animations; distributing each animation to a corresponding asynchronous thread, and determining a target asynchronous thread which needs to play the animation currently from a plurality of asynchronous threads; executing the target asynchronous thread to play the animation to which the target asynchronous thread is assigned; when the target asynchronous thread is detected to be completely executed, acquiring the execution delay of the next asynchronous thread of the target asynchronous thread, wherein the execution delay is the execution delay time of the next asynchronous thread relative to the target asynchronous thread; and when the execution delay time is up, updating the target asynchronous thread to the next asynchronous thread, and returning to the step of executing the target asynchronous thread to play the animation distributed by the target asynchronous thread until the animation group is completely played. According to the scheme, multiple time lines existing in the animation playing process can be unified into one time line, multiple groups of animations with different starting times are accurately controlled, and the accuracy is improved.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
Fig. 1 is a scene schematic diagram of an animation playing method provided in an embodiment of the present application;
FIG. 2 is a flowchart of an animation playing method provided in an embodiment of the present application;
FIG. 3 is another flowchart of an animation playing method provided in an embodiment of the present application;
FIG. 4 is a timing diagram of an animation playing method according to an embodiment of the present application;
FIG. 5 is another flowchart of an animation playing method provided in an embodiment of the present application;
fig. 6 is a schematic structural diagram of an animation playback device according to an embodiment of the present application;
fig. 7 is a schematic structural diagram of a computer device provided in an embodiment of the present application.
Detailed Description
The technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only a part of the embodiments of the present application, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
The embodiment of the application provides an animation playing method and device, computer equipment and a storage medium. Specifically, the embodiment of the present application provides an animation playing device suitable for a computer device, where the computer device may be a terminal, and the terminal may be a mobile phone, a tablet computer, a notebook computer, and other devices.
In the embodiment of the application, a computer device is taken as an example to introduce an animation playing method.
Referring to fig. 1, the terminal may acquire an animation group to be played, the animation group including a plurality of animations; distributing each animation to a corresponding asynchronous thread, and determining a target asynchronous thread which needs to play the animation currently from a plurality of asynchronous threads; executing the target asynchronous thread to play the animation to which the target asynchronous thread is assigned; when the target asynchronous thread is detected to be completely executed, acquiring the execution delay of the next asynchronous thread of the target asynchronous thread, wherein the execution delay is the execution delay time of the next asynchronous thread relative to the target asynchronous thread; and when the execution delay time is up, updating the target asynchronous thread to the next asynchronous thread, and returning to the step of executing the target asynchronous thread to play the animation distributed by the target asynchronous thread until the animation group is completely played.
By the method, each animation can be distributed to the multiple asynchronous threads according to the required animation playing effect, the multiple asynchronous threads play the distributed animations in sequence until all the animations in the animation group are played, the multiple asynchronous threads execute in sequence to unify the animation playing time lines into one, the next asynchronous thread is executed by obtaining the execution delay of the next asynchronous thread of the target asynchronous thread, and when the execution delay reaches the time, the next asynchronous thread is executed, so that multiple groups of animations with different starting times can be accurately controlled, and the accuracy is improved.
The following are detailed below. It should be noted that the following description of the embodiments is not intended to limit the preferred order of the embodiments.
The embodiment of the present application will be described in terms of a moving picture playing apparatus, which may be specifically integrated in a terminal.
The embodiment of the present application provides an animation playing method, which may be executed by a processor of a terminal, as shown in fig. 2, a specific flow of the animation playing method may be as follows:
101. the method comprises the steps of obtaining an animation group to be played, wherein the animation group comprises a plurality of animations, distributing each animation to a corresponding asynchronous thread, and determining a target asynchronous thread needing to play the animation currently from the plurality of asynchronous threads.
The asynchronous thread is another thread separated from the main thread, and if the main thread which is the main process of program operation is compared to a pipeline, the asynchronous thread is thought of as a second pipeline.
The target asynchronous thread is an asynchronous thread that currently needs to play an animation, and may sequence each animation in an animation group to be played, and assign the sequence to a corresponding asynchronous thread, specifically, "assign each animation to a corresponding asynchronous thread," may include:
acquiring the playing sequence of each animation in the animation group;
and distributing each animation to the corresponding asynchronous thread according to the playing sequence.
The playing sequence of each animation in the animation group to be played can be preset, for example, the playing sequence of the animation is set according to the animation playing effect required to be achieved, and each animation is allocated to the corresponding asynchronous thread according to the sequence required to be played.
Specifically, the step "determining a target asynchronous thread that currently needs to play the animation from the multiple asynchronous threads" may include:
acquiring the delay time of each asynchronous thread relative to a reference time point;
and according to the delay time, determining a target asynchronous thread which needs to play the animation currently from the plurality of asynchronous threads.
The reference time point is the time point when the whole animation group is started, the time point when the animation group is started is set as the reference time point, the delay time represents the time of each asynchronous thread from the reference time point, after the delay time of each asynchronous thread relative to the reference time point is obtained, the target asynchronous thread needing to be played currently is determined from the multiple asynchronous threads by comparing the delay time corresponding to each asynchronous thread, for example, the target asynchronous thread needing to be played currently is determined by comparing the duration of the delay time corresponding to each asynchronous thread.
102. Executing the target asynchronous thread to play the animation assigned by the target asynchronous thread.
The playing of the animation to which the target asynchronous thread is assigned according to the determined target asynchronous thread, specifically, the step "executing the target asynchronous thread to play the animation to which the target asynchronous thread is assigned" may include:
reading a target function group in the function queue, wherein the target function group comprises an animation playing function and a callback function, and the animation playing function corresponds to a target asynchronous thread;
calling the animation playing function to execute the target asynchronous thread so as to play the animation distributed by the target asynchronous thread;
returning to the step of executing the target asynchronous thread to play the animation to which the target asynchronous thread is assigned, comprising:
and calling back the animation playing function based on the callback function to realize the step of returning to execute the target asynchronous thread to play the animation distributed by the target asynchronous thread.
For example, if the function queue is a process function, the target function is a stream function, and the execution function is a function, it means that the function queue process function contains an animation play function stream, where the stream contains multiple asynchronous threads and a return function indicating how many milliseconds the next function executes, for example, a positive integer is added after the return function to indicate how many milliseconds the next function executes, and the asynchronous threads execute by executing the function, and there is a callback function, which is called after the execution of all the execution functions is completed, for example, called to a custom place. Specifically, the playing of the animation can be realized by the following codes:
it can be understood that the function queue includes multiple sets of target function stream functions in the process function, the target function stream function has multiple asynchronous threads, when the target function stream function is executed, the corresponding asynchronous thread is executed by an animation play function, namely, an execution function, to play the animation allocated to the asynchronous thread, the asynchronous thread is delayed for a period of time after the execution of the asynchronous thread is finished, wherein a positive integer can be returned by a return function to indicate how many milliseconds the next function is executed, and then the next asynchronous thread is executed to play the animation allocated to the asynchronous thread until all the animations in the target function stream function are played. And when all the animation in the target function stream function is played, judging whether the function queue is a process function and has stream functions which are not executed, if so, executing the animation playing function in the stream function to play all the animation in the stream function until all the stream function groups in all the function queue process functions are executed.
The starting of the animation can be triggered by user interaction or can be started by a developer calling a function autonomously.
For example, as shown in fig. 3, a user interactively triggers or a programmer calls a function to start an animation, and executes a stream function according to a preset sequence of the stream function, where the stream function includes an animation play function and a callback function, the animation play function corresponds to a target asynchronous thread, and determines whether the execution of the stream function is completed, and when the execution is not completed, the stream function is delayed for a certain time according to a return value of the animation play function, and then executes the stream function to play the animation.
103. And when the target asynchronous thread is detected to be completely executed, acquiring the execution delay of the next asynchronous thread of the target asynchronous thread, wherein the execution delay is the execution delay time of the next asynchronous thread relative to the target asynchronous thread.
Specifically, the step "obtaining the execution delay of the next asynchronous thread of the target asynchronous thread when the execution of the target asynchronous thread is detected to be completed, where the execution delay is the execution delay duration of the next asynchronous thread relative to the target asynchronous thread" may include:
and obtaining the time difference of the delay time between the target asynchronous thread and the next asynchronous thread of the target asynchronous thread according to the acquired delay time of each asynchronous thread relative to the reference time point, wherein the time difference is the execution delay time of the next asynchronous thread relative to the target asynchronous thread.
For example, in an animation group to be played, each asynchronous thread performing animation playing has a corresponding delay time relative to the start of animation, for example, the delay time of a target asynchronous thread is t1The delay time of the next asynchronous thread of the target asynchronous thread is t2Then there is a time difference (t) of delay time between the target asynchronous thread and the next asynchronous thread of the target asynchronous thread2-t1) The time difference is the execution delay time of the next asynchronous thread relative to the target asynchronous thread.
104. And when the execution delay time is up, updating the target asynchronous thread to be the next asynchronous thread, and returning to the step of executing the target asynchronous thread to play the animation distributed by the target asynchronous thread until the animation multicast is finished.
After the target asynchronous thread is executed, the next asynchronous thread needs to be executed, the execution delay time of the next asynchronous thread relative to the target asynchronous thread needs to be calculated, and when the delay time is reached, the step of executing the target asynchronous thread can be returned, specifically, the step "when the execution delay time is reached, the target asynchronous thread is updated to the next asynchronous thread, and the step of executing the target asynchronous thread to play the animation allocated to the target asynchronous thread is returned until the animation multicast is finished" may include:
when the target asynchronous thread is executed completely, waiting;
and when the waiting time reaches the delay time of the next thread of the preset target asynchronous thread, returning to the step of executing the target asynchronous thread to play the animation distributed by the target asynchronous thread until the animation multicast is finished.
If the animation group is not played completely, the step of executing the target asynchronous thread is always returned when the waiting time reaches the delay time of the next asynchronous thread, the animation in the animation group is not executed again until all the animations in the animation group are played completely, the multiple asynchronous threads are executed in sequence, and the animation playing time line is unified into one.
For example, when the target asynchronous thread is completely executed, it is required to wait until the next asynchronous thread of the target asynchronous thread is executed, and when the waiting time reaches the delay time of the next thread of the preset target asynchronous thread, the asynchronous thread is executed, and then the step of executing the target asynchronous thread to play the animation allocated to the target asynchronous thread is returned until all the animations of the animation group to be played are played.
In one embodiment, after the execution of the target asynchronous thread is completed, the method further includes:
acquiring the current accumulated playing times of the animation distributed by the target asynchronous thread;
and when the current accumulated times reach the preset playing times, deleting the animation distributed to the target asynchronous thread from the animation group.
The preset playing times can be set to be one time or multiple times and are set according to requirements.
For example, as shown in fig. 4, the animation group to be played includes animations, the playing times of different animations are different, some animations may need to be played once, and some animations may need to be played multiple times, for example, the playing time of animation 1 is preset to one time, and the playing time of animation 2 is preset to three times according to the animation playing effect that needs to be achieved, at this time, the accumulated playing time of the animation allocated to the currently executed asynchronous thread needs to be obtained, and if the accumulated playing time reaches the preset playing time, the animation allocated to the currently asynchronous thread is deleted from the animation group to be played.
In one embodiment, the animation playing method further includes:
when the animation group is played completely, judging whether all function groups in the function queue are executed completely;
and if the function group in the function queue is not completely executed, returning the next function as a target function value to execute and read the target function group in the function queue, wherein the target function group comprises an animation playing function and a callback function, and the animation playing function corresponds to the target asynchronous thread.
For example, a function queue may include multiple animation groups, all of which are to be played in their entirety. When the execution of the plurality of animation groups in the function queue is not completed, the playing step of the animation groups to be played, which are executed completely, needs to be returned to, and all the animation groups are guided to be played completely.
As can be seen from the above, the terminal according to the embodiment of the present application may obtain an animation group to be played, where the animation group includes a plurality of animations; distributing each animation to a corresponding asynchronous thread, and determining a target asynchronous thread which needs to play the animation currently from a plurality of asynchronous threads; executing the target asynchronous thread to play the animation assigned by the target asynchronous thread; when the target asynchronous thread is detected to be completely executed, acquiring the execution delay of the next asynchronous thread of the target asynchronous thread, wherein the execution delay is the execution delay time of the next asynchronous thread relative to the target asynchronous thread; and when the execution delay time is up, updating the target asynchronous thread to be the next asynchronous thread, and returning to the step of executing the target asynchronous thread to play the animation distributed by the target asynchronous thread until the animation group is completely played. According to the scheme, the animation playing time lines can be unified into one through sequential execution of the multiple asynchronous threads, the next asynchronous thread is executed when the execution delay time of the next asynchronous thread of the target asynchronous thread is reached by obtaining the execution delay time of the next asynchronous thread of the target asynchronous thread, multiple groups of animations with different starting times are accurately controlled, and the accuracy is improved.
The method described in the above examples is further illustrated in detail below by way of example.
The embodiment of the present application will be described in terms of a moving picture playing device, which may be specifically integrated in a terminal, and will be described with an example of composite moving picture playing.
As shown in fig. 5, a method for playing animation includes the following specific steps:
201. the terminal obtains an animation group to be played, the animation group comprises a plurality of animations, each animation is distributed to a corresponding asynchronous thread, and a target asynchronous thread needing to play the animation currently is determined from the plurality of asynchronous threads.
For example, an animation group to be played exists in a composite animation, the animation group has a plurality of animations, the terminal acquires the animation group to be played, sorts each animation in the animation group according to a required playing effect to obtain a playing sequence of each animation, and allocates each animation to a corresponding asynchronous thread according to the playing sequence, wherein the playing of the animation is performed through the asynchronous threads, and each asynchronous thread has the allocated animation, which may be one animation or a plurality of animations.
The asynchronous threads are executed in sequence, the execution sequence of a plurality of asynchronous lines needs to be determined from the asynchronous threads, and a target asynchronous thread which needs to play the animation currently is determined.
202. The terminal executes the target asynchronous thread to play the animation to which the target asynchronous thread is assigned.
For example, after determining a target asynchronous thread that needs to play the animation currently in the composite animation and allocating the animation group to be played to the corresponding asynchronous thread, executing the target asynchronous thread to play the animation to which the target asynchronous thread is allocated, and completing the playing of the animation to which one asynchronous thread of the multiple asynchronous threads is allocated.
203. And when the target asynchronous thread is detected to be completely executed, the terminal acquires the execution delay of the next asynchronous thread of the target asynchronous thread, wherein the execution delay is the execution delay time of the next asynchronous thread relative to the target asynchronous thread.
For example, the playing of the composite animation requires the multiple threads to play sequentially, and there is a time difference between the threads, which can be obtained by the delay time of the multiple asynchronous threads corresponding to the reference time point, and the time difference is the execution delay time of the next asynchronous thread relative to the current asynchronous thread.
204. And when the execution delay time reaches, the terminal updates the target asynchronous thread to be the next asynchronous thread and returns to the step of executing the target asynchronous thread to play the animation distributed by the target asynchronous thread until the animation multicast is finished.
For example, the composite animation is played by multiple animations according to a preset playing sequence, after the animation assigned to an asynchronous thread is played, when the animation group is not completely played, the animation assigned to the next asynchronous thread should be played, and the execution of the asynchronous thread and the asynchronous thread is carried out until all the animations are played.
For example, in an embodiment, the playing times of different animations in a composite animation are preset according to a required animation playing effect, in the execution process of multiple asynchronous threads, the accumulated playing times of the animation allocated to the currently executed asynchronous thread is obtained, if the accumulated playing times reaches the preset playing times, the animation allocated to the currently executed asynchronous thread is deleted from an animation group to be played, and if the accumulated playing times does not reach the preset playing times, the animation is not deleted from the animation to be played after the animation part of the currently executed asynchronous thread is played.
For example, in an embodiment, when the currently played animation group is played completely, it is further required to determine whether all function groups in the function queue are executed completely, that is, whether there are any unplayed animation groups, and if there are any unplayed animation groups, the unplayed animation group is played according to the step of playing the animation of the played animation group.
As can be seen from the above, the terminal according to the embodiment of the present application may obtain an animation group to be played, where the animation group includes a plurality of animations; distributing each animation to a corresponding asynchronous thread, and determining a target asynchronous thread which needs to play the animation currently from a plurality of asynchronous threads; executing the target asynchronous thread to play the animation assigned by the target asynchronous thread; when the target asynchronous thread is detected to be completely executed, acquiring the execution delay of the next asynchronous thread of the target asynchronous thread, wherein the execution delay is the execution delay time of the next asynchronous thread relative to the target asynchronous thread; and when the execution delay time is up, updating the target asynchronous thread to be the next asynchronous thread, and returning to the step of executing the target asynchronous thread to play the animation distributed by the target asynchronous thread until the animation group is completely played. According to the scheme, the animation playing time lines can be unified into one through sequential execution of the multiple asynchronous threads, the next asynchronous thread is executed when the execution delay time of the next asynchronous thread of the target asynchronous thread is reached by obtaining the execution delay time of the next asynchronous thread of the target asynchronous thread, multiple groups of animations with different starting times are accurately controlled, and the accuracy is improved.
Correspondingly, the embodiment of the present application further provides an animation playback device, wherein the animation playback device may be specifically integrated in a terminal.
For example, as shown in fig. 6, the animation playback apparatus may include a first obtaining unit 301, an assigning unit 302, an executing unit 303, a second obtaining unit 304, and an updating unit 305, as follows:
(1) a first acquisition unit 301;
a first obtaining unit 301, configured to obtain an animation group to be played, where the animation group includes multiple animations.
(2) A distribution unit 302;
an assigning unit 302, configured to assign each animation to a corresponding asynchronous thread, and determine a target asynchronous thread, from the multiple asynchronous threads, for which the animation currently needs to be played.
In an embodiment, the allocating unit 302 includes:
a first obtaining subunit 3021, configured to obtain a playing order of each animation in the animation group;
and an allocating subunit 3022, configured to allocate each animation to a corresponding asynchronous thread according to the playing order.
In one embodiment, the allocation unit includes:
a second obtaining subunit 3023, configured to obtain a delay time of each asynchronous thread with respect to a reference time point;
and the determining subunit 3024 is configured to determine, according to the delay time, a target asynchronous thread that currently needs to play the animation from the plurality of asynchronous threads.
In an embodiment, the second obtaining subunit 3023 is further configured to obtain, according to the obtained delay time of each asynchronous thread relative to the reference time point, a time difference of the delay time between the target asynchronous thread and a next asynchronous thread of the target asynchronous thread, where the time difference is an execution delay time of the next asynchronous thread relative to the target asynchronous thread.
(3) An execution unit 303;
and the execution unit 303 is configured to execute the target asynchronous thread to play the animation to which the target asynchronous thread is assigned.
In an embodiment, the execution unit 303 includes:
a reading subunit 3031, configured to read a target function group in the function queue, where the target function group includes an animation play function and a callback function, and the animation play function corresponds to a target asynchronous thread;
a calling subunit 3032, configured to call an animation playing function to execute the target asynchronous thread to play the animation assigned to the target asynchronous thread;
a first returning sub-unit 3033, configured to return to the step of executing the target asynchronous thread to play the animation to which the target asynchronous thread is assigned.
In an embodiment, the first return subunit 3033 is further configured to call back an animation playing function based on the callback function, so as to implement the step of returning to execute the target asynchronous thread to play the animation to which the target asynchronous thread is allocated.
In an embodiment, the executing unit 303 further includes:
a determining subunit 3034, configured to determine whether all function groups in the function queue have been executed when the animation group has been played;
a second returning subunit 3035, configured to, if the function group in the function queue is not executed completely, return the next function as the target function value to execute the target function group in the read function queue, where the function group includes an animation play function and a callback function, and the animation play function corresponds to the target asynchronous thread.
(4) A second acquisition unit 304;
a second obtaining unit 304, configured to, when it is detected that the target asynchronous thread is completely executed, obtain an execution delay of a next asynchronous thread of the target asynchronous thread, where the execution delay is an execution delay duration of the next asynchronous thread with respect to the target asynchronous thread;
(5) an update unit 305;
an updating unit 305, configured to update the target asynchronous thread to a next asynchronous thread when the execution delay time reaches, and return to the step of executing the target asynchronous thread to play the animation allocated to the target asynchronous thread until the animation group is completely played.
In an embodiment, the updating unit 305 includes:
the waiting subunit 3051, configured to wait when the target asynchronous thread is executed;
and a third returning subunit 3052, configured to, when the waiting duration reaches the delay time of the thread next to the preset target asynchronous thread, return to the step of executing the target asynchronous thread to play the animation allocated to the target asynchronous thread until the animation group is completely played.
In one embodiment, the animation playback apparatus further includes:
a third obtaining unit 306, configured to obtain a current accumulated playing time of the animation allocated to the target asynchronous thread;
and the deleting unit 307 is configured to delete the animation to which the target asynchronous thread is assigned from the animation group when the current accumulated number of times reaches the preset number of times of playing.
In a specific implementation, the above units may be implemented as independent entities, or may be combined arbitrarily to be implemented as the same or several entities, and the specific implementation of the above units may refer to the foregoing method embodiments, which are not described herein again.
As can be seen from the above, in the animation playing device of this embodiment, the first obtaining unit 301 obtains an animation group to be played, where the animation group includes a plurality of animations; then, the allocation unit 302 allocates each animation to a corresponding asynchronous thread, and determines a target asynchronous thread that currently needs to play the animation from a plurality of asynchronous threads; executing, by the execution unit 303, the target asynchronous thread to play the animation to which the target asynchronous thread is assigned; when the second obtaining unit 304 detects that the target asynchronous thread is completely executed, obtaining an execution delay of a next asynchronous thread of the target asynchronous thread, where the execution delay is an execution delay duration of the next asynchronous thread relative to the target asynchronous thread; when the execution delay time is reached, the updating unit 305 updates the target asynchronous thread to the next asynchronous thread, and returns to the step of executing the target asynchronous thread to play the animation allocated to the target asynchronous thread until the animation group is completely played. According to the scheme, the animation playing time lines can be unified into one through sequential execution of the multiple asynchronous threads, the next asynchronous thread is executed when the execution delay time of the next asynchronous thread of the target asynchronous thread is reached by obtaining the execution delay time of the next asynchronous thread of the target asynchronous thread, multiple groups of animations with different starting times are accurately controlled, and the accuracy is improved.
Accordingly, an embodiment of the present application further provides a computer device, which may be a terminal, as shown in fig. 7, where the terminal may include a Radio Frequency (RF) circuit 401, a memory 402 including one or more computer-readable storage media, an input unit 403, a display unit 404, a sensor 405, an audio circuit 406, a Wireless Fidelity (WiFi) module 407, a processor 408 including one or more processing cores, and a power supply 409. Those skilled in the art will appreciate that the terminal structure shown in fig. 7 is not intended to be limiting and may include more or fewer components than those shown, or some components may be combined, or a different arrangement of components. Wherein:
the RF circuit 401 may be used for receiving and transmitting signals during a message transmission or communication process, and in particular, for receiving downlink information of a base station and then sending the received downlink information to the one or more processors 408 for processing; in addition, data relating to uplink is transmitted to the base station. In general, the RF circuitry 401 includes, but is not limited to, an antenna, at least one Amplifier, a tuner, one or more oscillators, a Subscriber Identity Module (SIM) card, a transceiver, a coupler, a Low Noise Amplifier (LNA), a duplexer, and the like. In addition, the RF circuitry 401 may also communicate with networks and other devices via wireless communications. The wireless communication may use any communication standard or protocol, including but not limited to Global System for Mobile communications (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, Short Message Service (SMS), and the like.
The memory 402 may be used to store software programs and modules, and the processor 408 executes various functional applications and data processing by operating the software programs and modules stored in the memory 402. The memory 402 may mainly include a program storage area and a data storage area, wherein the program storage area may store an operating system, an application program required by at least one function (such as a sound playing function, an image playing function, etc.), and the like; the storage data area may store data (such as audio data, a phonebook, etc.) created according to the use of the terminal, etc. Further, the memory 402 may include high speed random access memory, and may also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other volatile solid state storage device. Accordingly, the memory 402 may also include a memory controller to provide the processor 408 and the input unit 403 access to the memory 402.
The input unit 403 may be used to receive input numeric or character information and generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function control. In particular, in a particular embodiment, the input unit 403 may include a touch-sensitive surface as well as other input devices. The touch-sensitive surface, also referred to as a touch display screen or a touch pad, may collect touch operations by a user (e.g., operations by a user on or near the touch-sensitive surface using a finger, a stylus, or any other suitable object or attachment) thereon or nearby, and drive the corresponding connection device according to a predetermined program. Alternatively, the touch sensitive surface may comprise two parts, a touch detection means and a touch controller. The touch detection device detects the touch direction of a user, detects a signal brought by touch operation and transmits the signal to the touch controller; the touch controller receives touch information from the touch sensing device, converts it to touch point coordinates, and sends the touch point coordinates to the processor 408, and can receive and execute commands from the processor 408. In addition, touch sensitive surfaces may be implemented using various types of resistive, capacitive, infrared, and surface acoustic waves. The input unit 403 may include other input devices in addition to the touch-sensitive surface. In particular, other input devices may include, but are not limited to, one or more of a physical keyboard, function keys (such as volume control keys, switch keys, etc.), a trackball, a mouse, a joystick, and the like.
The display unit 404 may be used to display information input by or provided to the user and various graphical user interfaces of the terminal, which may be made up of graphics, text, icons, video, and any combination thereof. The Display unit 404 may include a Display panel, and optionally, the Display panel may be configured in the form of a Liquid Crystal Display (LCD), an Organic Light-Emitting Diode (OLED), or the like. Further, the touch-sensitive surface may overlay the display panel, and when a touch operation is detected on or near the touch-sensitive surface, the touch operation is transmitted to the processor 408 to determine the type of the touch event, and then the processor 408 provides a corresponding visual output on the display panel according to the type of the touch event. Although in FIG. 7 the touch-sensitive surface and the display panel are two separate components to implement input and output functions, in some embodiments the touch-sensitive surface may be integrated with the display panel to implement input and output functions.
The terminal may also include at least one sensor 405, such as a light sensor, motion sensor, and other sensors. Specifically, the light sensor may include an ambient light sensor that may adjust the brightness of the display panel according to the brightness of ambient light, and a proximity sensor that may turn off the display panel and/or the backlight when the terminal is moved to the ear. As one of the motion sensors, the gravity acceleration sensor can detect the magnitude of acceleration in each direction (generally, three axes), can detect the magnitude and direction of gravity when the mobile phone is stationary, and can be used for applications of recognizing the posture of the mobile phone (such as horizontal and vertical screen switching, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometer and tapping), and the like; as for other sensors such as a gyroscope, a barometer, a hygrometer, a thermometer, and an infrared sensor, which can be configured in the terminal, detailed description is omitted here.
WiFi belongs to short distance wireless transmission technology, and the terminal can help the user to send and receive e-mail, browse web page and access streaming media etc. through WiFi module 407, it provides wireless broadband internet access for the user. Although fig. 7 shows the WiFi module 407, it is understood that it does not belong to the essential constitution of the terminal, and may be omitted entirely as needed within the scope not changing the essence of the invention.
The processor 408 is a control center of the terminal, connects various parts of the entire handset using various interfaces and lines, and performs various functions of the terminal and processes data by operating or executing software programs and/or modules stored in the memory 402 and calling data stored in the memory 402, thereby integrally monitoring the handset. Optionally, processor 408 may include one or more processing cores; preferably, the processor 408 may integrate an application processor, which handles primarily the operating system, user interface, applications, etc., and a modem processor, which handles primarily the wireless communications. It will be appreciated that the modem processor described above may not be integrated into the processor 408.
The terminal also includes a power source 409 (e.g., a battery) for powering the various components, which may preferably be logically coupled to the processor 408 via a power management system to manage charging, discharging, and power consumption via the power management system. The power supply 409 may also include any component of one or more dc or ac power sources, recharging systems, power failure detection circuitry, power converters or inverters, power status indicators, and the like.
Although not shown, the terminal may further include a camera, a bluetooth module, and the like, which will not be described herein. Specifically, in this embodiment, the processor 408 in the terminal loads the executable file corresponding to the process of one or more application programs into the memory 402 according to the following instructions, and the processor 408 runs the application programs stored in the memory 402, thereby implementing various functions:
acquiring an animation group to be played, wherein the animation group comprises a plurality of animations; distributing each animation to a corresponding asynchronous thread, and determining a target asynchronous thread which needs to play the animation currently from a plurality of asynchronous threads; executing the target asynchronous thread to play the animation to which the target asynchronous thread is assigned; when the target asynchronous thread is detected to be completely executed, acquiring the execution delay of the next asynchronous thread of the target asynchronous thread, wherein the execution delay is the execution delay time of the next asynchronous thread relative to the target asynchronous thread; and when the execution delay time is up, updating the target asynchronous thread to the next asynchronous thread, and returning to the step of executing the target asynchronous thread to play the animation distributed by the target asynchronous thread until the animation group is completely played.
The above operations can be implemented in the foregoing embodiments, and are not described in detail herein.
As can be seen from the above, in this embodiment, the time lines of animation playing can be unified into one through the sequential execution of a plurality of asynchronous threads, and by obtaining the execution delay of the next asynchronous thread of the target asynchronous thread, when the execution delay reaches the time, the next asynchronous thread is executed, so that a plurality of groups of animations with different start times are accurately controlled, and the accuracy is improved. It will be understood by those skilled in the art that all or part of the steps of the methods of the above embodiments may be performed by instructions or by associated hardware controlled by the instructions, which may be stored in a computer readable storage medium and loaded and executed by a processor.
To this end, embodiments of the present application provide a storage medium, in which a plurality of instructions are stored, where the instructions can be loaded by a processor to execute the steps in any one of the animation playing methods provided in the embodiments of the present application. For example, the instructions may perform the steps of:
acquiring an animation group to be played, wherein the animation group comprises a plurality of animations; distributing each animation to a corresponding asynchronous thread, and determining a target asynchronous thread which needs to play the animation currently from a plurality of asynchronous threads; executing the target asynchronous thread to play the animation to which the target asynchronous thread is assigned; when the target asynchronous thread is detected to be completely executed, acquiring the execution delay of the next asynchronous thread of the target asynchronous thread, wherein the execution delay is the execution delay time of the next asynchronous thread relative to the target asynchronous thread; and when the execution delay time is up, updating the target asynchronous thread to the next asynchronous thread, and returning to the step of executing the target asynchronous thread to play the animation distributed by the target asynchronous thread until the animation group is completely played.
The above operations can be implemented in the foregoing embodiments, and are not described in detail herein.
Wherein the storage medium may include: read Only Memory (ROM), Random Access Memory (RAM), magnetic or optical disks, and the like.
Since the instructions stored in the storage medium can execute the steps in any animation playing method provided in the embodiments of the present application, beneficial effects that can be achieved by any animation playing method provided in the embodiments of the present application can be achieved, which are detailed in the foregoing embodiments and will not be described herein again.
The animation playing method, the animation playing device, the computer device and the storage medium provided by the embodiment of the application are introduced in detail, a specific example is applied in the description to explain the principle and the implementation of the application, and the description of the embodiment is only used for helping to understand the method and the core idea of the application; meanwhile, for those skilled in the art, according to the idea of the present application, there may be variations in the specific embodiments and the application scope, and in summary, the content of the present specification should not be construed as a limitation to the present application.
Claims (10)
1. An animation playing method, comprising:
acquiring an animation group to be played, wherein the animation group comprises a plurality of animations;
distributing each animation to a corresponding asynchronous thread, and determining a target asynchronous thread which needs to play the animation currently from a plurality of asynchronous threads;
executing the target asynchronous thread to play the animation to which the target asynchronous thread is assigned;
when the target asynchronous thread is detected to be completely executed, acquiring the execution delay of the next asynchronous thread of the target asynchronous thread, wherein the execution delay is the execution delay time of the next asynchronous thread relative to the target asynchronous thread;
and when the execution delay time is up, updating the target asynchronous thread to the next asynchronous thread, and returning to the step of executing the target asynchronous thread to play the animation distributed by the target asynchronous thread until the animation group is completely played.
2. The animation playback method as claimed in claim 1, wherein assigning each animation to a corresponding asynchronous thread comprises:
acquiring the playing sequence of each animation in the animation group;
and distributing each animation to a corresponding asynchronous thread according to the playing sequence.
3. The animation playback method according to claim 1, wherein determining a target asynchronous thread, from among a plurality of asynchronous threads, for which an animation is currently to be played back, comprises:
acquiring the delay time of each asynchronous thread relative to a reference time point;
and determining a target asynchronous thread which needs to play the animation currently from the plurality of asynchronous threads according to the delay time.
4. The animation playing method according to claim 3, wherein obtaining an execution delay of a next asynchronous thread of the target asynchronous thread, the execution delay being an execution delay duration of the next asynchronous thread with respect to the target asynchronous thread, comprises:
and obtaining the time difference of the delay time between the target asynchronous thread and the next asynchronous thread of the target asynchronous thread according to the obtained delay time of each asynchronous thread relative to a reference time point, wherein the time difference is the execution delay time of the next asynchronous thread relative to the target asynchronous thread.
5. The animation playback method as claimed in claim 1, further comprising, after the execution of the target asynchronous thread is completed:
acquiring the current accumulated playing times of the animation distributed to the target asynchronous thread;
and when the current accumulated times reach the preset playing times, deleting the animation allocated to the target asynchronous thread from the animation group.
6. The animation playback method according to claim 1, wherein executing the target asynchronous thread to play the animation to which the target asynchronous thread is assigned comprises:
reading a target function group in a function queue, wherein the target function group comprises an animation playing function and a callback function, and the animation playing function corresponds to a target asynchronous thread;
calling the animation playing function to execute a target asynchronous thread so as to play the animation distributed to the target asynchronous thread;
returning to the step of executing the target asynchronous thread to play the animation to which the target asynchronous thread is assigned, including:
and calling back an animation playing function based on the callback function, and realizing the step of returning and executing the target asynchronous thread to play the animation distributed by the target asynchronous thread.
7. The animation playback method as claimed in claim 6, further comprising:
when the animation group is played completely, judging whether all function groups in the function queue are executed completely;
and if the function group in the function queue is not completely executed, returning the next function as a target function value to execute and read the target function group in the function queue, wherein the function group comprises an animation playing function and a callback function, and the animation playing function corresponds to the target asynchronous thread.
8. The animation playback method as claimed in claim 1, wherein updating the target asynchronous thread to the next asynchronous thread when the execution delay time is reached comprises:
when the target asynchronous thread is executed completely, waiting;
and when the waiting time reaches the preset delay time of the next thread of the target asynchronous thread, returning to the step of executing the target asynchronous thread to play the animation distributed by the target asynchronous thread until the animation group is completely played.
9. An animation playback apparatus, comprising:
the device comprises a first acquisition unit, a second acquisition unit and a display unit, wherein the first acquisition unit is used for acquiring an animation group to be played, and the animation group comprises a plurality of animations;
the distribution unit is used for distributing each animation to the corresponding asynchronous thread and determining a target asynchronous thread which needs to play the animation currently from the plurality of asynchronous threads;
the execution unit is used for executing the target asynchronous thread to play the animation distributed to the target asynchronous thread;
a second obtaining unit, configured to obtain, when it is detected that the execution of the target asynchronous thread is completed, an execution delay of a next asynchronous thread of the target asynchronous thread, where the execution delay is an execution delay duration of the next asynchronous thread with respect to the target asynchronous thread;
and the updating unit is used for updating the target asynchronous thread to the next asynchronous thread when the execution delay time reaches, and returning to the step of executing the target asynchronous thread to play the animation distributed by the target asynchronous thread until the animation multicast is finished.
10. A storage medium storing instructions adapted to be loaded by a processor to perform the steps of the animation playback method as claimed in any one of claims 1 to 8.
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