CN112306667B - Animation playing method and device, computer equipment and storage medium - Google Patents

Animation playing method and device, computer equipment and storage medium Download PDF

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Publication number
CN112306667B
CN112306667B CN201910691485.6A CN201910691485A CN112306667B CN 112306667 B CN112306667 B CN 112306667B CN 201910691485 A CN201910691485 A CN 201910691485A CN 112306667 B CN112306667 B CN 112306667B
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animation
asynchronous thread
target
function
thread
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CN112306667A (en
Inventor
黄铖浩
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/46Multiprogramming arrangements
    • G06F9/50Allocation of resources, e.g. of the central processing unit [CPU]
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F2209/00Indexing scheme relating to G06F9/00
    • G06F2209/50Indexing scheme relating to G06F9/50
    • G06F2209/5018Thread allocation

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 distributed by the target asynchronous thread; when the execution of the target asynchronous thread is detected to be finished, 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 played. According to the scheme, a plurality of time lines existing during animation playing can be unified into one time line, multiple groups of animations with different starting time can be accurately controlled, and the accuracy is improved.

Description

Animation playing method and device, computer equipment and storage medium
Technical Field
The present application relates to the field of communications technologies, and in particular, to an animation playing method, an animation playing device, a computer device, and a storage medium.
Background
With the development of communication technology, it is generally adopted to call a given function to perform playing of the animation, including simultaneous playing, competing playing, and sequential playing, where playing of these animations is performed only by normal call, and synthesizing animation is performed in cooperation with a delay function of a programming language.
In the research and practice process of the prior art, the inventor discovers that when a plurality of animations need to be played, playing of the animations is carried out cooperatively through a delay function, a plurality of timelines exist in a disordered mode, a plurality of groups of animations with different starting times cannot be controlled accurately, and playing of the animations is only suitable for simple scenes cooperatively through the delay function.
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 during 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 needing to play the animation currently from a plurality of asynchronous threads;
Executing the target asynchronous thread to play the animation distributed by the target asynchronous thread;
when the execution of the target asynchronous thread is detected to be finished, 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 played.
Correspondingly, the embodiment of the application provides an animation playing device, which comprises:
a first obtaining unit, configured to obtain an animation group to be played, where the animation group includes a plurality of animations;
the distribution unit is used for 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;
the execution unit is used for executing the target asynchronous thread to play the animation distributed to the target asynchronous thread;
the second acquisition unit is used for acquiring the execution delay of the next asynchronous thread of the target asynchronous thread when the execution of the target asynchronous thread is finished, wherein the execution delay is the execution delay time of the next asynchronous thread relative to the target asynchronous thread;
And the updating unit is used for updating the target asynchronous thread into the next asynchronous thread when the execution delay time is up, 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 played.
In an embodiment, the dispensing unit comprises:
the first acquisition subunit is used for acquiring the playing sequence of each animation in the animation group;
and the allocation subunit is used for allocating each animation to a corresponding asynchronous thread according to the playing sequence.
In an embodiment, the dispensing unit comprises:
the second acquisition subunit is used for acquiring the delay time of each asynchronous thread relative to a reference time point;
and the determining subunit is used for determining a target asynchronous thread which needs to play the animation currently from a 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 the reference time point, a time difference between the delay time of the target asynchronous thread and the delay time of 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 an embodiment, the animation playing device further includes:
the third acquisition unit is used for acquiring the current accumulated playing times of the animation distributed by the target asynchronous thread;
and the deleting unit is used for deleting the animation allocated to the target asynchronous thread from the animation group when the current accumulated times reach the preset playing times.
In an embodiment, the execution unit comprises:
the reading subunit is used for 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;
the calling subunit is used for calling the animation playing function to execute a target asynchronous thread so as to play the animation distributed by the target asynchronous thread;
and the first return subunit is used for returning to the step of executing the target asynchronous thread to play the animation allocated to the target asynchronous thread.
In an embodiment, the first return subunit is further configured to implement, based on a callback function callback animation playing function, a step of returning to execute the target asynchronous thread to play the animation allocated to the target asynchronous thread.
In an embodiment, the execution unit further comprises:
the judging subunit is used for judging whether all the function groups in the function queue are executed completely or not when the animation groups are played completely;
and the second return subunit is used for returning the next function as the target function value to execute and read the target function set in the function queue if the function set in the function queue is not executed, wherein the function set comprises an animation playing function and a callback function, and the animation playing function corresponds to the step of the target asynchronous thread.
In an embodiment, the updating unit includes:
a waiting subunit, configured to wait when the target asynchronous thread finishes executing;
and the third return 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, the embodiment of the application also provides computer equipment, which comprises: a processor and a memory; the memory is stored with a plurality of instructions, and the processor loads the instructions stored in the memory to execute the steps in the animation playing method provided by any one of the embodiments of the present application.
Correspondingly, the embodiment of the application also provides a storage medium, and the storage medium stores instructions which, when executed by a processor, realize the steps in the animation playing method provided by any one of the embodiments of the application.
The embodiment of the application can acquire 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 needing to play the animation currently from a plurality of asynchronous threads; executing the target asynchronous thread to play the animation distributed by the target asynchronous thread; when the execution of the target asynchronous thread is detected to be finished, 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 played. According to the scheme, a plurality of time lines existing during animation playing can be unified into one time line, multiple groups of animations with different starting time can be accurately controlled, and the accuracy is improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the description of the embodiments will be briefly described below, it being obvious that the drawings in the following description are only some embodiments of the present application, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
Fig. 1 is a schematic view of a scene of an animation playing method according to an embodiment of the present application;
FIG. 2 is a flowchart of an animation playing method according to an embodiment of the present application;
FIG. 3 is another flowchart of an animation playing method according to an embodiment of the present application;
FIG. 4 is a timing chart of an animation playing method according to an embodiment of the present application;
FIG. 5 is another flowchart of an animation playing method according to an embodiment of the present application;
fig. 6 is a schematic structural diagram of an animation playing device according to an embodiment of the present application;
fig. 7 is a schematic structural diagram of a computer device according to an embodiment of the present application.
Detailed Description
The following description of the embodiments of the present application will be made clearly and completely with reference to the accompanying drawings, in which it is apparent that the embodiments described are only some embodiments of the present application, but not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the application without making any inventive effort, are intended to fall within the scope of the application.
The embodiment of the application provides an animation playing method, an animation playing device, computer equipment and a storage medium. Specifically, the embodiment of the application provides an animation playing device suitable for computer equipment, wherein the computer equipment can be equipment such as a terminal, and the terminal can be equipment such as a mobile phone, a tablet personal computer, a notebook computer and the like.
The embodiment of the application takes computer equipment as a terminal for 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 distributed by the target asynchronous thread; when the execution of the target asynchronous thread is detected to be finished, 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 played.
According to the method, each animation can be distributed to a plurality of asynchronous threads according to the required animation playing effect, the distributed animations are sequentially played by the plurality of asynchronous threads until all animations in the animation group are completely played, the time lines for playing the animations can be unified into one by sequentially executing the plurality of asynchronous threads, the next asynchronous thread of the target asynchronous thread is obtained through acquiring the execution delay, when the execution delay time reaches, the next asynchronous thread is executed, multiple groups of animations with different starting time can be accurately controlled, and the accuracy is improved.
The following will describe in detail. The following description of the embodiments is not intended to limit the preferred embodiments.
The embodiment of the application will be described in terms of an animation playing device, which may be integrated in a terminal in particular.
The embodiment of the application provides an animation playing method, which can be executed by a processor of a terminal, as shown in fig. 2, the specific flow of the animation playing method can be as follows:
101. and obtaining an animation group to be played, wherein 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 animations currently is determined from the plurality of asynchronous threads.
The asynchronous thread is another thread separated from the main thread, and if the main process of the program running, namely the main thread, is metaphorically formed into a pipeline, the asynchronous thread thinks of being connected with a second pipeline.
The target asynchronous thread is an asynchronous thread which needs to play the animation currently, each animation in the animation group to be played can be ordered, and the order is allocated to the corresponding asynchronous thread, specifically, "each animation is allocated to the corresponding asynchronous thread", and the method can include:
acquiring the playing sequence of each animation in the animation group;
each animation is allocated to a corresponding asynchronous thread according to the play order.
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 which is achieved according to the requirement, and each animation is distributed to the corresponding asynchronous thread according to the required playing sequence.
The step of determining the target asynchronous thread which is the current asynchronous thread to be executed from the plurality of asynchronous threads, specifically, the step of determining the target asynchronous thread which is the current asynchronous thread to be played from the plurality of asynchronous threads, may include:
Acquiring the delay time of each asynchronous thread relative to a reference time point;
and determining a target asynchronous thread which is required to play the animation currently from a plurality of asynchronous threads according to the delay time.
The reference time point is a 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 at a distance 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 which needs to be played currently is determined from a plurality of asynchronous threads through comparison of the delay time corresponding to each asynchronous thread, for example, the target asynchronous thread which needs to be played currently is determined through comparison of the duration of the delay time corresponding to each asynchronous thread.
102. The target asynchronous thread is executed to play the animation to which the target asynchronous thread is assigned.
Wherein, playing the animation allocated to the target asynchronous thread according to the determined target asynchronous thread, specifically, the step of executing the target asynchronous thread to play the animation allocated to the target asynchronous thread may include:
reading a target function set in a function queue, wherein the target function set 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 by the target asynchronous thread;
returning to the step of executing the target asynchronous thread to play the animation assigned to the target asynchronous thread, comprising:
and based on the callback function and the callback animation playing function, the step of returning to execute the target asynchronous thread to play the animation distributed by the target asynchronous thread is realized.
For example, if the function queue is a process function, the object function is a stream function, and the execution function is a function, it is indicated that the function queue process function includes an animation play function stream, where the stream includes multiple asynchronous threads and the asynchronous threads correspond to a return function that indicates how many milliseconds the next function is executed, for example, a positive integer is added to the return function to indicate how many milliseconds the next function is executed, where the asynchronous threads are executed by executing the function, and there is a callback function that is called after all the execution of the execution function, for example, calling 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 is a process function and includes a plurality of groups of objective function stream functions, the objective function stream functions include a plurality of asynchronous threads, when the objective function stream functions are executed, the animation playing function, that is, the function executing function, executes the corresponding asynchronous threads to play the animation allocated to the asynchronous threads, and the asynchronous threads are delayed for a period of time after being executed, wherein a positive integer can be returned through the return function to indicate how many milliseconds later the next function is executed, and then the next asynchronous thread is executed to play the animation allocated to the asynchronous threads until all the animations in the objective function stream functions are played. And when all the animations in the stream function of the objective function are completely played, judging whether the function queue is a process function and a stream function which is not executed exists, if so, executing the animation playing function in the stream function to play all the animations in the stream function until all the stream function groups in the process function of all the function queue are executed.
The starting of the animation can be triggered through user interaction or can be started by a developer calling a function independently.
For example, as shown in fig. 3, the user interactively triggers or the programmer calls a function to start an animation, and executes the stream function according to a preset stream function sequence, wherein the stream function comprises an animation playing function and a callback function, the animation playing function corresponds to a target asynchronous thread, whether the execution of the stream function is finished is judged, when the execution is not finished, a step of delaying for a certain time according to a return value of the animation playing function, executing the stream function to play the animation is executed again, when the execution is finished, executing a callback function, judging whether a function queue process function is executed completely, if the execution is finished, indicating that the synthesized animation is finished, and if the execution is not finished, returning to the step of executing the played animation.
103. And when the execution of the target asynchronous thread is detected to be finished, 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.
When the target asynchronous thread finishes executing, triggering an execution finishing function, and calculating the execution delay time of the next asynchronous thread relative to the target asynchronous thread according to the delay time of each asynchronous thread relative to a reference time point, wherein the step of acquiring the execution delay of the next asynchronous thread of the target asynchronous thread when the execution finishing of the target asynchronous thread is detected, wherein the execution delay time is the execution delay time of the next asynchronous thread relative to the target asynchronous thread can comprise:
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 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 a group of animations to be played, each asynchronous thread executing the playing of the animation has a corresponding delay time relative to the starting time of the animation, for example, the delay time of the target asynchronous thread is t 1 The delay time of the next asynchronous thread of the target asynchronous thread is t 2 There is a delay between the target asynchronous thread and the next asynchronous thread to the target asynchronous threadTime difference of time and time (t 2 -t 1 ) 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 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 played.
After the execution of the target asynchronous thread is finished, the execution delay time of the next asynchronous thread relative to the target asynchronous thread needs to be calculated, and when the execution delay time is up, the step of executing the target asynchronous thread can be returned, specifically, the step of updating the target asynchronous thread into the next asynchronous thread and returning to execute the target asynchronous thread to play the animation allocated to the target asynchronous thread until the play of the animation group is finished can include:
Waiting when the target asynchronous thread is executed;
and when the waiting time length 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 group is completely played.
If the animation group is not played, 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, the sequential execution among a plurality of asynchronous threads is performed, and the time line of playing the animations is unified.
For example, when the target asynchronous thread finishes executing, the next asynchronous thread of the target asynchronous thread should be executed, and then waiting is needed, when the waiting time length 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 distributed by the target asynchronous thread is always 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 deleting the animation allocated to the target asynchronous thread from the animation group when the current accumulated times reach the preset playing times.
The preset playing times can be set to be one time or multiple times 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, some animations may need to be played many times, for example, the playing times of animation 1 are preset to one time and the playing times of animation 2 are preset to three times according to the animation playing effect required to be achieved, at this time, the accumulated playing times of the animations allocated to the currently executed asynchronous thread need to be obtained, and if the accumulated times reach the preset playing times, the animations allocated to the currently asynchronous thread need to be deleted from the animation group to be played.
In one embodiment, the animation playing method further includes:
when the animation group finishes playing, judging whether all the function groups in the function queue are executed completely;
and if the function set in the function queue is not executed, returning the next function as a target function value to execute and read the target function set in the function queue, wherein the target function set comprises an animation playing function and a callback function, and the animation playing function corresponds to the step of the target asynchronous thread.
For example, the function queue may include multiple animation groups, all of which are to be played. When the multiple animation groups in the function queue are not executed, the playing steps of executing the animation groups to be played after the execution is finished are required to be returned, and all the animation groups are guided to be played completely.
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 distributed by the target asynchronous thread; when the execution of the target asynchronous thread is detected to be finished, 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 played. According to the scheme, the time lines for playing the animations can be unified into one through the sequential execution of the plurality of asynchronous threads, and the next asynchronous thread is executed when the execution delay time length reaches by acquiring the execution delay time of the next asynchronous thread of the target asynchronous thread, so that the animations with different starting times are accurately controlled, and the accuracy is improved.
According to the method described in the above embodiments, examples are described in further detail below.
The embodiment of the application will be described from the perspective of an animation playing device which can be integrated in a terminal specifically, and will be described by taking a composite animation playing as an example.
As shown in fig. 5, a method for playing an animation, specifically, the following steps:
201. the terminal acquires an animation group to be played, wherein 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 animations currently is determined from the plurality of asynchronous threads.
For example, there are animation groups to be played in the composite animation, the animation groups have a plurality of animations, the terminal acquires the animation groups to be played, sorts each animation in the animation groups according to the required playing effect, obtains the playing sequence of each animation, and distributes each animation to a corresponding asynchronous thread according to the playing sequence, wherein the playing of the animations is performed by the asynchronous thread, and each asynchronous thread has the distributed animations, which may be one animation or a plurality of animations.
The asynchronous threads are executed sequentially, the execution sequence of the plurality of asynchronous threads needs to be determined from the plurality of asynchronous threads, and the target asynchronous thread needing to play the animation currently is determined.
202. The terminal executes the target asynchronous thread to play the animation allocated to the target asynchronous thread.
For example, after determining a target asynchronous thread that is currently required to play an animation in the composite animation and distributing an animation group to be played to a corresponding asynchronous thread, executing the target asynchronous thread to play the animation distributed by the target asynchronous thread, and completing playing of the animation distributed by one asynchronous thread of a plurality of asynchronous threads.
203. When the execution of the target asynchronous thread is detected to be finished, 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 that a plurality of threads are sequentially played, and a time difference exists between the threads, wherein the time difference can be obtained through the delay time of the plurality of asynchronous threads corresponding to the reference time point, and the time difference is that the execution delay time of the next asynchronous thread relative to the current asynchronous thread.
204. And when the execution delay time is up, the terminal 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 distributed by the target asynchronous thread until the animation group is played.
For example, the playing of the composite animation is performed by a plurality of animations according to a preset playing sequence, after the animation allocated to one asynchronous thread is completely played, when the animation group is not completely played, the animation allocated to the next asynchronous thread should be continuously played, and one asynchronous thread is performed until all animations are completely played.
For example, in an embodiment, according to a required animation playing effect, the playing times of different animations in the composite animation are preset, in the process of executing a plurality of asynchronous threads, the accumulated playing times of the animations distributed to the currently executed asynchronous thread are obtained, if the accumulated playing times reach the preset playing times, the animations distributed to the currently executed asynchronous thread are deleted from the animation group to be played, and if the accumulated playing times do not reach the preset playing times, after the animations partially reached by the currently executed asynchronous thread are played, the animations are not deleted from the animations to be played.
For example, in one embodiment, when the current animation group to be played is finished, it is further required to determine whether all the function groups in the function queue are finished, that is, whether there is an animation group that is not played yet, and if there is an animation group that is not played yet, playing the animation group that is not played according to the step of playing the animation group that is finished.
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 distributed by the target asynchronous thread; when the execution of the target asynchronous thread is detected to be finished, 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 played. According to the scheme, the time lines for playing the animations can be unified into one through the sequential execution of the plurality of asynchronous threads, and the next asynchronous thread is executed when the execution delay time length reaches by acquiring the execution delay time of the next asynchronous thread of the target asynchronous thread, so that the animations with different starting times are accurately controlled, and the accuracy is improved.
In order to better implement the above method, correspondingly, the embodiment of the application also provides an animation playing device, wherein the animation playing device can be integrated in a terminal.
For example, as shown in fig. 6, the animation playback apparatus may include a first acquisition unit 301, an allocation unit 302, an execution unit 303, a second acquisition unit 304, and an update unit 305, as follows:
(1) A first acquisition unit 301;
a first obtaining unit 301 is configured to obtain an animation group to be played, where the animation group includes a plurality of animations.
(2) A distribution unit 302;
and the allocation unit 302 is configured to allocate each animation to a corresponding asynchronous thread, and determine a target asynchronous thread that needs to play the animation currently from multiple asynchronous threads.
In one embodiment, the distribution unit 302 includes:
a first obtaining subunit 3021, configured to obtain a play order of each animation in the animation group;
an allocation subunit 3022, configured to allocate each animation to a corresponding asynchronous thread according to the play order.
In an embodiment, the dispensing unit comprises:
a second obtaining subunit 3023, configured to obtain a delay time of each asynchronous thread with respect to a reference time point;
A determining subunit 3024, configured to determine, according to the delay time, a target asynchronous thread that needs to play the animation currently 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 with respect to the reference time point, a time difference between the delay time of the target asynchronous thread and the delay time of the next asynchronous thread of the target asynchronous thread, where the time difference is an execution delay time of the next asynchronous thread with respect to the target asynchronous thread.
(3) An execution unit 303;
and the execution unit 303 is used for executing the target asynchronous thread to play the animation allocated to the target asynchronous thread.
In one embodiment, the execution unit 303 includes:
a reading subunit 3031, configured to read a target function set in the function queue, where the target function set includes an animation playing function and a callback function, and the animation playing function corresponds to a target asynchronous thread;
a calling subunit 3032, configured to call an animation playing function to execute a target asynchronous thread to play the animation allocated to the target asynchronous thread;
a first return subunit 3033 is configured to return to executing the target asynchronous thread to play the animation allocated to the target asynchronous thread.
In an embodiment, the first return subunit 3033 is further configured to implement a step of returning to execute the target asynchronous thread to play the animation allocated to the target asynchronous thread based on the callback function callback animation play function.
In an embodiment, the execution unit 303 further includes:
a judging subunit 3034, configured to judge whether all the function groups in the function queue have been executed when the animation group has been played;
and the second returning subunit 3035 is configured to return, if the function set in the function queue is not executed, the next function as the target function value to execute and read the target function set in the function queue, where the function set includes an animation play function and a callback function, and the animation play function corresponds to the step of the target asynchronous thread.
(4) A second acquisition unit 304;
the second obtaining unit 304 is 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 a duration of the execution delay of the next asynchronous thread relative to the target asynchronous thread;
(5) An updating unit 305;
and the updating unit 305 is configured to update the target asynchronous thread to the next asynchronous thread when the execution delay time is up, 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 played.
In an embodiment, the updating unit 305 includes:
a waiting subunit 3051, configured to wait when the target asynchronous thread finishes executing;
and a third returning subunit 3052, configured to 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 when the waiting duration reaches the delay time of the next thread of the preset target asynchronous thread.
In an embodiment, the animation playing device further includes:
a third obtaining unit 306, configured to obtain a current accumulated playing number of times of the animation allocated to the target asynchronous thread;
and a deleting unit 307, configured to delete the animation allocated to the target asynchronous thread from the animation group when the current accumulated number reaches the preset play number.
In the implementation, each unit may be implemented as an independent entity, or may be implemented as the same entity or several entities in any combination, and the implementation of each unit may be referred to the foregoing method embodiment, which is not described herein again.
As can be seen from the above, the first obtaining unit 301 in the animation playing device of the present embodiment 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 which needs to play the animation currently from a plurality of asynchronous threads; executing the target asynchronous thread by an execution unit 303 to play the animation to which the target asynchronous thread is assigned; when the second obtaining unit 304 detects that the execution of the target asynchronous thread is finished, obtaining the execution delay of the next asynchronous thread of the target asynchronous thread, wherein the execution delay is the execution delay time length of the next asynchronous thread relative to the target asynchronous thread; and when the execution delay time is up, 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 played. According to the scheme, the time lines for playing the animations can be unified into one through the sequential execution of the plurality of asynchronous threads, and the next asynchronous thread is executed when the execution delay time length reaches by acquiring the execution delay time of the next asynchronous thread of the target asynchronous thread, so that the animations with different starting times are accurately controlled, and the accuracy is improved.
Accordingly, embodiments of the present application also provide 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, wireless Fidelity) module 407, a processor 408 including one or more processing cores, and a power supply 409. It will be appreciated by those skilled in the art that the terminal structure shown in fig. 7 is not limiting of the terminal and may include more or fewer components than shown, or may combine certain components, or a different arrangement of components. Wherein:
the RF circuit 401 may be used for receiving and transmitting signals during the process of receiving and transmitting information or communication, in particular, after receiving downlink information of a base station, the downlink information is processed by one or more processors 408; in addition, data relating to uplink is transmitted to the base station. Typically, 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, subscriber Identity Module) card, a transceiver, a coupler, a low noise amplifier (LNA, low Noise Amplifier), a duplexer, and the like. In addition, the RF circuitry 401 may also communicate with networks and other devices through wireless communications. The wireless communication may use any communication standard or protocol including, but not limited to, global system for mobile communications (GSM, global System of Mobile communication), general packet radio service (GPRS, general Packet Radio Service), code division multiple access (CDMA, code Division Multiple Access), wideband code division multiple access (WCDMA, wideband Code Division Multiple Access), long term evolution (LTE, long Term Evolution), email, short message service (SMS, short Messaging Service), and the like.
The memory 402 may be used to store software programs and modules, and the processor 408 may execute various functional applications and data processing by executing the software programs and modules stored in the memory 402. The memory 402 may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, an application program (such as a sound playing function, an image playing function, etc.) required for at least one function, and the like; the storage data area may store data (such as audio data, phonebook, etc.) created according to the use of the terminal, etc. In addition, 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 access to the memory 402 by the processor 408 and the input unit 403.
The input unit 403 may be used to receive input numeric or character information and to generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function control. In particular, in one particular embodiment, 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 thereon or thereabout by a user (e.g., operations thereon or thereabout by a user using any suitable object or accessory such as a finger, stylus, etc.), and actuate the corresponding connection means according to a predetermined program. Alternatively, the touch-sensitive surface may comprise two parts, a touch detection device and a touch controller. The touch detection device detects the touch azimuth 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 detection device and converts it into touch point coordinates, which are then sent to the processor 408, and can receive commands from the processor 408 and execute them. In addition, touch sensitive surfaces may be implemented in a variety of types, such as resistive, capacitive, infrared, and surface acoustic waves. In addition to the touch-sensitive surface, the input unit 403 may also comprise other input devices. 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, mouse, joystick, etc.
The display unit 404 may be used to display information input by a user or information provided to the user and various graphical user interfaces of the terminal, which may be composed of graphics, text, icons, video and any combination thereof. The display unit 404 may include a display panel, which may be optionally configured in the form of a liquid crystal display (LCD, liquid Crystal Display), an Organic Light-Emitting Diode (OLED), or the like. Further, the touch-sensitive surface may overlay a display panel, upon which or near touch operations are detected by the touch-sensitive surface, which is communicated to the processor 408 to determine the type of touch event, and the processor 408 then provides corresponding visual output on the display panel based on the type of touch event. Although in fig. 7 the touch sensitive surface and the display panel are implemented as two separate components for input and output functions, in some embodiments the touch sensitive surface may be integrated with the display panel to implement the input and output functions.
The terminal may also include at least one sensor 405, such as a light sensor, a 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 backlight when the terminal moves to the ear. As one of the motion sensors, the gravity acceleration sensor can detect the acceleration in all directions (generally three axes), and can detect the gravity and the direction when the mobile phone is stationary, and can be used for applications of recognizing the gesture of the mobile phone (such as horizontal and vertical screen switching, related games, magnetometer gesture calibration), vibration recognition related functions (such as pedometer and knocking), and the like; other sensors such as gyroscopes, barometers, hygrometers, thermometers, infrared sensors, etc. that may also be configured in the terminal are not described in detail herein.
Audio circuitry 406, speakers, and a microphone may provide an audio interface between the user and the terminal. The audio circuit 406 may transmit the received electrical signal after audio data conversion to a speaker, where the electrical signal is converted to a sound signal for output; on the other hand, the microphone converts the collected sound signals into electrical signals, which are received by the audio circuit 406 and converted into audio data, which are processed by the audio data output processor 408 for transmission to, for example, another terminal via the RF circuit 401, or which are output to the memory 402 for further processing. Audio circuitry 406 may also include an ear bud jack to provide communication of the peripheral ear bud with the terminal.
The WiFi belongs to a short-distance wireless transmission technology, and the terminal can help the user to send and receive e-mail, browse web pages, access streaming media and the like through the WiFi module 407, so that wireless broadband internet access is provided for the user. Although fig. 7 shows a WiFi module 407, it is understood that it does not belong to the essential constitution of the terminal, and can be omitted entirely as required within the scope of not changing the essence of the invention.
The processor 408 is a control center of the terminal, and connects various parts of the entire mobile phone using various interfaces and lines, and performs various functions of the terminal and processes data by running or executing software programs and/or modules stored in the memory 402, and calling data stored in the memory 402, thereby controlling the mobile phone as a whole. Optionally, the processor 408 may include one or more processing cores; preferably, the processor 408 may integrate an application processor that primarily handles operating systems, user interfaces, applications, etc., with a modem processor that primarily handles 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 supply 409 (e.g., a battery) for powering the various components, which may be logically connected to the processor 408 through a power management system that performs functions such as managing charge, discharge, and power consumption. The power supply 409 may also include one or more of any of a direct current or alternating current power supply, a recharging system, a power failure detection circuit, a power converter or inverter, a power status indicator, and the like.
Although not shown, the terminal may further include a camera, a bluetooth module, etc., which will not be described herein. In this embodiment, the processor 408 in the terminal loads executable files corresponding to the processes of one or more application programs into the memory 402 according to the following instructions, and the processor 408 executes the application programs stored in the memory 402, so as to implement 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 needing to play the animation currently from a plurality of asynchronous threads; executing the target asynchronous thread to play the animation distributed by the target asynchronous thread; when the execution of the target asynchronous thread is detected to be finished, 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 played.
The specific implementation of each operation above may be referred to the previous embodiments, and will not be described herein.
As can be seen from the foregoing, in this embodiment, the time lines for playing the animations may be unified into one through sequential execution of multiple asynchronous threads, and by acquiring the execution delay of the next asynchronous thread of the target asynchronous thread, when the execution delay time reaches, the next asynchronous thread is executed, so as to accurately control multiple groups of animations with different starting times, and improve the accuracy. Those of ordinary skill in the art will appreciate that all or a portion of the steps of the various methods of the above embodiments may be performed by instructions, or by instructions controlling associated hardware, which may be stored in a computer-readable storage medium and loaded and executed by a processor.
To this end, an embodiment of the present application provides a storage medium having stored therein a plurality of instructions capable of being loaded by a processor to perform the steps of any one of the animation playback methods provided by the embodiment 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 needing to play the animation currently from a plurality of asynchronous threads; executing the target asynchronous thread to play the animation distributed by the target asynchronous thread; when the execution of the target asynchronous thread is detected to be finished, 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 played.
The specific implementation of each operation above may be referred to the previous embodiments, and will not be described herein.
Wherein the storage medium may include: read Only Memory (ROM), random access Memory (RAM, random Access Memory), magnetic or optical disk, and the like.
The instructions stored in the storage medium can execute the steps in any animation playing method provided by the embodiment of the present application, so that the beneficial effects of any animation playing method provided by the embodiment of the present application can be achieved, and detailed descriptions of the foregoing embodiments are omitted herein.
The foregoing describes in detail a method, apparatus, computer device and storage medium for playing an animation according to the embodiments of the present application, and specific examples are applied to illustrate the principles and embodiments of the present application, where the foregoing examples are only used to help understand the method and core idea of the present application; meanwhile, as those skilled in the art will vary in the specific embodiments and application scope according to the ideas of the present application, the present description should not be construed as limiting the present application in summary.

Claims (9)

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 needing to play the animation currently from a plurality of asynchronous threads;
reading an objective function group in a function queue, wherein the objective function group comprises: an animation play function and a callback function;
calling the animation playing function to execute the target asynchronous thread so as to play the animation distributed by the target asynchronous thread;
when the execution of the target asynchronous thread is detected to be finished, 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 calling back the animation playing function based on the callback function to realize the step of executing the target asynchronous thread to play the animation distributed by the target asynchronous thread until the animation group is played.
2. The animation playback method of claim 1, wherein assigning each of the animations 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 as claimed in claim 1, wherein determining a target asynchronous thread currently requiring playback of an animation from among a plurality of asynchronous threads, 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 a plurality of asynchronous threads according to the delay time.
4. The animation playback method of claim 3, wherein obtaining an execution delay of a next asynchronous thread of the target asynchronous thread, the execution delay being an execution delay time of the next asynchronous thread relative to the target asynchronous thread, comprises:
and obtaining a 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 of claim 1, further comprising, after the execution of the target asynchronous thread is completed:
acquiring the current accumulated playing times of the animation distributed by the target asynchronous thread;
and deleting the animation allocated to the target asynchronous thread from the animation group when the current accumulated playing times reach the preset playing times.
6. The animation playback method as claimed in claim 1, further comprising:
when the animation group finishes playing, judging whether all the function groups in the function queue are executed completely;
and if the function set in the function queue is not executed, returning the next function as a target function value to execute and read the target function set in the function queue, wherein the function set comprises an animation playing function and a callback function, and the animation playing function corresponds to the step of the target asynchronous thread.
7. The animation playback method of claim 1, wherein updating the target asynchronous thread to the next asynchronous thread when the execution delay time is reached comprises:
waiting when the target asynchronous thread is executed;
And when the waiting time length 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.
8. An animation playback apparatus, comprising:
a first obtaining unit, configured to obtain an animation group to be played, where the animation group includes a plurality of animations;
the distribution unit is used for 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;
a reading subunit, configured to read an objective function group in a function queue, where the objective function group includes: an animation play function and a callback function;
the calling subunit is used for calling the animation playing function to execute the target asynchronous thread so as to play the animation distributed by the target asynchronous thread;
the second acquisition unit is used for acquiring the execution delay of the next asynchronous thread of the target asynchronous thread when the execution of the target asynchronous thread is finished, wherein the execution delay is the execution delay time of the next asynchronous thread relative to the target asynchronous thread;
The updating unit is used for updating the target asynchronous thread into the next asynchronous thread when the execution delay time is up;
and the first return subunit is used for realizing the step of returning to execute the target asynchronous thread to play the animation distributed by the target asynchronous thread based on the callback function callback to the animation play function until the animation group is completely played.
9. A storage medium storing a plurality of instructions adapted to be loaded by a processor to perform the steps of the animation playback method of any one of claims 1-7.
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