CN116382681B - Method, device, equipment and storage medium for developing virtual engine layout - Google Patents

Method, device, equipment and storage medium for developing virtual engine layout Download PDF

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Publication number
CN116382681B
CN116382681B CN202310124599.9A CN202310124599A CN116382681B CN 116382681 B CN116382681 B CN 116382681B CN 202310124599 A CN202310124599 A CN 202310124599A CN 116382681 B CN116382681 B CN 116382681B
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packaging
module
uscripttabmanager
layout
class
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CN116382681A (en
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李自军
王文佳
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Chengdu Zengzi Technology Co ltd
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Chengdu Zengzi Technology Co ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F8/00Arrangements for software engineering
    • G06F8/30Creation or generation of source code
    • G06F8/38Creation or generation of source code for implementing user interfaces
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F8/00Arrangements for software engineering
    • G06F8/20Software design
    • G06F8/24Object-oriented
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F8/00Arrangements for software engineering
    • G06F8/40Transformation of program code
    • 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
    • G06F9/44Arrangements for executing specific programs
    • G06F9/455Emulation; Interpretation; Software simulation, e.g. virtualisation or emulation of application or operating system execution engines
    • G06F9/45504Abstract machines for programme code execution, e.g. Java virtual machine [JVM], interpreters, emulators
    • G06F9/45529Embedded in an application, e.g. JavaScript in a Web browser
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02DCLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
    • Y02D10/00Energy efficient computing, e.g. low power processors, power management or thermal management

Abstract

The invention discloses a method, a device, equipment and a storage medium for developing a virtual engine layout, and belongs to the technical field of computers. The method comprises the following steps: performing Uobject type packaging on a preset function class and a parameter class; creating a global usertTabManager single instance class; each function in the usartTabManager returns a corresponding object to form chained programming; generating a corresponding declaration file according to a reflection mechanism of the illusion engine so as to write interface layout in the lua or ts script, thereby obtaining interface layout results written by the script; converting the interface layout result into TSharedPtr < SWidget >; TSharedPtr < SWidget > is embedded in SWindow's Content on the ghost engine C++ side. The invention greatly improves the development efficiency and convenience.

Description

Method, device, equipment and storage medium for developing virtual engine layout
Technical Field
The invention belongs to the technical field of computers, and particularly relates to a method, a device, equipment and a storage medium for developing a fantasy engine layout.
Background
The traditional interface layout mode is written, only a slave code of C++, the grammar of the C++ is complex, after the C++ is encapsulated again in a fantasy way, talents with years of development experience are required to be driven, the slave code format is required to be manually adjusted, reading is inconvenient, once a project is released, the layout cannot be modified again unless the C++ code is modified again, and then the release is compiled again; and different projects need different layouts, so that the C++ code needs to be rewritten and cannot be well multiplexed.
Disclosure of Invention
The invention aims to overcome the defects of the prior art and provides a method, a device, equipment and a storage medium for developing a fantasy engine layout.
The aim of the invention is realized by the following technical scheme:
according to a first aspect of the present invention, a method for developing a layout of a illusion engine is applied to a development system based on the illusion engine, and the method includes:
s100, performing Uobject type packaging on preset function classes and parameter classes;
s200, creating a global UScriptTabManager single instance class;
s300, returning each function in the UScriptTabManager to a corresponding object according to all classes packaged in the S100 to form chained programming;
s400, deriving classes and functions encapsulated by the S100 by utilizing UnLua or Puerts plug-ins, and generating corresponding declaration files according to a reflection mechanism of the illusion engine so as to write interface layout in lua or ts script and obtain interface layout results written by the script;
s500, deriving a UMyGameEngine from the UGAMEEngine, implementing the overwriting of the window content creation flow in the initialization function, and starting the script virtual machine;
s600, calling a layout function created by a script, transmitting the result obtained in the S400 into a UScriptTabManager, and converting the interface layout result obtained in the S400 into TSharedPtr < SWidget > through an internal MyTabManagerPtr to obtain TSharedPtr < SWidget > of the whole interface layout;
s700, registering tag page contents to a UScriptTabManager through an identification ID, and storing an identification ID and tag page content key value pair in the UScriptTabManager through a Map;
s800, when the layout is presented in the window, acquiring tag page content registered in the corresponding S700 from the Map of the UScriptTabManager according to the identification ID of the tag page;
s900, embedding TSharedPtr < SWidget > generated in S600 into SWindow Content on the side of the illusion engine C++.
Further, performing Uobject type encapsulation on the preset function class and parameter class, including:
packaging the FTabManager into a UScriptTabManager;
packaging FLayout into UScriptLayout;
packaging FLayoutnode into UScriptLayoutNode;
packaging FStack into UScriptStack;
packaging FSplitter into UScriptSplitter;
packaging FArea into a UScriptArea;
FSpa WN TabArgs is packaged as UScriptDockTabArgs.
Further, the global usetttabmanager single instance class adopts a TStrongObjectPtr < usetttabmanager > strong reference manner.
Further, the global usetttabmanager singleton class contains a shared pointer TSharedPtr < FGlobalTabmanager > mytabmanager ptr to forward various events and parameters.
Further, the function returns an instance object where the corresponding objects are all themselves in S300.
According to a second aspect of the present invention, an apparatus for development of a fantasy engine layout, applied to a fantasy engine-based development system, comprises:
the packaging module is used for performing Uobject type packaging on the preset function class and parameter class;
the single instance class creation module is used for creating a single instance class of the global UScriptTabManager;
the chain programming construction module is used for returning corresponding objects according to all the packaged functions in the UScriptTabManager to form chain programming;
the declaration file export module is used for exporting classes and functions packaged by the packaging module by utilizing the UnLua or Puerts plugins, and generating a corresponding declaration file according to a reflection mechanism of the illusion engine so as to write interface layout in the lua or ts script and obtain interface layout results written by the script;
the process overwriting module is used for deriving a UMyGameEngine from the UGAMEEngine, implementing the overwriting of the window content creating process in the initializing function, and starting the script virtual machine;
the interface layout module is used for calling a layout function created by a script, transmitting the result obtained by the declaration file export module into a UScriptTabManager, and converting the interface layout result obtained by the declaration file export module into TSharedPtr < SWidget > through the internal MyTabManagerPtr to obtain TSharedPtr < SWidget > of the whole interface layout;
the key value pair storage module is used for registering tag page contents to the UScriptabManager through the identification ID, and storing the identification ID and tag page contents key value pair through the Map in the UScrittabManager;
the tag page content acquisition module is used for acquiring tag page content registered by the corresponding key value pair storage module from the Map of the UScriptTabManager according to the identification ID of the tag page when the layout is presented in the window;
and the embedding module is used for embedding TSharedPtr < SWidget > generated by the interface layout module into the Content of SWindow at the C++ side of the illusion engine.
Further, performing Uobject type encapsulation on the preset function class and parameter class, including:
packaging the FTabManager into a UScriptTabManager;
packaging FLayout into UScriptLayout;
packaging FLayoutnode into UScriptLayoutNode;
packaging FStack into UScriptStack;
packaging FSplitter into UScriptSplitter;
packaging FArea into a UScriptArea;
FSpa WN TabArgs is packaged as UScriptDockTabArgs.
Further, the global usetttabmanager single instance class adopts a TStrongObjectPtr < usetttabmanager > strong reference manner, and the global usetttabmanager single instance class contains a shared pointer TSharedPtr < FGlobalTabmanager > mytabmanager ptr to forward various events and parameters.
According to a third aspect of the present invention, an apparatus comprising a processor and a memory having stored therein at least one instruction, at least one program, code set or instruction set, the at least one instruction, the at least one program, code set or instruction set being loaded and executed by the processor to implement a method according to the first aspect of the present invention.
According to a fourth aspect of the present invention, a storage medium has stored therein at least one instruction, at least one program, a set of codes or a set of instructions, which are loaded and executed by a processor to implement the method according to the first aspect of the present invention.
The beneficial effects of the invention are as follows: the invention develops a mode of writing interface layout by using a script based on the diversity of layout and the randomness of tag page contents, is convenient for quick adjustment, has low development and maintenance cost, can designate the content of a Tab tag page as a blueprint object of UMG, greatly improves development efficiency and convenience, ensures complete consistency with C++ development functions and effects, and can only need to adjust the layout and then designate the content for different projects.
Drawings
FIG. 1 is a flow chart of one embodiment of a method for developing an interface layout based on a script in the present invention.
Detailed Description
The technical solutions of the present invention will be clearly and completely described below with reference to the embodiments, and it is apparent that the described embodiments are only some embodiments of the present invention, but not all embodiments. All other embodiments, which can be made by a person skilled in the art without any inventive effort, are intended to be within the scope of the present invention, based on the embodiments of the present invention.
Referring to fig. 1, the present embodiment provides a method, apparatus, device and storage medium for developing a fantasy engine layout:
the first aspect of the invention provides a method for developing a layout of a illusion engine, which is applied to a development system based on the illusion engine. As shown in fig. 1, the method includes S100 to S900, which are described in detail below.
S100, performing Uobject type packaging on the preset function class and parameter class.
Specifically, performing Uobject type encapsulation on a preset function class and parameter class includes: uobject type encapsulation is performed on the FTabManager related function classes and parameter classes. For example, FTabManager is packaged as a usarttabmanager, FLayout is packaged as a usartLayout, FLayoutnode is packaged as a usartLayoutNode, FStack is packaged as a usartStack, FSplitter is packaged as a usartsplit, FArea is packaged as a usartArea, and FSpa TabArgs is packaged as a usartDockTabArgs.
S200, creating a global UScriptTabManager single instance class.
Specifically, the global usarttabmanager single instance class adopts a TStrongObjectPtr < usarttabmanager > strong reference mode to ensure that the single instance class is not recycled by the engine GC mechanism garbage.
The global userttabmanager singleton class contains a shared pointer, TSharedPtr < FGlobalTabmanager > mytabmanager ptr, to forward various events and parameters.
S300, returning each function in the UScriptTabManager to a corresponding object according to all classes packaged in the S100 to form chained programming.
For example, each function returns an instance object whose result is itself, such as: usartlayout NewLayout (const FName LayoutName), thereby forming a chain programming like a phantom engine slave.
S400, deriving classes and functions encapsulated by the S100 by utilizing UnLua or Puerts plug-ins, and generating corresponding declaration files according to a reflection mechanism of the illusion engine so as to write interface layout in lua or ts script and obtain interface layout results written by the script.
S500, deriving a UMyGameEngine from the UGAMEEngine, implementing the overwriting of the window content creation flow in the initialization function, and starting the script virtual machine.
S600, calling a layout function created by a script, transmitting the interface layout result obtained in the S400 into a UScriptTabManager, and converting the interface layout result obtained in the S400 into TSharedPtr < SWidget > through an internal MyTabManagerPtr to obtain TSharedPtr < SWidget > of the whole interface layout.
S700, registering tag page contents to the UScriptTabManager through the identification ID, and storing the identification ID and tag page content key value pair in the UScriptTabManager through the Map.
S800, when the layout is presented in the window, acquiring tag page content registered in the corresponding S700 from the Map of the UScriptTabManager according to the identification ID of the tag page.
S900, embedding TSharedPtr < SWidget > generated in S600 into SWindow Content on the side of the illusion engine C++.
A second aspect of the present invention provides an apparatus for development of a fantasy engine layout, for use in a fantasy engine-based development system. The device comprises a packaging module, a single instance class creation module, a chained programming construction module, a declaration file export module, a flow overwriting module, an interface layout module, a key value pair storage module, a tag page content acquisition module and an embedding module.
The packaging module is used for performing Uobject type packaging on the preset function class and parameter class. For example, uobject type packaging is performed on the function class and the parameter class related to the FTabManager, FTabManager is packaged into UScriptabManager, FLayout is packaged into UScriptayLayout, FLayoutNode is packaged into UScriptayLayOutNode, FStack is packaged into UScriptStack, FSplitter is packaged into UScriptSplitter, FArea is packaged into UScriptakAres, and FSpa TabArgs is packaged into UScriptDockTabArgs.
The single instance class creation module is used for creating a global usertTabManager single instance class. The global UScriptTabManager single instance class adopts a TStrongObjectPtr < UScriptTabManager > strong reference mode to ensure that garbage is not recovered by an engine GC mechanism. The global userttabmanager singleton class contains a shared pointer, TSharedPtr < FGlobalTabmanager > mytabmanager ptr, to forward various events and parameters.
The chained programming construction module is used for returning corresponding objects according to all the packaged functions in the UScriptTabManager to form chained programming. For example, each function returns an instance object whose result is itself, such as: usartlayout NewLayout (const FName LayoutName), thereby forming a chain programming like a phantom engine slave.
The declaration file export module is used for exporting classes and functions encapsulated by the encapsulation module by utilizing the UnLua or Puerts plugins, and generating corresponding declaration files according to the reflection mechanism of the illusion engine so as to write interface layout in the lua or ts script and obtain interface layout results written by the script.
The process overwriting module is used for deriving a UMyGameEngine from the UGAMEEngine, implementing the overwriting of the window content creating process in the initializing function, and starting the script virtual machine.
The interface layout module is used for calling a layout function created by a script, transmitting the result obtained by the declaration file export module into a UScriptabManager, and converting the interface layout result obtained by the declaration file export module into TSharedPtr < SWidget > through the internal MyTabManagerPtr to obtain the TSharedPtr < SWidget > of the whole interface layout.
The key value pair storage module is used for registering tag page contents to the UScriptabManager through the identification ID, and storing the identification ID and tag page contents key value pair through the Map in the UScriptabManager.
And the tag page content acquisition module is used for acquiring tag page content registered by the corresponding key value pair storage module from the Map of the UScriptTabManager according to the identification ID of the tag page when the layout is presented in the window.
The embedding module is used for embedding TSharedPtr < SWidget > generated by the interface layout module into the Content of SWindow at the C++ side of the illusion engine.
A third aspect of the invention provides an apparatus comprising a processor and a memory having stored therein at least one instruction, at least one program, code set or instruction set, the at least one instruction, the at least one program, code set or instruction set being loaded and executed by the processor to implement a method according to the first aspect of the invention.
A fourth aspect of the invention provides a storage medium having stored therein at least one instruction, at least one program, code set or instruction set loaded and executed by a processor to implement a method according to the first aspect of the invention.
The foregoing is merely a preferred embodiment of the invention, and it is to be understood that the invention is not limited to the form disclosed herein but is not to be construed as excluding other embodiments, but is capable of numerous other combinations, modifications and environments and is capable of modifications within the scope of the inventive concept, either as taught or as a matter of routine skill or knowledge in the relevant art. And that modifications and variations which do not depart from the spirit and scope of the invention are intended to be within the scope of the appended claims.

Claims (5)

1. A method for developing a layout of a fantasy engine, which is applied to a development system based on the fantasy engine, and is characterized in that the method comprises the following steps:
s100, performing Uobject type packaging on preset function classes and parameter classes;
uobject type encapsulation is carried out on a preset function class and a parameter class, and the Uobject type encapsulation comprises the following steps:
packaging the FTabManager into a UScriptTabManager;
packaging FLayout into UScriptLayout;
packaging FLayoutnode into UScriptLayoutNode;
packaging FStack into UScriptStack;
packaging FSplitter into UScriptSplitter;
packaging FArea into a UScriptArea;
packaging FSpa WN TabArgs into UScriptDockTabArgs
S200, creating a global UScriptTabManager single instance class; the global userttabmanager single instance class contains a shared pointer TSharedPtr < FGlobalTabmanager > MyTabManagerPtr to forward events and parameters;
s300, returning each function in the UScriptTabManager to a corresponding object according to all classes packaged in the S100 to form chained programming; s300, returning the corresponding objects to be the instance objects of the function in S300;
s400, deriving classes and functions encapsulated by the S100 by utilizing UnLua or Puerts plug-ins, and generating corresponding statement files according to a reflection mechanism of the illusion engine so as to write interface layout in lua or ts script and obtain interface layout results written by the script;
s500, deriving a UMyGameEngine from the UGAMEEngine, implementing the overwriting of the window content creation flow in the initialization function, and starting the script virtual machine;
s600, calling a layout function created by a script, transmitting the result obtained in the S400 into a UScriptTabManager, and converting the interface layout result obtained in the S400 into TSharedPtr < SWidget > through an internal MyTabManagerPtr to obtain TSharedPtr < SWidget > of the whole interface layout;
s700, registering tag page contents to a UScriptTabManager through an identification ID, and storing an identification ID and tag page content key value pair in the UScriptTabManager through a Map;
s800, when the layout is presented in the window, acquiring tag page content registered in the corresponding S700 from the Map of the UScriptTabManager according to the identification ID of the tag page;
s900, embedding TSharedPtr < SWidget > generated in S600 into SWindow Content on the side of the illusion engine C++.
2. The method of claim 1, wherein the global usarttabmanager single instance class uses TStrongObjectPtr < usarttabmanager > as a strong reference.
3. An apparatus for development of a fantasy engine layout for use in a fantasy engine-based development system, the apparatus comprising:
the packaging module is used for performing Uobject type packaging on the preset function class and parameter class;
uobject type encapsulation is carried out on a preset function class and a parameter class, and the Uobject type encapsulation comprises the following steps:
packaging the FTabManager into a UScriptTabManager;
packaging FLayout into UScriptLayout;
packaging FLayoutnode into UScriptLayoutNode;
packaging FStack into UScriptStack;
packaging FSplitter into UScriptSplitter;
packaging FArea into a UScriptArea;
packaging FSpa WN TabArgs into UScriptDockTabArgs;
the single instance class creation module is used for creating a single instance class of the global UScriptTabManager;
the global UScriptabManager single instance class adopts a TStrongObjectPtr < UScriptabManager > strong reference mode, and contains a shared pointer TSharedPtr < FGlobalTabManagerPtr > MyTabManagerPtr for forwarding events and parameters;
the chain programming construction module is used for returning corresponding objects according to all the packaged functions in the UScriptTabManager to form chain programming;
the declaration file export module is used for exporting classes and functions encapsulated by the encapsulation module by utilizing a UnLua or Puerts plug-in, and generating a corresponding declaration file according to a reflection mechanism of the illusion engine so as to write interface layout in the lua or ts script and obtain interface layout results written by the script;
the process overwriting module is used for deriving a UMyGameEngine from the UGAMEEngine, implementing the overwriting of the window content creating process in the initializing function, and starting the script virtual machine;
the interface layout module is used for calling a layout function created by a script, transmitting the result obtained by the declaration file export module into a UScriptTabManager, and converting the interface layout result obtained by the declaration file export module into TSharedPtr < SWidget > through the internal MyTabManagerPtr to obtain TSharedPtr < SWidget > of the whole interface layout;
the key value pair storage module is used for registering tag page contents to the UScriptabManager through the identification ID, and storing the identification ID and tag page contents key value pair through the Map in the UScrittabManager;
the tag page content acquisition module is used for acquiring tag page content registered by the corresponding key value pair storage module from the Map of the UScriptTabManager according to the identification ID of the tag page when the layout is presented in the window;
and the embedding module is used for embedding TSharedPtr < SWidget > generated by the interface layout module into the Content of SWindow at the C++ side of the illusion engine.
4. An electronic device comprising a processor and a memory having stored therein at least one instruction, at least one program, code set or instruction set that is loaded and executed by the processor to implement the method of any one of claims 1 to 2.
5. A storage medium having stored therein at least one instruction, at least one program, code set, or instruction set, the at least one instruction, the at least one program, the code set, or instruction set being loaded and executed by a processor to implement the method of any one of claims 1-2.
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