CN112667310A - Game engine editor starting method and device, electronic equipment and storage medium - Google Patents

Game engine editor starting method and device, electronic equipment and storage medium Download PDF

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CN112667310A
CN112667310A CN202011538340.1A CN202011538340A CN112667310A CN 112667310 A CN112667310 A CN 112667310A CN 202011538340 A CN202011538340 A CN 202011538340A CN 112667310 A CN112667310 A CN 112667310A
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current
starting
development project
aiming
analysis result
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王达
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Shanghai Mihoyo Tianming Technology Co Ltd
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Shanghai Mihoyo Tianming Technology Co Ltd
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Abstract

The embodiment of the invention discloses a method and a device for starting a game engine editor, electronic equipment and a storage medium, wherein the method comprises the following steps: when an operation starting instruction is received, determining whether the current operation starting is the first operation starting aiming at the current development project; and according to whether the current running start is the first running start aiming at the current development project or not, adopting different starting strategies to improve the starting speed aiming at the re-running start of the current development project. By the technical scheme of the embodiment of the invention, the starting speed is improved when the engine is restarted.

Description

Game engine editor starting method and device, electronic equipment and storage medium
Technical Field
The embodiment of the invention relates to the technical field of online games, in particular to a game engine editor starting method and device, electronic equipment and a storage medium.
Background
Unity is a multi-platform, comprehensive game development tool developed by Unity Technologies that allows players to easily create types of interactive content such as three-dimensional video games, building visualizations, real-time three-dimensional animations, etc., and is a fully integrated professional game engine.
The Unity engine editor needs to perform 2 major steps, namely runtime environment initialization and scene initialization, when switching from editor mode to runtime mode. The scene initialization specifically comprises a code library overloading and analyzing process, and four types of code libraries including a C # code, an engine C #, a combining layer code, an engine local native C + + code and an engine Mono type inheritance code are analyzed, namely the four types of code libraries are required to be analyzed each time an editor mode is switched to an operation mode.
However, as the amount of code of a development project is larger and larger, the code library reloading and parsing process needs longer and longer time, so that the starting is very slow, and the working efficiency of developers is seriously influenced.
Disclosure of Invention
The embodiment of the invention provides a game engine editor starting method and device, electronic equipment and a storage medium, and the starting speed of restarting is improved.
In a first aspect, an embodiment of the present invention provides a game engine editor starting method, where the method includes:
when an operation starting instruction is received, determining whether the current operation starting is the first operation starting aiming at the current development project;
and according to whether the current running start is the first running start aiming at the current development project or not, adopting different starting strategies to improve the starting speed aiming at the re-running start of the current development project.
In a second aspect, an embodiment of the present invention further provides a game engine editor starting apparatus, where the apparatus includes:
the determining module is used for determining whether the current running start is the first running start aiming at the current development project or not when the running start instruction is received;
and the starting module is used for adopting different starting strategies according to whether the current running starting is the first running starting aiming at the current development project or not so as to improve the starting speed aiming at the re-running starting of the current development project.
In a third aspect, an embodiment of the present invention further provides an electronic device, where the electronic device includes:
one or more processors;
a memory for storing one or more programs;
when executed by the one or more processors, cause the one or more processors to implement the game engine editor launch method steps as provided by any embodiment of the invention.
In a fourth aspect, the embodiments of the present invention further provide a computer-readable storage medium, on which a computer program is stored, where the computer program, when executed by a processor, implements the steps of the game engine editor startup method provided in any of the embodiments of the present invention.
The embodiment of the invention has the following advantages or beneficial effects:
when an operation starting instruction is received, whether the current operation starting is the first operation starting aiming at the current development project is determined; and according to whether the current running start is the first running start aiming at the current development project or not, adopting different starting strategies to improve the starting speed when the current development project is run and started again, thereby realizing the purpose of improving the starting speed when the current development project is started again.
Drawings
FIG. 1 is a flowchart of a method for starting a game engine editor according to an embodiment of the present invention;
fig. 2 is a schematic structural diagram of a game engine editor starting apparatus according to a second embodiment of the present invention;
fig. 3 is a schematic structural diagram of an electronic device according to a third embodiment of the present invention.
Detailed Description
The present invention will be described in further detail with reference to the accompanying drawings and examples. It is to be understood that the specific embodiments described herein are merely illustrative of the invention and are not limiting of the invention. It should be further noted that, for the convenience of description, only some of the structures related to the present invention are shown in the drawings, not all of the structures.
Example one
Fig. 1 is a flowchart of a method for starting a game engine editor according to an embodiment of the present invention, where the embodiment is applicable to a game development stage in which a developer continuously starts a game to check or verify a scene of performance and a special effect of a certain game. It is understood that the game is started by loading the development code of the game project into the game engine editor, and the game is started by the game engine editor. The game engine editor starting method can be executed by a game engine editor starting device which can be realized by software and/or hardware and is integrated in an electronic device, such as a computer.
As shown in fig. 1, the method for starting the game engine editor specifically includes the following steps:
and step 110, when the operation starting instruction is received, determining whether the current operation starting is the first operation starting aiming at the current development project.
The running starting instruction can be triggered by a game developer through a button on a human-computer interaction interface of the game engine editor.
For example, the determining whether the current running start is a first running start for the current development project includes:
detecting whether a function for loading a code base is called for the first time or not by starting a detection interface through the first operation defined in a scene editing management file aiming at the current development project;
and if the current operation is called for the first time, determining that the current operation is started for the first time, and otherwise, determining that the current operation is started for the second time.
Wherein the function for loading the code base is called for the first time when the game engine editor is started by being run for the first time, and is used for loading the code base of the current development project, and the code base generally comprises: c # code, engine C #, binding layer code, engine native C + + code and engine Mono type inheritance code.
And step 120, according to whether the current running start is the first running start aiming at the current development project or not, adopting different starting strategies to improve the starting speed aiming at the re-running start of the current development project.
Specifically, if the current running start is the first running start for the current development project, loading a set code base associated with the current development project into a game engine editor, and analyzing a target code base in the set code base to obtain an analysis result; and executing current running starting based on the analysis result, and storing the analysis result in a preset storage area so as to read the analysis result from the preset storage area when the second running starting aiming at the current development project is performed, thereby avoiding repeated analysis of the target code base and achieving the purpose of improving the speed of the game engine editor which is run and started again.
Further, the storing the analysis result to a preset storage area includes:
reading the analysis result according to the default memory address for storing the analysis result;
and storing the analysis result to a preset storage area according to the storage address of the preset storage area.
Optionally, if the current running start is a rerun start for the current development project, reading an analysis result of a target code library in the set code library from a preset storage area; and executing current operation starting based on the analysis result. And the analysis result is stored in the preset storage area when the first operation of the current development project is started. By directly reading the analysis result of the target code library in the set code library from the preset storage area, the time consumed by analysis operation is saved, the purpose of improving the starting speed when the secondary operation is started is achieved, and the improvement of the working efficiency of developers is facilitated.
Further, the reading of the analysis result of the target code library in the set code library from the preset storage area includes:
and reading the analysis result according to the storage address of the preset storage area.
According to the technical scheme, an engine layer is changed, specifically, a target code base is analyzed when the engine layer is switched to operation starting for the first time, and an analysis result is stored in a preset storage area to provide a data source basis for subsequent operation starting again; and when the second or later operation is started, the pointing multiplexing can be directly carried out from the preset storage area, namely, the analysis result is directly read, and the target code base is not repeatedly analyzed every time the operation is started. The target code library is analyzed only when the code library is operated and started for the first time, and redundant analysis operation is not repeated when the code library is operated and started every time, so that the analysis time of the code library can be greatly reduced, and the purpose of improving the subsequent operation and starting speed is achieved. For example, a battle editor in a game is started for 2 minutes according to the existing operation starting method, and the starting time is shortened to 20 seconds by the starting method provided by the embodiment; the starting time before the optimization of the game main window is 63 seconds, and the starting time after the optimization is changed into 3 seconds.
Further, in order to ensure strict error-reporting defensiveness and logic integrity, the method further comprises:
at the end of the current development project run, the target game object is released and/or the target static manager is saved to be used when the run is started again. That is, each system of the game needs to be managed with accurate memory data, objects that can be destroyed during running are destroyed accurately when running is finished, and a static manager that needs to store stores data rigorously for direct use when running is restarted.
The following is an embodiment of the game engine editor starting apparatus provided in the embodiments of the present invention, and the apparatus and the game engine editor starting method in the embodiments described above belong to the same inventive concept, and details that are not described in detail in the embodiments of the game engine editor starting apparatus may refer to the embodiments of the game engine editor starting method described above.
Example two
Fig. 2 is a schematic structural diagram of a game engine editor starting apparatus according to a third embodiment of the present invention, which is applicable to a scenario in which a developer continuously starts a game to check or verify performance and a special effect of a certain game in a game development stage. It is understood that the game is started by loading the development code of the game project into the game engine editor, and the game is started by the game engine editor. The apparatus is typically integrated into an electronic device, such as a computer used by game developers.
As shown in fig. 2, the game engine editor starting apparatus specifically includes: a determination module 210 and an initiation module 220;
the determining module 210 is configured to determine, when an operation starting instruction is received, whether a current operation starting is a first operation starting for a current development project; the starting module 220 is configured to adopt different starting strategies according to whether the current running start is the first running start for the current development project, so as to increase the starting speed when the current development project is run and started again.
On the basis of the technical solution of the above embodiment, the starting module 220 includes:
the loading analysis unit is used for loading a set code base associated with the current development project into a game engine editor and analyzing a target code base in the set code base to obtain an analysis result if the current operation starting is the first operation starting aiming at the current development project;
the first starting unit is used for executing the current running starting based on the analysis result;
and the storage unit is used for storing the analysis result to a preset storage area so as to read the analysis result from the preset storage area when the second operation aiming at the current development project is started.
On the basis of the technical solution of the above embodiment, the storage unit is specifically configured to:
reading the analysis result according to the default memory address for storing the analysis result;
and storing the analysis result to a preset storage area according to the storage address of the preset storage area.
On the basis of the technical solution of the above embodiment, the starting module 220 includes:
the reading unit is used for reading the analysis result of the target code library in the set code library from a preset storage area if the current running start is the re-running start aiming at the current development project;
and the second starting unit is used for executing the current running starting based on the analysis result.
On the basis of the technical solution of the above embodiment, the reading unit is specifically configured to:
and reading the analysis result according to the storage address of the preset storage area.
On the basis of the technical solution of the above embodiment, the determining module 210 includes:
the system comprises a detection unit, a processing unit and a control unit, wherein the detection unit is used for detecting whether a function used for loading a code base is called for the first time or not through a first-time running starting detection interface defined in a scene editing management file aiming at a current development project;
and the determining unit is used for determining that the current running start is the first running start if the calling is called for the first time, and otherwise, determining that the current running start is the second running start.
On the basis of the technical scheme of the embodiment, the device further comprises:
and the management module is used for releasing the target game object and/or storing the target static manager when the current development project is finished running so as to be used when the current development project is started again.
According to the technical scheme, an engine layer is changed, specifically, a target code base is analyzed when the engine layer is switched to operation starting for the first time, and an analysis result is stored in a preset storage area to provide a data source basis for subsequent operation starting again; and when the second or later operation is started, the pointing multiplexing can be directly carried out from the preset storage area, namely, the analysis result is directly read, and the target code base is not repeatedly analyzed every time the operation is started. The target code library is analyzed only when the code library is operated and started for the first time, and redundant analysis operation is not repeated when the code library is operated and started every time, so that the analysis time of the code library can be greatly reduced, and the purpose of improving the subsequent operation and starting speed is achieved.
The game engine editor starting device provided by the embodiment of the invention can execute the game engine editor starting method provided by any embodiment of the invention, and has the corresponding functional module and beneficial effects of executing the game engine editor starting method.
EXAMPLE III
Fig. 3 is a schematic structural diagram of an electronic device according to a third embodiment of the present invention. FIG. 3 illustrates a block diagram of an exemplary electronic device 12 suitable for use in implementing embodiments of the present invention. The electronic device 12 shown in fig. 3 is only an example and should not bring any limitations to the function and scope of use of the embodiments of the present invention.
As shown in FIG. 3, electronic device 12 is embodied in the form of a general purpose computing electronic device. The components of electronic device 12 may include, but are not limited to: one or more processors or processing units 16, a system memory 28, and a bus 18 that couples various system components including the system memory 28 and the processing unit 16.
Bus 18 represents one or more of any of several types of bus structures, including a memory bus or memory controller, a peripheral bus, an accelerated graphics port, and a processor or local bus using any of a variety of bus architectures. By way of example, such architectures include, but are not limited to, Industry Standard Architecture (ISA) bus, micro-channel architecture (MAC) bus, enhanced ISA bus, Video Electronics Standards Association (VESA) local bus, and Peripheral Component Interconnect (PCI) bus.
Electronic device 12 typically includes a variety of computer system readable media. Such media may be any available media that is accessible by electronic device 12 and includes both volatile and nonvolatile media, removable and non-removable media.
The system memory 28 may include computer system readable media in the form of volatile memory, such as Random Access Memory (RAM)30 and/or cache memory 32. The electronic device 12 may further include other removable/non-removable, volatile/nonvolatile computer system storage media. By way of example only, storage system 34 may be used to read from and write to non-removable, nonvolatile magnetic media (not shown in FIG. 3, and commonly referred to as a "hard drive"). Although not shown in FIG. 3, a magnetic disk drive for reading from and writing to a removable, nonvolatile magnetic disk (e.g., a "floppy disk") and an optical disk drive for reading from or writing to a removable, nonvolatile optical disk (e.g., a CD-ROM, DVD-ROM, or other optical media) may be provided. In these cases, each drive may be connected to bus 18 by one or more data media interfaces. System memory 28 may include at least one program product having a set (e.g., at least one) of program modules that are configured to carry out the functions of embodiments of the invention.
A program/utility 40 having a set (at least one) of program modules 42 may be stored, for example, in system memory 28, such program modules 42 including, but not limited to, an operating system, one or more application programs, other program modules, and program data, each of which examples or some combination thereof may comprise an implementation of a network environment. Program modules 42 generally carry out the functions and/or methodologies of the described embodiments of the invention.
Electronic device 12 may also communicate with one or more external devices 14 (e.g., keyboard, pointing device, display 24, etc.), with one or more devices that enable a user to interact with electronic device 12, and/or with any devices (e.g., network card, modem, etc.) that enable electronic device 12 to communicate with one or more other computing devices. Such communication may be through an input/output (I/O) interface 22. Also, the electronic device 12 may communicate with one or more networks (e.g., a Local Area Network (LAN), a Wide Area Network (WAN), and/or a public network, such as the Internet) via the network adapter 20. As shown, the network adapter 20 communicates with other modules of the electronic device 12 via the bus 18. It should be understood that although not shown in the figures, other hardware and/or software modules may be used in conjunction with electronic device 12, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, among others.
The processing unit 16 executes various functional applications and game engine editor launching by running a program stored in the system memory 28, for example, implementing steps of a game engine editor launching method provided by the embodiment of the present invention, the method including:
when an operation starting instruction is received, determining whether the current operation starting is the first operation starting aiming at the current development project;
and according to whether the current running start is the first running start aiming at the current development project or not, adopting different starting strategies to improve the starting speed aiming at the re-running start of the current development project.
Of course, those skilled in the art can understand that the processor can also implement the technical solution of the game engine editor starting method provided by any embodiment of the present invention.
Example four
A fourth embodiment provides a computer-readable storage medium, on which a computer program is stored, the program, when executed by a processor, implementing the steps of a game engine editor startup method as provided in any embodiment of the invention, the method comprising:
when an operation starting instruction is received, determining whether the current operation starting is the first operation starting aiming at the current development project;
and according to whether the current running start is the first running start aiming at the current development project or not, adopting different starting strategies to improve the starting speed aiming at the re-running start of the current development project.
Computer storage media for embodiments of the invention may employ any combination of one or more computer-readable media. The computer readable medium may be a computer readable signal medium or a computer readable storage medium. The computer-readable storage medium may be, for example but not limited to: an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples (a non-exhaustive list) of the computer readable storage medium would include the following: an electrical connection having one or more wires, a portable computer diskette, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing. In the context of this document, a computer readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
A computer readable signal medium may include a propagated data signal with computer readable program code embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated data signal may take many forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A computer readable signal medium may also be any computer readable medium that is not a computer readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a computer readable medium may be transmitted using any appropriate medium, including but not limited to: wireless, wire, fiber optic cable, RF, etc., or any suitable combination of the foregoing.
Computer program code for carrying out operations for aspects of the present invention may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, Smalltalk, C + + or the like and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer or entirely on the remote computer or server. In the case of a remote computer, the remote computer may be connected to the user's computer through any type of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or the connection may be made to an external computer (for example, through the Internet using an Internet service provider).
It will be understood by those skilled in the art that the modules or steps of the invention described above may be implemented by a general purpose computing device, they may be centralized on a single computing device or distributed across a network of computing devices, and optionally they may be implemented by program code executable by a computing device, such that it may be stored in a memory device and executed by a computing device, or it may be separately fabricated into various integrated circuit modules, or it may be fabricated by fabricating a plurality of modules or steps thereof into a single integrated circuit module. Thus, the present invention is not limited to any specific combination of hardware and software.
It is to be noted that the foregoing is only illustrative of the preferred embodiments of the present invention and the technical principles employed. It will be understood by those skilled in the art that the present invention is not limited to the particular embodiments described herein, but is capable of various obvious changes, rearrangements and substitutions as will now become apparent to those skilled in the art without departing from the scope of the invention. Therefore, although the present invention has been described in greater detail by the above embodiments, the present invention is not limited to the above embodiments, and may include other equivalent embodiments without departing from the spirit of the present invention, and the scope of the present invention is determined by the scope of the appended claims.

Claims (10)

1. A game engine editor startup method, comprising:
when an operation starting instruction is received, determining whether the current operation starting is the first operation starting aiming at the current development project;
and according to whether the current running start is the first running start aiming at the current development project or not, adopting different starting strategies to improve the starting speed aiming at the re-running start of the current development project.
2. The method of claim 1, wherein the taking different launch strategies depending on whether the current running launch is a first running launch for the current development project comprises:
if the current running start is the first running start aiming at the current development project, loading a set code base associated with the current development project into a game engine editor, and analyzing a target code base in the set code base to obtain an analysis result;
and executing current operation starting based on the analysis result, and saving the analysis result to a preset storage area so as to read the analysis result from the preset storage area when the second operation starting aiming at the current development project is performed.
3. The method according to claim 2, wherein the saving the parsing result to a preset storage area comprises:
reading the analysis result according to the default memory address for storing the analysis result;
and storing the analysis result to a preset storage area according to the storage address of the preset storage area.
4. The method of claim 1, wherein the taking different launch strategies depending on whether the current running launch is a first running launch for the current development project comprises:
if the current running start is the next running start aiming at the current development project, reading the analysis result of the target code library in the set code library from a preset storage area;
and executing current operation starting based on the analysis result.
5. The method according to claim 4, wherein the reading the analysis result of the target code library in the setting code library from a preset storage area comprises:
and reading the analysis result according to the storage address of the preset storage area.
6. The method of any of claims 1-5, wherein determining whether the current run launch is a first run launch for the current development project comprises:
detecting whether a function for loading a code base is called for the first time or not by starting a detection interface through the first operation defined in a scene editing management file aiming at the current development project;
and if the current operation is called for the first time, determining that the current operation is started for the first time, and otherwise, determining that the current operation is started for the second time.
7. The method of any one of claims 1-5, further comprising:
at the end of the current development project run, the target game object is released and/or the target static manager is saved to be used when the run is started again.
8. A game engine editor launching device comprising:
the determining module is used for determining whether the current running start is the first running start aiming at the current development project or not when the running start instruction is received;
and the starting module is used for adopting different starting strategies according to whether the current running starting is the first running starting aiming at the current development project or not so as to improve the starting speed aiming at the re-running starting of the current development project.
9. An electronic device, characterized in that the electronic device comprises:
one or more processors;
a memory for storing one or more programs;
when executed by the one or more processors, cause the one or more processors to implement the game engine editor launch method steps of any of claims 1-7.
10. A computer-readable storage medium, on which a computer program is stored, which program, when being executed by a processor, carries out the game engine editor startup method steps of any one of claims 1 to 7.
CN202011538340.1A 2020-12-23 2020-12-23 Game engine editor starting method and device, electronic equipment and storage medium Pending CN112667310A (en)

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