Method and system for interface test data filling and deletion

By automating the filling and deletion of interface test data, the problems of time-consuming and forgotten test data in game UI development are solved, achieving efficient control testing and quick clearing, thus improving development efficiency and user experience.

CN118333022BActive Publication Date: 2025-11-25FUJIAN TQ DIGITAL
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Patent Information

Application Number
CN202310031104.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-01-10
Publication Date
2025-11-25
Estimated Expiration
2043-01-10

AI Technical Summary

Technical Problem

In game UI development, filling and deleting test control data consumes a lot of time and is easily forgotten, causing test data to be displayed during game runtime and affecting user experience.

Method used

An automated method for filling and deleting interface test data is adopted. Through naming conventions and classification modules, the interface is automatically loaded, and text, stickers and scroll view control data are filled in. After the test is completed, the test data is deleted with one click.

Benefits of technology

It improved development efficiency, reduced the probability of errors, ensured that test data was not displayed during game runtime, and enhanced the user experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application provides a method for filling and deleting interface test data, which comprises the following steps: naming and classifying the controls of a UI interface which need data filling; loading the UI interface which needs data test filling; reading all the text controls of the UI interface which need data filling, and filling the data of each text control according to the text control parameters; reading all the picture controls of the UI interface which need data filling, and filling the test picture data of each picture control; reading all the scroll view controls of the UI interface which need data filling, and filling the scroll view sub-control list data of each scroll view control according to the related data of each scroll view control; after the test data filling detection is completed, the test data of the UI interface is deleted by one key, and the UI interface is saved in a game project, the application integrates the automatic filling of the test data of each control of the UI interface, and saves the UI interface and automatically deletes the test data of all the controls by one key after the detection is completed, so that the development efficiency is improved, and the error probability is reduced.
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Description

Technical Field

[0001] This invention relates to the field of game UI interface testing methods, and in particular to a method and system for filling and deleting interface test data. Background Technology

[0002] In game UI development, it's common to encounter situations where, during or after setting up the interface in the engine, text needs to be entered into the UI's text controls to check the text size, position, and alignment. Similarly, a test texture needs to be dragged into the texture display control to check its placement, size, and formatting. In interfaces like the inventory, item controls need to be manually dragged into the inventory's scroll view control to verify the scroll view control's parameters and position. These tests are time-consuming. Furthermore, developers often forget to delete the test data after completion. This results in users experiencing network latency during game runtime seeing the displayed test data, and manually deleting this data is also time-consuming. Summary of the Invention

[0003] To overcome the above problems, the purpose of this invention is to provide a method for filling and deleting interface test data. This method integrates the automatic filling of test data for each control in the UI interface and the automatic deletion of all control test data with one click after the test is completed, thereby improving development efficiency and reducing the probability of errors.

[0004] This invention is implemented using the following scheme:

[0005] A method for populating and deleting interface test data, the method being as follows:

[0006] Step 1: Establish naming conventions for UI controls that require data population, and then categorize them;

[0007] Step 2: Load the UI interface that needs to be populated with data for testing;

[0008] Step 3: Read all text controls in the UI that require data population, and populate the data of each text control according to its parameters;

[0009] Step 4: Read all the texture controls in the UI interface that require data filling, and fill in the test texture data according to each texture control;

[0010] Step 5: Read all the scroll view controls in the UI that require data to be populated, and populate the scroll view sub-control list data according to the relevant data of each scroll view control;

[0011] Step Six: After the test data filling and detection are completed, delete the test data of the UI interface with one click and save the UI interface in the game project.

[0012] Furthermore, step one is further specified as follows: establish a naming convention for the controls in the UI interface that require data population, wherein the naming convention is to start with the letter "_", obtain all controls in the UI interface that start with the letter "_", and then classify them according to the type of the controls.

[0013] Furthermore, step two is further specified as follows: call the engine API to open the UI interface prefab that needs to be tested for data filling, and then read the currently opened interface by clicking the start button of the data filling tool editor, which is the UI interface that needs to be filled with data.

[0014] Furthermore, step three specifically involves: Following the naming conventions in step one, reading all text controls in the UI that require data population; reading the font size, width, height, and line spacing of each text control; and calculating how many characters of the current font size each text control can hold. The calculation method is as follows:

[0015] (1) The method to calculate how much text a control can hold per line is: control width / font size and then round down;

[0016] (2) The method to calculate how many lines of text a control can hold is: control height / (font size + line spacing value) and then round down;

[0017] (3) The method to calculate the total number of characters that the control can hold under the current editing parameters is: the number of characters that can be held per line * the number of lines that can be held;

[0018] There are two modes for populating test data:

[0019] (1) Typewriter mode: Fill the text control with test text one by one at specified time intervals. The test text is filled with a specified sentence in a loop until the number of test texts filled reaches the total number of characters that the text control can hold.

[0020] (2) One-time fill mode: Fills the text control with the number of characters it can hold at once.

[0021] Furthermore, step four specifically involves: reading the texture control that needs to be filled, setting the texture to the default detection texture, and checking whether the size, position, and format of the texture control are correct.

[0022] Furthermore, step five is further specified as follows: For the scroll view control of the detection interface, calculate the number of cells that the scroll view control can display simultaneously based on the size of the scroll view control and the cell size. The method for calculating how many cells each row of the scroll view control can display simultaneously is: width of the scroll area of ​​the scroll view control / (width of the cell + horizontal spacing of the cells). The method for calculating how many rows of cells the scroll view control can display simultaneously is: height of the scroll area of ​​the scroll view control / (height of the cell + vertical spacing of the cells). Thus, the maximum number of cells that the scroll view control can display simultaneously is calculated, and the maximum number of cells that can be loaded and displayed simultaneously during detection is determined.

[0023] Furthermore, step six is ​​further specified as follows: after the test data filling detection is completed, if there are no errors in the entire detection process, then iterate through the multiple controls that need to be filled with test data, clear the data corresponding to each type of control, delete the text content of text controls, delete the texture resources of texture controls, and delete the data in all cells of scroll view controls.

[0024] A system for filling and deleting interface test data, the system comprising a classification module, an interface loading module, a text control filling module, a sticker control filling module, a scroll view control filling module, and a test data deletion module;

[0025] The classification module is used to standardize the naming of controls in the UI that require data population, and then classify them.

[0026] The interface loading module is used to load the UI interface that needs to be populated with data for testing;

[0027] The text control filling module is used to read all text controls in the UI interface that require data filling, and fill the data of each text control according to the text control parameters;

[0028] The texture control filling module is used to read all the texture controls in the UI interface that need data filling, and fill test texture data according to each texture control;

[0029] The scroll view control filling module is used to read all scroll view controls in the UI interface that require data filling, and fill the scroll view sub-control list data according to the relevant data of each scroll view control;

[0030] The test data deletion module is used to delete the test data of the UI interface with one click after the test data filling and detection is completed, and save the UI interface in the game project.

[0031] Furthermore, the classification module specifically involves: establishing a naming convention for controls on the UI interface that require data population, wherein the naming convention begins with the letter "_", obtaining all controls on the UI interface that begin with the letter "_", and then classifying them according to the type of the controls.

[0032] Furthermore, the interface loading module is further specified as follows: it calls the engine API to open the UI interface prefab that needs to be tested for data filling, and then reads the currently opened interface by clicking the start button of the data filling tool editor, which is the UI interface that needs to be filled with data.

[0033] Furthermore, the text control filling module is further specified as follows: Based on the naming conventions in the category module, it reads all text controls in the UI that require data filling, reads the font size, width, height, and line spacing of each text control, and calculates how many characters of the current font size each text control can hold. The calculation method is as follows:

[0034] (1) The method to calculate how much text a control can hold per line is: control width / font size and then round down;

[0035] (2) The method to calculate how many lines of text a control can hold is: control height / (font size + line spacing value) and then round down;

[0036] (3) The method to calculate the total number of characters that the control can hold under the current editing parameters is: the number of characters that can be held per line * the number of lines that can be held;

[0037] There are two modes for populating test data:

[0038] (1) Typewriter mode: Fill the text control with test text one by one at specified time intervals. The test text is filled with a specified sentence in a loop until the number of test texts filled reaches the total number of characters that the text control can hold.

[0039] (2) One-time fill mode: Fills the text control with the number of characters it can hold at once.

[0040] Furthermore, the texture control filling module specifically reads the texture control to be filled, sets the texture to the default detection texture, and checks whether the size, position, and format of the texture control are correct.

[0041] Furthermore, the scroll view control filling module is further specified as follows: For the scroll view control of the detection interface, the number of cells that the scroll view control can display simultaneously is calculated based on the size of the scroll view control and the cell size. The method for calculating how many cells can be displayed simultaneously in each row of the scroll view control is: width of the scroll area of ​​the scroll view control / (width of the cell + horizontal spacing of the cells). The method for calculating how many rows of cells the scroll view control can display simultaneously is: height of the scroll area of ​​the scroll view control / (height of the cell + vertical spacing of the cells). Thus, the maximum number of cells that the scroll view control can display simultaneously is calculated, and the maximum number of cells that can be displayed simultaneously is loaded during detection.

[0042] Furthermore, the test data deletion module is further specified as follows: after the test data filling detection is completed, if there are no errors in the entire detection process, it iterates through the multiple controls that need to be filled with test data, clears the data corresponding to each type of control, deletes the text content of text controls, deletes the texture resources of texture controls, and deletes the data in all cells of scroll view controls.

[0043] The beneficial effects of this invention are as follows: For the display of UI interface effects, previous technologies mainly involved manually filling the control data content in the UI interface to check whether the position, size, and parameter settings of each control were correct, or running the game project until the relevant UI interface could be opened, and then checking whether the position, size, and parameter settings of each control in the UI interface were correct based on the data filled in by the server. Manually filling in test data requires a lot of manual time, and after the test is completed, it is common to forget to delete the test data of a certain control. As a result, if there is a network delay during the game, the player who opens the UI interface will see the relevant test data.

[0044] This invention integrates automatic filling of test data for various UI controls and saving the UI after testing. It also automatically deletes all control test data with a single click, improving development efficiency and reducing the probability of errors. Furthermore, the innovation of this invention lies in its ability to quickly and systematically test the placement, size, and alignment of controls such as text, stickers, and scroll views, and to quickly clear the relevant test data after testing is complete. Attached Figure Description

[0045] Figure 1 This is a schematic flowchart of the method of the present invention;

[0046] Figure 2 This is a structural block diagram of the system of the present invention. Detailed Implementation

[0047] The invention will now be further described with reference to the accompanying drawings.

[0048] like Figure 1 As shown, a method for filling and deleting interface test data is described, the method being as follows:

[0049] Step 1: Establish naming conventions for UI controls that require data population, and then categorize them;

[0050] Step 2: Load the UI interface that needs to be populated with data for testing;

[0051] Step 3: Read all text controls in the UI that require data population, and populate the data of each text control according to its parameters;

[0052] Step 4: Read all the texture controls in the UI interface that require data filling, and fill in the test texture data according to each texture control;

[0053] Step 5: Read all the scroll view controls in the UI that require data to be populated, and populate the scroll view sub-control list data according to the relevant data of each scroll view control;

[0054] Step Six: After the test data filling and detection are completed, delete the test data of the UI interface with one click and save the UI interface in the game project.

[0055] The present invention will be further described below with reference to a specific embodiment:

[0056] A method for populating and deleting interface test data, the method being as follows:

[0057] Step 1: Establish a naming convention for the controls in the UI that require data population. The naming convention is to start with the letter "_". Obtain all controls in the UI that start with the letter "_" and then classify them according to their type.

[0058] For controls that require data population, use standardized naming conventions. In this example, use "E_" as the prefix. Obtain all controls in the UI that start with "E_" and categorize them according to their type. For example, create a list of all Text controls, a list of all Image controls, and a list of all ScrollView controls.

[0059] Step 2: Load the UI interface that needs data to be populated, and then read the currently opened interface by clicking the start button of the data population tool editor;

[0060] Call the engine API to open the UI interface prefab that needs to be tested for data population, and then read the currently opened interface by clicking the start button of the data population tool editor, which is the UI interface that needs to be populated with data.

[0061] Step 3: Based on the naming conventions in Step 1, read all the text controls in the UI that need data to be filled, read the properties of each text control that needs data to be filled, and calculate how many characters of the current font size each text control can hold.

[0062] Based on the naming conventions of the first step, read all text controls in the UI that require data population, such as the Text control and TextMeshPro control in the Unity3D engine. Read the font size, width, height, and line spacing of each text control. Calculate how many characters of the current font size each text control can hold. The calculation method is as follows:

[0063] (1) The method to calculate how much text a control can hold per line is: control width / font size and then round down;

[0064] (2) The method to calculate how many lines of text a control can hold is: control height / (font size + line spacing value) and then round down;

[0065] (3) The method to calculate the total number of characters that the control can hold under the current editing parameters is: the number of characters that can be held per line * the number of lines that can be held;

[0066] There are two modes for populating test data:

[0067] (1) Typewriter mode: Fill the text control with test text one by one at specified time intervals. The test text is a specified sentence looped until the number of test texts filled reaches the total number of texts that the text control can hold. In this mode, you can check whether the alignment, color, position, whether it covers other controls and other parameters of the text control are set correctly when filling different numbers of texts.

[0068] (2) One-time fill mode: The text control is filled with the number of characters it can hold at once. In this mode, you can quickly check whether the text control's color, position, and whether it obscures other controls are set correctly when the text control is filled to its capacity. This invention adds the function of verifying and displaying whether the alignment, text size, control position, etc., of the text space are correct under different character counts. This function is not included in the control itself or in the business development.

[0069] Step 4: Read the texture control that needs to be filled, and set the texture to the default detection texture to check whether the size, position and format of the texture control are correct;

[0070] Step 5: For the scroll view control on the test interface, calculate how many cells the scroll view control can display simultaneously, determine the maximum number of cells that can be displayed at the same time during the test, check whether the positions of each parameter of the scroll view control are set correctly, and whether the cell spacing and other parameters are as expected. Figure 1 To.

[0071] For the scroll view control in the testing interface, the number of cells that the scroll view control can display simultaneously is calculated based on its size and the cell size. The method for calculating how many cells can be displayed per row is: width of the scroll area of ​​the scroll view control / (cell width + horizontal cell spacing). The method for calculating how many rows of cells the scroll view control can display simultaneously is: height of the scroll area of ​​the scroll view control / (cell height + vertical cell spacing). This calculation determines the maximum number of cells that can be displayed simultaneously during testing. This is used to check whether the parameters of the scroll view control are set correctly and whether the cell spacing and other parameters match the desired effect. Figure 1 Note: The scroll view in the prior art does not include this function. The function of this invention is added to ensure that the position, area size and alignment of the scroll view are correct. There is no related function in other applications.

[0072] Step Six: Detection Completed. If no errors appear in the UI, clear the detection data for all text controls, sticker controls, and scroll view controls filled with test data with one click. The method is as follows: After the test data filling detection is completed, if there are no errors in the entire detection process, iterate through the multiple controls that need to be filled with test data, clear the data corresponding to each type of control, delete the text content of text controls, delete the sticker resources of sticker controls, and delete the data in all cells of scroll view controls.

[0073] A system for filling and deleting interface test data, the system comprising a classification module, an interface loading module, a text control filling module, a sticker control filling module, a scroll view control filling module, and a test data deletion module;

[0074] The classification module is used to standardize the naming of controls in the UI that require data population, and then classify them.

[0075] The interface loading module is used to load the UI interface that needs to be populated with data for testing;

[0076] The text control filling module is used to read all text controls in the UI interface that require data filling, and fill the data of each text control according to the text control parameters;

[0077] The texture control filling module is used to read all the texture controls in the UI interface that need data filling, and fill test texture data according to each texture control;

[0078] The scroll view control filling module reads all scroll view controls in the UI interface that require data filling, and fills the scroll view sub-control list data according to the relevant data of each scroll view control;

[0079] The test data deletion module is used to delete the test data of the UI interface with one click after the test data filling and detection is completed, and save the UI interface in the game project.

[0080] The classification module is further specified as follows: The classification module is further specified as follows: The UI interface controls that need to be populated with data are named in a way that starts with the letter "_", and all controls in the UI interface that start with the letter "_" are obtained and then classified according to the type of the control.

[0081] The interface loading module is further defined as follows: it calls the engine API to open the UI interface prefab that needs to be tested for data filling, and then reads the currently opened interface by clicking the start button of the data filling tool editor, which is the UI interface that needs to be filled with data.

[0082] The text control filling module is further defined as follows: Based on the naming conventions in the category module, it reads all text controls in the UI that require data filling. It then reads the font size, width, height, and line spacing of each text control, and calculates how many characters of the current font size each text control can hold. The calculation method is as follows:

[0083] (1) The method to calculate how much text a control can hold per line is: control width / font size and then round down;

[0084] (2) The method to calculate how many lines of text a control can hold is: control height / (font size + line spacing value) and then round down;

[0085] (3) The method to calculate the total number of characters that the control can hold under the current editing parameters is: the number of characters that can be held per line * the number of lines that can be held;

[0086] There are two modes for populating test data:

[0087] (1) Typewriter mode: Fill the text control with test text one by one at specified time intervals. The test text is filled with a specified sentence in a loop until the number of test texts filled reaches the total number of characters that the text control can hold.

[0088] (2) One-time fill mode: Fills the text control with the number of characters it can hold at once.

[0089] The texture control filling module is further defined as follows: it reads the texture control to be filled, sets the texture to the default detection texture, and checks whether the size, position, and format of the texture control are correct.

[0090] The scroll view control filling module is further specified as follows: For the scroll view control of the detection interface, the number of cells that the scroll view control can display simultaneously is calculated based on the size of the scroll view control and the cell size. The method for calculating how many cells can be displayed simultaneously in each row of the scroll view control is: width of the scroll area of ​​the scroll view control / (width of the cell + horizontal spacing of the cells). The method for calculating how many rows of cells the scroll view control can display simultaneously is: height of the scroll area of ​​the scroll view control / (height of the cell + vertical spacing of the cells). Thus, the maximum number of cells that the scroll view control can display simultaneously is calculated, and the maximum number of cells that can be displayed simultaneously is loaded during detection.

[0091] The test data deletion module is further specified as follows: After the test data filling test is completed, if there are no errors in the entire testing process, the module iterates through the multiple controls that need to be filled with test data, clears the data corresponding to each type of control, deletes the text content of text controls, deletes the texture resources of texture controls, and deletes the data in all cells of scroll view controls.

[0092] In summary, the innovation of this invention lies in quickly and systematically testing whether the placement, area size, and alignment of controls such as text, stickers, and scroll views are correct, and quickly clearing the relevant test data after the test is completed.

[0093] The above description is only a preferred embodiment of the present invention. All equivalent changes and modifications made within the scope of the claims of the present invention should be included in the scope of the present invention.

Claims

1. A method for filling and deleting interface test data, characterized in that, The method is as follows: Step 1: Establish naming conventions for UI controls that require data population, and then categorize them; Step 2: Load the UI interface that needs to be populated with data for testing; Step 3: Read all text controls in the UI that require data population, and populate the data of each text control according to its parameters; Step 4: Read all the texture controls in the UI interface that require data filling, and fill in the test texture data according to each texture control; Step 5: Read all the scroll view controls in the UI that require data to be populated, and populate the scroll view sub-control list data according to the relevant data of each scroll view control; Step Six: After the test data filling and detection are completed, delete the test data of the UI interface with one click and save the UI interface in the game project; Step three specifically involves: Following the naming conventions in Step one, read all text controls in the UI that require data population. For each text control, read its font size, width, height, and line spacing. Calculate how many characters of the current font size each text control can hold. The calculation method is as follows: The method to calculate how much text a control can hold per line is: control width / font size, then round down. The method to calculate how many lines of text a control can hold is: control height / (font size + line spacing) and then round down; (3) The method for calculating the total number of characters that the control can hold under the current editing parameters is: the number of characters that can be held per line * the number of lines that can be held; There are two modes for populating test data: (1) Typewriter mode: Fill the text control with test text one by one at specified time intervals. The test text is filled with a specified sentence in a loop until the number of test texts filled reaches the total number of characters that the text control can hold. (2) One-time fill mode: Fills the text control with the number of characters it can hold at once; Step five specifically involves: For the scroll view control on the testing interface, calculate the number of cells that the scroll view control can display simultaneously based on the size of the scroll view control and the cell size. The method for calculating how many cells each row of the scroll view control can display simultaneously is: width of the scroll area of ​​the scroll view control / (width of the cell + horizontal spacing between cells). The method for calculating how many rows of cells the scroll view control can display simultaneously is: height of the scroll area of ​​the scroll view control / (height of the cell + vertical spacing between cells). Thus, the maximum number of cells that the scroll view control can display simultaneously is calculated, and the maximum number of cells that can be loaded and displayed simultaneously during testing is determined.

2. The method for filling and deleting interface test data according to claim 1, characterized in that, Step one specifically involves: establishing a naming convention for the controls on the UI interface that require data population, using the naming method of starting with the letter "_", obtaining all controls on the UI interface that start with the letter "_", and then classifying them according to the type of the controls.

3. The method for filling and deleting interface test data according to claim 1, characterized in that, Step two is as follows: call the engine API to open the UI interface prefab that needs to be tested for data filling, and then read the currently opened interface by clicking the start button of the data filling tool editor, which is the UI interface that needs to be filled with data.

4. The method for filling and deleting interface test data according to claim 1, characterized in that, Step four specifically involves reading the texture control that needs to be filled, setting the texture to the default detection texture, and checking whether the size, position, and format of the texture control are correct.

5. The method for filling and deleting interface test data according to claim 1, characterized in that, Step six is ​​as follows: After the test data filling test is completed, if there are no errors in the entire testing process, then iterate through the multiple controls that need to be filled with test data, clear the data corresponding to each type of control, delete the text content of text controls, delete the texture resources of texture controls, and delete the data in all cells of scroll view controls.

6. A system for filling and deleting interface test data, characterized in that, The system includes a classification module, an interface loading module, a text control filling module, a sticker control filling module, a scroll view control filling module, and a test data deletion module; The classification module is used to standardize the naming of controls in the UI that require data population, and then classify them. The interface loading module is used to load the UI interface that needs to be populated with data for testing; The text control filling module is used to read all text controls in the UI interface that require data filling, and fill the data of each text control according to the text control parameters; The texture control filling module is used to read all the texture controls in the UI interface that need data filling, and fill test texture data according to each texture control; The scroll view control filling module is used to read all scroll view controls in the UI interface that require data filling, and fill the scroll view sub-control list data according to the relevant data of each scroll view control; The test data deletion module is used to delete the test data of the UI interface with one click after the test data filling and detection is completed, and save the UI interface in the game project. The text control filling module specifically reads all text controls in the UI that require data filling according to the naming conventions in the category module. It then reads the font size, width, height, and line spacing of each text control, and calculates how many characters of the current font size each text control can hold. The calculation method is as follows: (1) The method to calculate how much text a control can hold per line is: control width / font size and then round down; (2) The method to calculate how many lines of text a control can hold is: control height / (font size + line spacing value) and then round down; (3) The method for calculating the total number of characters that the control can hold under the current editing parameters is: the number of characters that can be held per line * the number of lines that can be held; There are two modes for populating test data: (1) Typewriter mode: Fill the text control with test text one by one at specified time intervals. The test text is filled with a specified sentence in a loop until the number of test texts filled reaches the total number of characters that the text control can hold. (2) One-time fill mode: Fills the text control with the number of characters it can hold at once; The scroll view control filling module specifically works as follows: For the scroll view control on the detection interface, it calculates the number of cells that the scroll view control can display simultaneously based on the size of the scroll view control and the cell size. The method for calculating how many cells can be displayed simultaneously in each row of the scroll view control is: width of the scroll area of ​​the scroll view control / (width of the cell + horizontal spacing between cells). The method for calculating how many rows of cells the scroll view control can display simultaneously is: height of the scroll area of ​​the scroll view control / (height of the cell + vertical spacing between cells). Thus, it calculates how many cells the scroll view control can display simultaneously, and loads the maximum number of cells that can be displayed simultaneously during detection.

7. The system for filling and deleting interface test data according to claim 6, characterized in that, The classification module specifically involves: establishing naming conventions for UI controls that require data population, using the naming method of starting with the letter "_", obtaining all UI controls that start with the letter "_", and then classifying them according to their type.

8. A system for filling and deleting interface test data according to claim 6, characterized in that, The interface loading module works by calling the engine API to open the UI interface prefab that needs to be tested with data population, and then reading the currently opened interface by clicking the start button of the data population tool editor, which is the UI interface that needs to be populated with data.

9. A system for filling and deleting interface test data according to claim 6, characterized in that, The texture control filling module specifically reads the texture control to be filled, sets the texture to the default detection texture, and checks whether the size, position, and format of the texture control are correct.

10. A system for filling and deleting interface test data according to claim 6, characterized in that, The test data deletion module works as follows: After the test data filling test is completed, if there are no errors in the entire testing process, it iterates through the multiple controls that need to be filled with test data, clears the data corresponding to each type of control, deletes the text content of text controls, deletes the texture resources of texture controls, and deletes the data in all cells of scroll view controls.

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