A software in interactive column management method and terminal
Patent Information
- Application Number
- CN202510363072.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-26
- Publication Date
- 2026-09-29
AI Technical Summary
[0003]然而,考虑到显示界面的布局限制,一些软件只会在初始界面提供部分交互资源并提供一个扩展按钮;使用者通过点击扩展按钮来发现更多的交互资源,造成使用上的不便;并且,互动栏内的交互资源太多时,使用者寻找自己想要的交互资源也比较耗时
本发明的有益效果在于:提供一种软件内互动栏管理方法及终端,依据目标软件内的可选交互资源的资源类型和历史调用频率,创建包含所有可选交互资源的优先级排布序列,在考虑资源类型的基础上提高一些使用者经常使用的道具的优先级,而后充分考虑交互资源与实时操作场景的适配性,将适配实时操作场景使用的道具按照所述优先级排布序列的顺序排布于快捷互动栏内,使得便捷取用的交互资源在迎合使用者操作习惯的同时尽可能满足当前的使用需求,实现软件互动栏内的交互资源的排布人性化和合理化,提高使用者的操作效率。
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Figure CN122837683A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of computer technology, and in particular to a method and terminal for managing interactive sections within software. Background Technology
[0002] Nowadays, many software programs have interactive sections; these sections contain various interactive resources for users to use. For example, some graphics software interactive sections include tools for selection and adjustment, view control, color filling, and more, while some game software interactive sections offer interactive resources such as consumable medicines, maps, and weapons.
[0003] However, considering the layout limitations of the display interface, some software only provides some interactive resources and an expansion button on the initial screen; users discover more interactive resources by clicking the expansion button, which is inconvenient to use; and when there are too many interactive resources in the interactive bar, it is also time-consuming for users to find the interactive resources they want.
[0004] In response, existing software provides the function of sorting interactive resources in the interaction bar. However, the sorting rules of these functions generally only include a few factors such as the type and quantity of interactive resources (usually game software). When there are many interactive resources, even if the interactive resources are arranged in the interaction bar according to type, it is still difficult for users to find the interactive resources they want in the same type, which affects the efficiency of software operation and causes inconvenience. Summary of the Invention
[0005] The technical problem to be solved by the present invention is to provide a method and terminal for managing interactive bars in software, so that the arrangement of interactive resources in the interactive bar of the software is more user-friendly and reasonable, so that users can easily access the selectable interactive resources and improve the user's operating efficiency.
[0006] To solve the above-mentioned technical problems, the technical method adopted by the present invention is as follows: A method for managing interactive elements within software includes the following steps: S1. Create a quick interaction bar within the target software; S2. Based on the resource type and historical call frequency of the optional interactive resources of the target software, create a priority arrangement sequence containing all the optional interactive resources; S3. Obtain the real-time operation scenario of the target software, and select the preferred interactive resource that is suitable for the real-time operation scenario from all the optional interactive resources; S4. Arrange all the preferred interactive resources in the quick interaction bar according to the priority arrangement sequence. To solve the above-mentioned technical problems, another technical method adopted by the present invention is as follows: A software-interactive bar management terminal includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the processor runs the computer program, it performs the following steps: S1. Create a quick interaction bar within the target software; S2. Based on the resource type and historical call frequency of the optional interactive resources of the target software, create a priority arrangement sequence containing all the optional interactive resources; S3. Obtain the real-time operation scenario of the target software, and select the preferred interactive resource that is suitable for the real-time operation scenario from all the optional interactive resources; S4. Arrange all the preferred interactive resources in the quick interaction bar according to the priority arrangement sequence. The beneficial effects of this invention are as follows: It provides a method and terminal for managing interactive resources within software. Based on the resource types and historical call frequencies of optional interactive resources within the target software, a priority arrangement sequence containing all optional interactive resources is created. While considering resource types, the priority of frequently used tools is increased. Then, fully considering the adaptability of interactive resources to real-time operation scenarios, tools adapted to real-time operation scenarios are arranged in the quick interactive bar according to the priority arrangement sequence. This ensures that easily accessible interactive resources meet current usage needs while catering to user operating habits, achieving a more humanized and rational arrangement of interactive resources within the software's interactive bar, and improving user operating efficiency. Attached Figure Description
[0007] Figure 1 This is a schematic diagram illustrating the steps of a software-interactive bar management method according to the present invention; Figure 2 This is a system block diagram of an interactive bar management terminal within software according to the present invention.
[0008] Label Explanation: 1. A software-interactive bar management terminal; 2. Memory; 3. Processor. Detailed Implementation
[0009] To explain in detail the technical content, objectives, and effects of the present invention, the following description is provided in conjunction with the embodiments and accompanying drawings.
[0010] Please refer to Figure 1 A method for managing interactive bars within software, comprising the following steps: S1. Create a quick interaction bar within the target software; S2. Based on the resource type and historical call frequency of the optional interactive resources of the target software, create a priority arrangement sequence containing all the optional interactive resources; S3. Obtain the real-time operation scenario of the target software, and select the preferred interactive resource that is suitable for the real-time operation scenario from all the optional interactive resources; S4. Arrange all the preferred interactive resources in the quick interaction bar according to the priority arrangement sequence. As can be seen from the above description, the beneficial effects of the present invention are as follows: based on the resource types and historical call frequencies of the optional interactive resources in the target software, a priority arrangement sequence containing all optional interactive resources is created. While considering resource types, the priority of frequently used props is increased. Then, fully considering the adaptability of interactive resources to real-time operation scenarios, props adapted to real-time operation scenarios are arranged in the quick interaction bar according to the priority arrangement sequence. This ensures that easily accessible interactive resources meet current usage needs while catering to user operating habits, thereby achieving a more humanized and rational arrangement of interactive resources within the software's interaction bar and improving user operating efficiency.
[0011] Further, step S2 includes: S21. Set up a first scoring process corresponding to different resource types and a second scoring process corresponding to different historical call frequencies; S22. Based on the first scoring process and the second scoring process, calculate the type score, the call frequency score, and the priority score obtained by adding the type score and the call frequency score for each of the optional interactive resources. S23. Sort all the optional interactive resources in descending order of priority score to obtain the priority arrangement sequence.
[0012] As can be seen from the above description, after calculating the type score, call frequency score, and priority score of each optional interactive resource according to the two scoring processes, the priority of each resource can be clearly quantified, and the role of resource type and historical call frequency in priority assessment can be flexibly adjusted, making the priority assessment more reasonable.
[0013] Furthermore, the procedure before step S2 includes: Preset time decay constant K; Obtain the total number of historical calls H, the last call time T1, and the current time T2 of the optional interactive resource; The historical call frequency P of the optional interactive resource is calculated, and its expression is as follows: P=H× [1 + e^(( T2-T1) / K)].
[0014] As described above, the exponential value changes as the interval between the last call time T1 and the current time T2 increases, thus adjusting the call frequency P by attenuation. This means that resources that have been frequently called recently have a higher weight in calculating call frequency, while resources that have not been called for a long time, even if they have a high total number of historical calls H, will have a lower actual call frequency P, which better reflects the actual usage and changing importance trends of resources. Furthermore, the call frequency calculation method based on time attenuation provides a dynamic and more valuable indicator for subsequent evaluation of optional interactive resources (such as calculating call frequency scores, priority scores, etc.). It allows the evaluation results of resources to better reflect their actual value and use value at different time stages, making resource management more flexible and scientific.
[0015] Furthermore, step S1 also includes: Adjust the position and size of the quick interaction bar, as well as the icon size of the corresponding preferred interactive resources, according to the screen resolution and device type of the device running the target software.
[0016] As described above, adjusting the quick interaction bar to match the device's screen resolution and type ensures visual harmony between the quick interaction bar and the device screen. Appropriate size and placement ensure the quick interaction bar appears logically and aesthetically pleasing on different devices, avoiding situations where it is too large or too small, or its placement is obtrusive and negatively impacts the visual experience.
[0017] Furthermore, it also includes: S5. Determine whether the real-time operation scenario of the target software has changed at preset intervals. If so, repeat steps S2 to S4.
[0018] As described above, the usage scenarios of the target software may change at any time, and users may perform different operations at different times. By determining whether the real-time operation scenario has changed at preset intervals, and re-executing steps S2 to S4 when a change occurs, the preferred interactive resources in the quick interaction bar can adapt to the new operation scenario in a timely manner.
[0019] Please refer to Figure 2 A software-interactive management terminal 1 includes a memory 2, a processor 3, and a computer program stored on the memory 2 and executable on the processor 3. When the processor 3 runs the computer program, it performs the following steps: S1. Create a quick interaction bar within the target software; S2. Based on the resource type and historical call frequency of the optional interactive resources of the target software, create a priority arrangement sequence containing all the optional interactive resources; S3. Obtain the real-time operation scenario of the target software, and select the preferred interactive resource that is suitable for the real-time operation scenario from all the optional interactive resources; S4. Arrange all the preferred interactive resources in the quick interaction bar according to the priority arrangement sequence. As can be seen from the above description, the beneficial effects of the present invention are as follows: based on the resource types and historical call frequencies of the optional interactive resources in the target software, a priority arrangement sequence containing all optional interactive resources is created. While considering resource types, the priority of frequently used props is increased. Then, fully considering the adaptability of interactive resources to real-time operation scenarios, props adapted to real-time operation scenarios are arranged in the quick interaction bar according to the priority arrangement sequence. This ensures that easily accessible interactive resources meet current usage needs while catering to user operating habits, thereby achieving a more humanized and rational arrangement of interactive resources within the software's interaction bar and improving user operating efficiency.
[0020] Further, step S2 includes: S21. Set up a first scoring process corresponding to different resource types and a second scoring process corresponding to different historical call frequencies; S22. Based on the first scoring process and the second scoring process, calculate the type score, the call frequency score, and the priority score obtained by adding the type score and the call frequency score for each of the optional interactive resources. S23. Sort all the optional interactive resources in descending order of priority score to obtain the priority arrangement sequence.
[0021] As can be seen from the above description, after calculating the type score, call frequency score, and priority score of each optional interactive resource according to the two scoring processes, the priority of each resource can be clearly quantified, and the role of resource type and historical call frequency in priority assessment can be flexibly adjusted, making the priority assessment more reasonable.
[0022] Furthermore, the procedure before step S2 includes: Preset time decay constant K; Obtain the total number of historical calls H, the last call time T1, and the current time T2 of the optional interactive resource; The historical call frequency P of the optional interactive resource is calculated, and its expression is as follows: P=H× [1 + e^(( T2-T1) / K)].
[0023] As described above, the exponential value changes as the interval between the last call time T1 and the current time T2 increases, thus adjusting the call frequency P by attenuation. This means that resources that have been frequently called recently have a higher weight in calculating call frequency, while resources that have not been called for a long time, even if they have a high total number of historical calls H, will have a lower actual call frequency P, which better reflects the actual usage and changing importance trends of resources. Furthermore, the call frequency calculation method based on time attenuation provides a dynamic and more valuable indicator for subsequent evaluation of optional interactive resources (such as calculating call frequency scores, priority scores, etc.). It allows the evaluation results of resources to better reflect their actual value and use value at different time stages, making resource management more flexible and scientific.
[0024] Furthermore, step S1 also includes: Adjust the position and size of the quick interaction bar, as well as the icon size of the corresponding preferred interactive resources, according to the screen resolution and device type of the device running the target software.
[0025] As described above, adjusting the quick interaction bar to match the device's screen resolution and type ensures visual harmony between the quick interaction bar and the device screen. Appropriate size and placement ensure the quick interaction bar appears logically and aesthetically pleasing on different devices, avoiding situations where it is too large or too small, or its placement is obtrusive and negatively impacts the visual experience.
[0026] Furthermore, it also includes: S5. Determine whether the real-time operation scenario of the target software has changed at preset intervals. If so, repeat steps S2 to S4.
[0027] As described above, the usage scenarios of the target software may change at any time, and users may perform different operations at different times. By determining whether the real-time operation scenario has changed at preset intervals, and re-executing steps S2 to S4 when a change occurs, the preferred interactive resources in the quick interaction bar can adapt to the new operation scenario in a timely manner.
[0028] Please refer to the figure; Embodiment 1 of the present invention is as follows: A method for managing interactive elements within software includes the following steps: S1. Create a quick interaction bar within the target software; In this embodiment, the target software can be some office software, such as drawing tools, document editing, etc., or game software, such as role-playing games, management games, etc.; the quick interaction bar can be created in a position on the display interface, or it can be a certain area selected within the interaction bar built into the target software, such as the first row, as the quick interaction bar.
[0029] Furthermore, the position and size of the quick interaction bar, as well as the icon size of the corresponding preferred interactive resources, are adjusted based on the screen resolution and device type of the device running the target software. A display layout adjustment module is developed within the target software to adjust the layout of the item bar based on the player's screen resolution and device type. The optimal size and spacing of the interactive resource icons are calculated based on the screen size to ensure that the icons are clearly visible and easy to operate. For interactive resources marked as favorites by the player, they are fixed in a specific position in the quick interaction bar (such as the top or side of the item bar) for quick access.
[0030] In addition, the quick interaction bar can also adopt a collapsible and expandable category structure; the interaction methods of interactive resources include, but are not limited to, clicks and keyboard shortcuts.
[0031] S2. Based on the resource types and historical call frequencies of the target software's optional interactive resources, create a priority arrangement sequence containing all optional interactive resources; In this embodiment, S21, a first scoring process corresponding to different resource types and a second scoring process corresponding to different historical call frequencies are set; In this embodiment, detailed information records are established for each interactive resource in the game's database or other software's storage system. Taking game items as an example, in addition to basic information (such as item name, item ID, item type, item description, etc.), the specific attributes of the item are also stored. For example, for weapons, their damage type (physical, magical, elemental, etc.) and rarity (common, rare, epic, etc.) are stored; for consumables, their usage effects (healing amount, buff effect, experience gain, etc.) are stored. For each player, detailed player information is stored, including player ID, player character class, skill tree information, player's quest status, and current game scene. Priority types can be further divided based on four factors: resource type, historical call frequency, rarity level, and usage effect.
[0032] In a game scenario, since there are multiple factors that constitute a resource type, the corresponding scoring process can set the initial weights of various factors in the program's configuration file or database. For example, the weight of resource type in the first scoring process is set to 40%, the weight of historical call frequency in the second scoring process is set to 30%, the weight of rarity in the third scoring process is set to 20%, and the weight of usage effect in the fourth scoring process is 10%. These weights will serve as important bases for calculating item priority scores and can be dynamically adjusted according to different stages of the game or player feedback. A type importance mapping table is established to store the scores corresponding to different item types. For example, in the resource type, combat items are worth 8 points, healing items are worth 7 points, and decorative items are worth 3 points, etc.
[0033] Therefore, the priority score can be calculated as follows: "Priority score = Type score × Type weight + Historical call frequency score × Frequency weight + Rarity score × Rarity weight + Effect score × Effect weight."
[0034] In some other office software, priority types can be determined solely based on resource type and historical call frequency, i.e., assigning score weights and scores for various scenarios to these two items respectively.
[0035] Furthermore, to clarify the relationship between each factor and the score, a mapping table can be created to record this information. For example, a rarity level mapping table 1 can be created to store the scores corresponding to different rarities: common items are worth 1 point, rare items are worth 3 points, and epic items are worth 5 points, as shown below:
[0036] Table 1 Rarity Level Mapping Table Furthermore, taking game software as an example, the evaluation function comprehensively considers changes in the player's character status, task completion, and game scene factors regarding usage effectiveness. The formula is: Usage Effectiveness Score = Character Status Improvement Score + Task Completion Contribution Score + Scene Adaptability Score. Each score ranges from 0 to 10. The final usage effectiveness score is calculated based on these three scores, ranging from 1 to 10, and includes the following process: First, the calculation methods and examples for each score: Character Status Improvement Score: Calculated based on the attribute increase of the player character after using the item. For example, in a combat scenario, if a player uses a "Strength Potion," their Strength attribute would be 50 before use and increase to 70 after use, a 40% increase. Since the Strength attribute increase has a significant impact on character combat power, it is assigned a weight of 0.6. Using the formula: Character Status Improvement Score = (Attribute Value After Use - Attribute Value Before Use) / Attribute Value Before Use × 10 × Weight, the Character Status Improvement Score for the "Strength Potion" can be calculated as: (70 - 50) / 50 × 10 × 0.6 = 2.4 points.
[0037] Task Completion Contribution Score: Determined based on the item's contribution to task completion. Assume a player uses the "Demon-Slaying Sword" to complete the "Defeat the Demon King" task. This task has a difficulty rating of S (highest). Using the "Demon-Slaying Sword" reduces the task completion time from the estimated 30 minutes to 15 minutes, a 50% reduction. Assuming the reduction in completion time significantly contributes to task completion, a weight of 0.7 is assigned. Using the formula: Task Completion Contribution Score = (Estimated Completion Time - Actual Completion Time) / Estimated Completion Time × 10 × Weight, the "Demon-Slaying Sword's" task completion contribution score is: (30 - 15) / 30 × 10 × 0.7 = 3.5 points.
[0038] Scene Adaptability Score: This score considers the item's suitability for specific game scenes. For example, in the mysterious ruins exploration scene, if a player uses the "Illumination Orb," where visibility is poor, using the "Illumination Orb" increases the player's field of vision from 5 meters to 15 meters, a 200% increase. Since the increased field of vision has a significant impact on the game experience in exploration scenes, it is assigned a weight of 0.5. Using the formula: Scene Adaptability Score = (Increase in scene-related effects after use) / (Increase in scene-related effects before use) × 10 × Weight, the scene adaptation score for the "Illumination Orb" can be calculated as: (15 - 5) / 5 × 10 × 0.5 = 2 points.
[0039] Then, the three scores are added together to obtain the item's effectiveness score. Taking the "Strength Potion" as an example, the effectiveness score = 2.4 + 3.5 + 2 = 7.9 points. This score will then be used to calculate the item's overall score according to a set weight (e.g., effectiveness weight 10%), thus affecting the item's order in the inventory. This effectiveness evaluation function allows for a more comprehensive and accurate assessment of item effectiveness, making item order more aligned with players' actual needs in the game and improving their operational efficiency and overall experience. S22. According to the first scoring process and the second scoring process, calculate the type score, the call frequency score, and the priority score obtained by adding the type score and the call frequency score for each optional interactive resource. Referring to the above explanation of the scoring process, the type score is obtained by multiplying the type score by the corresponding type weight, and the call frequency score is obtained by multiplying the historical call frequency score by the frequency weight. S23. Sort all optional interactive resources in descending order of priority score to obtain the priority arrangement sequence.
[0040] Furthermore, for game software with numerous influencing factors, a dynamic adjustment module can be developed to dynamically adjust priority ratings based on the player's current game scenario (combat, exploration, quests, etc.) and the player's character class. When a player enters a combat scenario, this module multiplies the score of combat-related items by a scenario adjustment factor (e.g., 1.2); for items related to the player's class skills, a class adjustment factor (e.g., ranging from 1.1 to 1.5) is applied based on the skill tree's development. This ensures that the item ranking better aligns with the player's needs across different scenarios and class development stages.
[0041] S3. Obtain the real-time operation scenario of the target software and select the preferred interactive resource that is suitable for the real-time operation scenario from all available interactive resources; In this embodiment, the adaptability of interactive resources to real-time operation scenarios can be determined by pre-creating a resource list. Some software may enter different operation scenarios due to changes in the display interface or functional mode. For example, when office software enters a document editing scenario, the corresponding resource list may include: font adjustment interactive resources, font shape setting interactive resources, font size setting interactive resources, etc. The preferred interactive resources that are suitable for the real-time operation scenario are selected from all available interactive resources. This process is achieved by comparing the resource list. In some game software, such as when a battle scenario is triggered, the corresponding resource list may include: melee weapon interaction source, recovery medicine interaction resources, etc.
[0042] S4. Arrange all preferred interactive resources in the quick interaction bar according to their priority sequence. In this embodiment, if there are still remaining spaces after the quick interaction bar has accommodated the preferred interactive resources, the specifications of the quick interaction bar can be adjusted to remove the remaining spaces; if the quick interaction bar cannot accommodate all the preferred interactive resources, then the preferred interactive resources with lower priority can be abandoned or the quick interaction bar can be expanded.
[0043] S5. Determine whether the real-time operation scenario of the target software has changed at preset intervals. If so, repeat steps S2 to S4.
[0044] In this embodiment, taking game software as an example, when the player's game status changes (such as acquiring new items, entering a new scene, completing a task, upgrading skills, etc.) or the system detects that a reordering is needed (such as when the time interval reaches a preset time), the above process is re-executed to update the sorting and display of the quick interaction bar, ensuring that the quick interaction bar is always optimized according to the player's latest situation.
[0045] Please refer to the figure; Embodiment 2 of the present invention is as follows: A method for managing interactive bars within software, based on the above embodiment one, further includes the following step before step S2: Preset time decay constant K; Get the total number of historical calls H, the last call time T1, and the current time T2 for the optional interactive resources; The historical call frequency P of optional interactive resources is calculated as follows: P=H× [1 + e^(( T2-T1) / K)].
[0046] In this embodiment, `e` is a natural constant, approximately equal to 2.71828. The `decay constant` is a parameter that can be adjusted according to game characteristics and needs; it determines the rate of time decay. For example, in fast-paced competitive games where the frequency of player item usage changes rapidly, the `decay constant` can be set smaller to give higher weight to recently used items. Conversely, in slower-paced simulation games, the `decay constant` can be appropriately increased to make the impact of usage frequency more stable.
[0047] In the above formula, the calculation first involves obtaining the current game time and the item's most recent usage time. The absolute value of the difference between the two represents the time elapsed since the last use. Then, this time elapsed time is divided by the decay constant to obtain a value. The negative of this value is used as the exponent, and the result is a power operation with the natural constant e as the base. The final result is the most recent usage time decay factor. For example, if the decay constant is set to 3600 (assuming the time unit is seconds), and the item's most recent usage time is 1800 seconds from the current time, then the most recent usage time decay factor = e^(-1800 / 3600) = e^(-0.5) ≈ 0.6065.
[0048] Assuming an item has been used 10 times, the recent use decay factor calculated above is 0.6065. According to the frequency score calculation formula, the item's frequency score = `10 × (1 + 0.6065) = 16.065`. When calculating the overall score by comprehensively considering factors such as item type, rarity, and usage effect, this frequency score will participate in the calculation according to a set weight (e.g., a 30% weight for usage frequency), thus affecting the item's order in the item inventory.
[0049] Please refer to Figure 2 Embodiment 3 of the present invention is as follows: An in-software interactive bar management terminal 1 includes a memory 2, a processor 3, and a computer program stored on the memory 2 and capable of running on the processor 3. When the processor 3 runs the computer program, it implements an in-software interactive bar management method according to Embodiment 1 or 2.
[0050] In summary, the software interaction bar management method and terminal provided by this invention creates a priority arrangement sequence containing all optional interactive resources based on the resource types and historical call frequencies of the optional interactive resources within the target software. While considering resource types, it prioritizes frequently used tools. Then, fully considering the adaptability of interactive resources to real-time operation scenarios, it arranges tools adapted to the real-time operation scenario in the quick interaction bar according to the priority arrangement sequence. This ensures that easily accessible interactive resources cater to user operating habits while meeting current usage needs as much as possible, achieving a humanized and rational arrangement of interactive resources within the software interaction bar, and improving user operating efficiency. Furthermore, the usage scenarios of the target software may change at any time, and users may perform different operations at different times. By judging whether the real-time operation scenario has changed at preset intervals and re-executing steps when it changes, the preferred interactive resources in the quick interaction bar can adapt to new operation scenarios in a timely manner. The above description is merely an embodiment of the present invention and does not limit the patent scope of the present invention. Any equivalent modifications made based on the content of the present invention specification and drawings, or direct or indirect applications in related technical fields, are similarly included within the patent protection scope of the present invention.
Claims
1. A method for managing interactive sections within software, characterized in that, Includes the following steps: S1. Create a quick interaction bar within the target software; S2. Based on the resource type and historical call frequency of the optional interactive resources of the target software, create a priority arrangement sequence containing all the optional interactive resources; S3. Obtain the real-time operation scenario of the target software, and select the preferred interactive resource that is suitable for the real-time operation scenario from all the optional interactive resources; S4. Arrange all the preferred interactive resources in the quick interaction bar according to the priority arrangement sequence.
2. The method for managing interactive sections within software according to claim 1, characterized in that, Step S2 includes: S21. Set up a first scoring process corresponding to different resource types and a second scoring process corresponding to different historical call frequencies; S22. Based on the first scoring process and the second scoring process, calculate the type score, call frequency score, and priority score obtained by adding the type score and call frequency score for each of the optional interactive resources; S23. Sort all the optional interactive resources in descending order of priority score to obtain the priority arrangement sequence.
3. The method for managing interactive sections within software according to claim 1, characterized in that, The procedure preceding step S2 also includes: Preset time decay constant K; Obtain the total number of historical calls H, the last call time T1, and the current time T2 of the optional interactive resource; The historical call frequency P of the optional interactive resource is calculated, and its expression is as follows: P=H× [1 + e^(( T2-T1) / K)].
4. The method for managing interactive sections within software according to claim 1, characterized in that, Step S1 further includes: Adjust the position and size of the quick interaction bar, as well as the icon size of the corresponding preferred interactive resources, according to the screen resolution and device type of the device running the target software.
5. The method for managing interactive sections within software according to claim 1, characterized in that, Also includes: S5. Determine whether the real-time operation scenario of the target software has changed at preset intervals. If so, repeat steps S2 to S4.
6. A software-interactive bar management terminal, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the computer program to perform the following steps: S1. Create a quick interaction bar within the target software; S2. Based on the resource type and historical call frequency of the optional interactive resources of the target software, create a priority arrangement sequence containing all the optional interactive resources; S3. Obtain the real-time operation scenario of the target software, and select the preferred interactive resource that is suitable for the real-time operation scenario from all the optional interactive resources; S4. Arrange all the preferred interactive resources in the quick interaction bar according to the priority arrangement sequence.
7. The software-interactive bar management terminal according to claim 6, characterized in that, Step S2 includes: S21. Set up a first scoring process corresponding to different resource types and a second scoring process corresponding to different historical call frequencies; S22. Based on the first scoring process and the second scoring process, calculate the type score, call frequency score, and priority score obtained by adding the type score and call frequency score for each of the optional interactive resources; S23. Sort all the optional interactive resources in descending order of priority score to obtain the priority arrangement sequence.
8. A software-interactive bar management terminal according to claim 6, characterized in that, The procedure preceding step S2 also includes: Preset time decay constant K; Obtain the total number of historical calls H, the last call time T1, and the current time T2 of the optional interactive resource; The historical call frequency P of the optional interactive resource is calculated, and its expression is as follows: P=H× [1 + e^(( T2-T1) / K)].
9. A software-interactive bar management terminal according to claim 6, characterized in that, Step S1 further includes: Adjust the position and size of the quick interaction bar, as well as the icon size of the corresponding preferred interactive resources, according to the screen resolution and device type of the device running the target software.
10. A software-interactive bar management terminal according to claim 6, characterized in that, Also includes: S5. Determine whether the real-time operation scenario of the target software has changed at preset intervals. If so, repeat steps S2 to S4.