glide源码分析

#项目介绍

图片加载框架,相对于UniversalImageLoader,Picasso,它还支持video,Gif,SVG格式,支持缩略图请求,旨在打造更好的列表图片滑动体验。Glide有生命周期的概念(主要是对请求进行pause,resume,clear),而且其生命周期与Activity/Fragment的生命周期绑定,支持Volley,OkHttp,并提供了相应的integration libraries,内存方面也更加友好。

#特点

1.内存缓存有两级
2.支持gif
3.与okhttp无缝对接
4.高效处理Bitmap 使用Bitmap Pool使Bitmap复用,主动调用recycle回收需要回收的Bitmap,减小系统回收压力
5.支持多种数据源网络、本地、资源、Assets 等
6.高效缓存策略,支持Memory和Disk图片缓存。默认Bitmap格式采用RGB_565内存使用至少减少一半
7…Glide被设计成能和Activity/Fragment的生命周期完美的相结合。
8.本地视频剧照的解码
9.动画的支持

#使用示例

                Glide.with(SplashActivity.this)
                        .load("http://www.baidu.com/img/bdlogo.png")
                        .into(mIvGlideTest);

定制glide

GlideBuilder
.setMemoryCache(MemoryCache memoryCache)
.setBitmapPool(BitmapPool bitmapPool)
.setDiskCache(DiskCache.Factory diskCacheFactory)
.setDiskCacheService(ExecutorService service)
.setResizeService(ExecutorService service)
.setDecodeFormat(DecodeFormat decodeFormat)
ARGB8888  和 RGB565  4字节2字节
builder.setDecodeFormat(DecodeFormat.PREFER_ARGB_8888)
public class SimpleGlideModule implements GlideModule {  
    @Override public void applyOptions(Context context, GlideBuilder builder) {
        builder.setDecodeFormat(DecodeFormat.PREFER_ARGB_8888);
    }
    @Override public void registerComponents(Context context, Glide glide) {
        // nothing to do here
    }
}

自定义内存缓存

public class CustomCachingGlideModule implements GlideModule {  
    @Override public void applyOptions(Context context, GlideBuilder builder) {
        MemorySizeCalculator calculator = new MemorySizeCalculator(context);
        int defaultMemoryCacheSize = calculator.getMemoryCacheSize();
        int defaultBitmapPoolSize = calculator.getBitmapPoolSize();

        int customMemoryCacheSize = (int) (0.2 * defaultMemoryCacheSize);
        int customBitmapPoolSize = (int) (0.2 * defaultBitmapPoolSize);

        builder.setMemoryCache( new LruResourceCache( customMemoryCacheSize );
        builder.setBitmapPool( new LruBitmapPool( customBitmapPoolSize );
    }

    @Override public void registerComponents(Context context, Glide glide) {
        // nothing to do here
    }
}

自定磁盘缓存

public class CustomCachingGlideModule implements GlideModule {  
    @Override
    public void applyOptions(Context context, GlideBuilder builder) {
        // set size & external vs. internal
        int cacheSize100MegaBytes = 104857600;
        builder.setDiskCache(
            new InternalCacheDiskCacheFactory(context, cacheSize100MegaBytes)
        );
        //builder.setDiskCache(
        //new ExternalCacheDiskCacheFactory(context, cacheSize100MegaBytes));
    }
    @Override
    public void registerComponents(Context context, Glide glide) {
        // nothing to do here
    }
}

磁盘缓存到指定目录

// or any other path
String downloadDirectoryPath = Environment.getDownloadCacheDirectory().getPath(); 

builder.setDiskCache(  
        new DiskLruCacheFactory( downloadDirectoryPath, cacheSize100MegaBytes )
);

// In case you want to specify a cache sub folder (i.e. "glidecache"):
//builder.setDiskCache(
//    new DiskLruCacheFactory( downloadDirectoryPath, "glidecache", cacheSize100MegaBytes ) 
//);

#总体设计

在这里插入图片描述
在这里插入图片描述

#类图

来自于网络

在这里插入图片描述

#核心模块分述

glide源码比较庞大,这里还是只对主要流程做一下分析:

先调用到Glide的with方法,具体代码如下:

    public static RequestManager with(FragmentActivity activity) {
        RequestManagerRetriever retriever = RequestManagerRetriever.get();
        return retriever.get(activity);
    }

再调用到RequestManagerRetriever的get方法

    public RequestManager get(FragmentActivity activity) {
        if (Util.isOnBackgroundThread()) {
            return get(activity.getApplicationContext());
        } else {
            assertNotDestroyed(activity);
            FragmentManager fm = activity.getSupportFragmentManager();
            return supportFragmentGet(activity, fm);
        }
    }

再调用到supportFragmentGet方法

    RequestManager supportFragmentGet(Context context, FragmentManager fm) {
        SupportRequestManagerFragment current = getSupportRequestManagerFragment(fm);
        RequestManager requestManager = current.getRequestManager();
        if (requestManager == null) {
            requestManager = new RequestManager(context, current.getLifecycle(), current.getRequestManagerTreeNode());
            current.setRequestManager(requestManager);
        }
        return requestManager;
    }

根据传入Context的类型有不同的实现,这里以FragmentActivity为例(现在常用的MD样式Activity类AppCompatActivity是FragmentActivity的子类)。方法get(FragmentActivity activity)调用了方法supportFragmentGet(activity, fm),后者返回的对象类型是SupportRequestManagerFragment 。SupportRequestManagerFragment 是一个无界面的Fragment类,起到把请求和Activity生命周期同步的作用。

之后会走到RequestManager的load方法:

    public DrawableTypeRequest<String> load(String string) {
        return (DrawableTypeRequest<String>) fromString().load(string);
    }

会调得到一个DrawableRequestBuilder

    @Override
    public DrawableRequestBuilder<ModelType> load(ModelType model) {
        super.load(model);
        return this;
    }

再然后就会调用DrawableRequestBuilder的into方法

    @Override
    public Target<GlideDrawable> into(ImageView view) {
        return super.into(view);
    }


再调用到父类的into方法

public Target<TranscodeType> into(ImageView view) {
        Util.assertMainThread();
        if (view == null) {
            throw new IllegalArgumentException("You must pass in a non null View");
        }

        if (!isTransformationSet && view.getScaleType() != null) {
            switch (view.getScaleType()) {
                case CENTER_CROP:
                    applyCenterCrop();
                    break;
                case FIT_CENTER:
                case FIT_START:
                case FIT_END:
                    applyFitCenter();
                    break;
                //$CASES-OMITTED$
                default:
                    // Do nothing.
            }
        }

        return into(glide.buildImageViewTarget(view, transcodeClass));
    }

再调用到:

 public <Y extends Target<TranscodeType>> Y into(Y target) {
        Util.assertMainThread();
        if (target == null) {
            throw new IllegalArgumentException("You must pass in a non null Target");
        }
        if (!isModelSet) {
            throw new IllegalArgumentException("You must first set a model (try #load())");
        }

        Request previous = target.getRequest();

        if (previous != null) {
            previous.clear();
            requestTracker.removeRequest(previous);
            previous.recycle();
        }

        Request request = buildRequest(target);
        target.setRequest(request);
        lifecycle.addListener(target);
        requestTracker.runRequest(request);

        return target;
    }

target.setRequest(request)也是一个比较值得注意的地方,如果target是ViewTarget,那么request会被设置到View的tag上。这样其实是有一个好处,每一个View有一个自己的Request,如果有重复请求,那么都会先去拿到上一个已经绑定的Request,并且从RequestManager中清理回收掉。这应该是去重的功能。

这个方法里面最重要的是:requestTracker.runRequest(request);

然后看一下requestTracker的runRequest的方法

    public void runRequest(Request request) {
        requests.add(request);
        if (!isPaused) {
            request.begin();
        } else {
            pendingRequests.add(request);
        }
    }

这个方法里面的重点是:request.begin();

我们看下这个begin的具体实现:

 /**
     * {@inheritDoc}
     */
    @Override
    public void begin() {
        startTime = LogTime.getLogTime();
        if (model == null) {
            onException(null);
            return;
        }

        status = Status.WAITING_FOR_SIZE;
        if (Util.isValidDimensions(overrideWidth, overrideHeight)) {
            onSizeReady(overrideWidth, overrideHeight);
        } else {
            target.getSize(this);
        }

        if (!isComplete() && !isFailed() && canNotifyStatusChanged()) {
            target.onLoadStarted(getPlaceholderDrawable());
        }
        if (Log.isLoggable(TAG, Log.VERBOSE)) {
            logV("finished run method in " + LogTime.getElapsedMillis(startTime));
        }
    }

这个方法里面会调用到onSizeReady


 @Override
    public void onSizeReady(int width, int height) {
        if (Log.isLoggable(TAG, Log.VERBOSE)) {
            logV("Got onSizeReady in " + LogTime.getElapsedMillis(startTime));
        }
        if (status != Status.WAITING_FOR_SIZE) {
            return;
        }
        status = Status.RUNNING;

        width = Math.round(sizeMultiplier * width);
        height = Math.round(sizeMultiplier * height);

        ModelLoader<A, T> modelLoader = loadProvider.getModelLoader();
        final DataFetcher<T> dataFetcher = modelLoader.getResourceFetcher(model, width, height);

        if (dataFetcher == null) {
            onException(new Exception("Failed to load model: \'" + model + "\'"));
            return;
        }
        ResourceTranscoder<Z, R> transcoder = loadProvider.getTranscoder();
        if (Log.isLoggable(TAG, Log.VERBOSE)) {
            logV("finished setup for calling load in " + LogTime.getElapsedMillis(startTime));
        }
        loadedFromMemoryCache = true;
        loadStatus = engine.load(signature, width, height, dataFetcher, loadProvider, transformation, transcoder,
                priority, isMemoryCacheable, diskCacheStrategy, this);
        loadedFromMemoryCache = resource != null;
        if (Log.isLoggable(TAG, Log.VERBOSE)) {
            logV("finished onSizeReady in " + LogTime.getElapsedMillis(startTime));
        }
    }

重点看这行代码: loadStatus = engine.load(signature, width, height, dataFetcher, loadProvider, transformation, transcoder,
priority, isMemoryCacheable, diskCacheStrategy, this);
这行代码调用的是engine的load方法,代码如下:

    public <T, Z, R> LoadStatus load(Key signature, int width, int height, DataFetcher<T> fetcher,
            DataLoadProvider<T, Z> loadProvider, Transformation<Z> transformation, ResourceTranscoder<Z, R> transcoder,
            Priority priority, boolean isMemoryCacheable, DiskCacheStrategy diskCacheStrategy, ResourceCallback cb) {
        Util.assertMainThread();
        long startTime = LogTime.getLogTime();

        final String id = fetcher.getId();
        EngineKey key = keyFactory.buildKey(id, signature, width, height, loadProvider.getCacheDecoder(),
                loadProvider.getSourceDecoder(), transformation, loadProvider.getEncoder(),
                transcoder, loadProvider.getSourceEncoder());

        EngineResource<?> cached = loadFromCache(key, isMemoryCacheable);
        if (cached != null) {
            cb.onResourceReady(cached);
            if (Log.isLoggable(TAG, Log.VERBOSE)) {
                logWithTimeAndKey("Loaded resource from cache", startTime, key);
            }
            return null;
        }

        EngineResource<?> active = loadFromActiveResources(key, isMemoryCacheable);
        if (active != null) {
            cb.onResourceReady(active);
            if (Log.isLoggable(TAG, Log.VERBOSE)) {
                logWithTimeAndKey("Loaded resource from active resources", startTime, key);
            }
            return null;
        }

        EngineJob current = jobs.get(key);
        if (current != null) {
            current.addCallback(cb);
            if (Log.isLoggable(TAG, Log.VERBOSE)) {
                logWithTimeAndKey("Added to existing load", startTime, key);
            }
            return new LoadStatus(cb, current);
        }

        EngineJob engineJob = engineJobFactory.build(key, isMemoryCacheable);
        DecodeJob<T, Z, R> decodeJob = new DecodeJob<T, Z, R>(key, width, height, fetcher, loadProvider, transformation,
                transcoder, diskCacheProvider, diskCacheStrategy, priority);
        EngineRunnable runnable = new EngineRunnable(engineJob, decodeJob, priority);
        jobs.put(key, engineJob);
        engineJob.addCallback(cb);
        engineJob.start(runnable);

        if (Log.isLoggable(TAG, Log.VERBOSE)) {
            logWithTimeAndKey("Started new load", startTime, key);
        }
        return new LoadStatus(cb, engineJob);
    }

先从cache中寻找资源,如果找到则将其从cache中移除并放入activeResources中,否则从activeResources中寻找。cache是LruResourceCache对象,作为资源的LRU缓存;activeResources是以弱引用为值的Map,用于缓存使用中的资源。比一般内存缓存额外多一级缓存的意义在于,当内存不足时清理cache中的资源时,不会对使用中的Bitmap造成影响。
若再次寻找失败,则创建EngineJob对象并调用其start方法。

上面有一些值得注意的地方:
内存缓存:在Glide中默认是LruResourceCache。当然你也可以自定义;
为何要两级内存缓存(loadFromActiveResources)。个人理解是一级缓存采用LRU算法进行缓存,并不能保证全部能命中,添加二级缓存提高命中率之用;
EngineJob和DecodeJob各自职责:EngineJob充当了管理和调度者,主要负责加载和各类回调通知;DecodeJob是真正干活的劳动者,这个类实现了Runnable接口。

        EngineJob engineJob = engineJobFactory.build(key, isMemoryCacheable);
        DecodeJob<T, Z, R> decodeJob = new DecodeJob<T, Z, R>(key, width, height, fetcher, loadProvider, transformation,
                transcoder, diskCacheProvider, diskCacheStrategy, priority);
        EngineRunnable runnable = new EngineRunnable(engineJob, decodeJob, priority);
        jobs.put(key, engineJob);
        engineJob.addCallback(cb);
        engineJob.start(runnable);

建立一个runnable,提交到线程池中去执行

我们看一下EngineRunnable的run方法:

   public void run() {
        if (isCancelled) {
            return;
        }

        Exception exception = null;
        Resource<?> resource = null;
        try {
            resource = decode();
        } catch (Exception e) {
            if (Log.isLoggable(TAG, Log.VERBOSE)) {
                Log.v(TAG, "Exception decoding", e);
            }
            exception = e;
        }

        if (isCancelled) {
            if (resource != null) {
                resource.recycle();
            }
            return;
        }

        if (resource == null) {
            onLoadFailed(exception);
        } else {
            onLoadComplete(resource);
        }
    }

在EngineRunnable的run方法中进行编码,根据缓存策略调用decodeFromCache或者decodeFromSource。

这里重点关注一下resource = decode();去看下decode的实现:

    private Resource<?> decode() throws Exception {
        if (isDecodingFromCache()) {
            return decodeFromCache();
        } else {
            return decodeFromSource();
        }
    }


这里有两个分支,一个是decodeFromCache,一个是decodeFromSource,先看一下decodeFromCache具体实现

    private Resource<?> decodeFromCache() throws Exception {
        Resource<?> result = null;
        try {
            result = decodeJob.decodeResultFromCache();
        } catch (Exception e) {
            if (Log.isLoggable(TAG, Log.DEBUG)) {
                Log.d(TAG, "Exception decoding result from cache: " + e);
            }
        }

        if (result == null) {
            result = decodeJob.decodeSourceFromCache();
        }
        return result;
    }


现场时调用decodeJob.decodeResultFromCache(),如果是空的话,再调用decodeJob.decodeSourceFromCache()

看一下decodeJob.decodeResultFromCache的具体实现:

    public Resource<Z> decodeResultFromCache() throws Exception {
        if (!diskCacheStrategy.cacheResult()) {
            return null;
        }

        long startTime = LogTime.getLogTime();
        Resource<T> transformed = loadFromCache(resultKey);
        if (Log.isLoggable(TAG, Log.VERBOSE)) {
            logWithTimeAndKey("Decoded transformed from cache", startTime);
        }
        startTime = LogTime.getLogTime();
        Resource<Z> result = transcode(transformed);
        if (Log.isLoggable(TAG, Log.VERBOSE)) {
            logWithTimeAndKey("Transcoded transformed from cache", startTime);
        }
        return result;
    }


    private Resource<T> loadFromCache(Key key) throws IOException {
        File cacheFile = diskCacheProvider.getDiskCache().get(key);
        if (cacheFile == null) {
            return null;
        }

        Resource<T> result = null;
        try {
            result = loadProvider.getCacheDecoder().decode(cacheFile, width, height);
        } finally {
            if (result == null) {
                diskCacheProvider.getDiskCache().delete(key);
            }
        }
        return result;
    }

大致含义是从文件缓存中取数据

再看decodeFromSource的实现

    public Resource<Z> decodeFromSource() throws Exception {
        Resource<T> decoded = decodeSource();
        return transformEncodeAndTranscode(decoded);
    }


重点关注decodeSource:

    private Resource<T> decodeSource() throws Exception {
        Resource<T> decoded = null;
        try {
            long startTime = LogTime.getLogTime();
            final A data = fetcher.loadData(priority);
            if (Log.isLoggable(TAG, Log.VERBOSE)) {
                logWithTimeAndKey("Fetched data", startTime);
            }
            if (isCancelled) {
                return null;
            }
            decoded = decodeFromSourceData(data);
        } finally {
            fetcher.cleanup();
        }
        return decoded;
    }


            final A data = fetcher.loadData(priority);

编码前需要先通过DataFetcher访问网络获得文件流。接口DataFetcher的实现类根据配置而不同,设置为通过OkHttp3进行网络通信的情况下,该实现类为OkHttpStreamFetcher。
之后根据需要将文件流写入磁盘缓存,再对文件流进行编码。

这里就是从网络中取数据的位置。DataFetcher是一个接口,它有多种实现。

#阅读体会&优缺点

不一样的地方,和fragment、activity生命周期同步

内部有一个bitmappool。由BitmapPool提供一个Bitmap作为下一步的Canvas载体。BitmapPool的实现类是LruBitmapPool,顾名思义是一个基于LRU方式的Bitmap缓存池,用于Bitmap的复用。

内存缓存是两级的内存缓存,命中率更高了

支持缩略图请求

源码的解析只是把最重要的加载流程走了一遍,有一些比较细节的地方没有关注,如果你有需要,可以自己跟着这个主线debug一下就能查找到。

#todo/问题

#更多资料
具体使用:
http://mrfu.me/2016/02/27/Glide_Getting_Started/
源码分析:
http://www.lightskystreet.com/2015/10/12/glide_source_analysis/
http://frodoking.github.io/2015/10/10/android-glide/

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