引言
Handler是Android中线程间通信的一种机制,它在APP的整个生命周期过程中都发挥着重要的作用,是Android中最重要的机制之一。
无论是初中高级程序员,它都是面试必问项。同时它也是基础中的基础,必须掌握。
原理总结
Handler消息通信过程中主要涉及以下几个对象:Handler、Looper、Message、MessageQueue
- Handler主要负责消息的发送和处理,通过sendMessage()、sendMessageDelayed()等方法把message发送到MessageQueue中,同时在handleMessage回调中拿到Looper从MessageQueue中取出的消息进行处理
- Looper开启了一个死循环,不断的从MessageQueue中取出消息让Handler处理。一个线程对应一个Looper,同时一个Looper对应一个MessageQueue
- Message就是消息,存放我们要处理的任务信息
- MessageQueue是消息队列,它通过链表的方式存放message,并且插入链表的消息都是根据时间进行排序的
源码
Handler部分
带着几个问题去看源码
- 我们知道在主线程中可以直接创建Handler,那么在子线程呢?
- 发送消息时都是怎么创建message的?
- handler发送消息的方式有哪些?
- 分发消息的时候为什么可以发送到指定线程?
首先从创建handler开始,代码如下,注意注释信息。
/**
* If this thread does not have a looper, this handler won't be able to receive messages
* so an exception is thrown.
* 如果当前线程没有一个looper,则就不能收到消息,并且会抛出一个异常
*/
public Handler() {}
/**
* Use the provided {@link Looper} instead of the default one.
* 用传入的looper代替默认的looper
* @param looper The looper, must not be null. 不可以为null
*/
public Handler(@NonNull Looper looper) {
this(looper, null, false);
}
看代码知道创建handler之前必须要有一个looper才可以。其它几个构造方法也是一样,注意传入looper参数的构造方法,在子线程创建handler的时候我们可以用这个,并且looper一定不要为null,否则就会抛出异常了。
下面看一下message创建部分,开始学习的时候我们都是通过new Message()来创建message。它还有另外一种获取方式就是通过
obtainMessage(),代码如下
/**
* Returns a new {@link android.os.Message Message} from the global message pool. More efficient than
* creating and allocating new instances. The retrieved message has its handler set to this instance (Message.target == this).
* If you don't want that facility, just call Message.obtain() instead.
* 会从message池中获取一个message返回,比直接创建更高效
*/
@NonNull
public final Message obtainMessage()
{
return Message.obtain(this);
}
其它获取的方法与此类似,只不过加了一些参数条件。这儿是享元模式的运用,通过创建一个缓存池来重复利用message,避免了频繁重复创建message的消耗及内存抖动的发生。
handler发送消息的方式有sendMessage(@NonNull Message msg)、sendEmptyMessage(int what)、
sendMessageDelayed(Message msg, long delayMillis)、sendMessageAtTime(Message msg, long uptimeMillis)、
sendMessageAtFrontOfQueue(@NonNull Message msg)等等方式,虽然各自的参数不同,但是最终都会走到enqueueMessage()方法,稍微看下代码
private boolean enqueueMessage(@NonNull MessageQueue queue, @NonNull Message msg,
long uptimeMillis) {
//这儿给target赋值,this即当前handler对象,这也是为什么消息能发送到正确的线程
msg.target = this;
msg.workSourceUid = ThreadLocalWorkSource.getUid();
if (mAsynchronous) {
msg.setAsynchronous(true);
}
return queue.enqueueMessage(msg, uptimeMillis);
}
最后看一下removeCallbacksAndMessages()方法,代码如下
/**
* Remove any pending posts of callbacks and sent messages whose
* <var>obj</var> is <var>token</var>. If <var>token</var> is null,
* all callbacks and messages will be removed.
* 移除所有对象为token的待处理的回调和已发送消息,如果传入的token为null,则移除所有
*/
public final void removeCallbacksAndMessages(@Nullable Object token) {
mQueue.removeCallbacksAndMessages(this, token);
}
Looper部分
问题:
- 为什么不可以在外部直接new Looper()对象?
- 一个线程可以有几个Looper,几个MessageQueue,怎么保证?
- 怎么停止looper循环,有什么区别?
private Looper(boolean quitAllowed) {
mQueue = new MessageQueue(quitAllowed);
mThread = Thread.currentThread();
}
首先看构造方法,如上代码所示,其为私有,所以我们不能通过new对象的方式在外部调用,只能通过静态方法prepare()来获得Looper。代码如下
/** Initialize the current thread as a looper.
* This gives you a chance to create handlers that then reference
* this looper, before actually starting the loop. Be sure to call
* {@link #loop()} after calling this method, and end it by calling
* {@link #quit()}.
* 注意后面部分:调用prepare()之后,不要忘记调用loop()开启循环,并且可以通过quit()来停止
*/
public static void prepare() {
prepare(true);
}
private static void prepare(boolean quitAllowed) {
//做校验,一个线程只能创建一个looper
if (sThreadLocal.get() != null) {
throw new RuntimeException("Only one Looper may be created per thread");
}
//通过ThreadLocal来存储当前线程的looper对象
sThreadLocal.set(new Looper(quitAllowed));
}
可以看到Looper中通过ThreadLocal这么一个线程本地存储机制来保证一个线程只能有一个Looper,而Looper创建时同时创建了一个MessageQueue,所以一个Looper也对应一个MessageQueue。
接下来看一下Looper开启循环后都做了什么,省略一些不关心的部分
/**
* Run the message queue in this thread. Be sure to call
* {@link #quit()} to end the loop.
*/
public static void loop() {
final Looper me = myLooper(); //获取Looper
if (me == null) {
throw new RuntimeException("No Looper; Looper.prepare() wasn't called on this thread.");
}
final MessageQueue queue = me.mQueue; //通过Looper获取MessageQueue
...
for (;;) { //死循环
Message msg = queue.next(); // might block
if (msg == null) { //如果没有消息就返回
// No message indicates that the message queue is quitting.
return;
}
// This must be in a local variable, in case a UI event sets the logger
// 这儿发现如果printer不为null就会打印一个log,每个消息都会走这一段逻辑。
// 利用这个机制我们可以查看每个消息的耗时
final Printer logging = me.mLogging;
if (logging != null) {
logging.println(">>>>> Dispatching to " + msg.target + " " +
msg.callback + ": " + msg.what);
}
...
try {
//消息分发 msg.target获取到handler发送到指定线程
msg.target.dispatchMessage(msg);
...
} catch (Exception exception) {
...
throw exception;
} finally {
...
}
...
if (logging != null) {
logging.println("<<<<< Finished to " + msg.target + " " + msg.callback);
}
...
// 结束后对msg进行回收
msg.recycleUnchecked();
}
}
最后看一下停止方法的区别
/**
* Causes the {@link #loop} method to terminate without processing any
* more messages in the message queue.
* 调用quit后就停止了,不在处理消息队列中的消息
*
* Any attempt to post messages to the queue after the looper is asked to quit will fail.
* For example, the {@link Handler#sendMessage(Message)} method will return false.
* 调用quit后就无法在消息队列中插入消息了
*
* Using this method may be unsafe because some messages may not be delivered
* before the looper terminates. Consider using {@link #quitSafely} instead to ensure
* that all pending work is completed in an orderly manner.
* 调用quit停止可能会不安全,可能会有一些消息还未发送,可以通过调用quitSafely保证所有消息都按顺序处理完成
*/
public void quit() {
mQueue.quit(false);
}
/**
* Causes the {@link #loop} method to terminate as soon as all remaining messages
* in the message queue that are already due to be delivered have been handled.
* However pending delayed messages with due times in the future will not be
* delivered before the loop terminates.
* 调用quitSafely不会立马停止,会将当前消息队列中的消息发送完之后再停止
*
* Any attempt to post messages to the queue after the looper is asked to quit will fail.
* For example, the {@link Handler#sendMessage(Message)} method will return false.
* 同上
*/
public void quitSafely() {
mQueue.quit(true);
}
Message部分
问题:
- message是通过什么方式进行复用的?
Message就是一个存储消息的对象,我们主要看下它是怎么复用的
/**
* Return a new Message instance from the global pool. Allows us to
* avoid allocating new objects in many cases.
* 从全局缓存池中返回一个message对象实例,如果没有才会创建对象。让我们避免了重复创建对象
*/
public static Message obtain() {
// 这儿通过加锁,保证了多线程的安全
synchronized (sPoolSync) {
if (sPool != null) {
Message m = sPool;
sPool = m.next;
m.next = null;
m.flags = 0; // clear in-use flag
sPoolSize--;
return m;
}
}
return new Message();
}
/**
* Recycles a Message that may be in-use.
* Used internally by the MessageQueue and Looper when disposing of queued Messages.
*/
@UnsupportedAppUsage
void recycleUnchecked() {
// Mark the message as in use while it remains in the recycled object pool.
// Clear out all other details. 清空msg中的信息
flags = FLAG_IN_USE;
what = 0;
arg1 = 0;
arg2 = 0;
obj = null;
replyTo = null;
sendingUid = UID_NONE;
workSourceUid = UID_NONE;
when = 0;
target = null;
callback = null;
data = null;
synchronized (sPoolSync) {
// 如果缓存池的容量小于50就放入,它是一个链表结构
if (sPoolSize < MAX_POOL_SIZE) {
next = sPool;
sPool = this;
sPoolSize++;
}
}
}
MessageQueue部分
问题:
- looper是怎么从MessageQueue中取出消息的?
- MessageQueue中没有消息时为什么不会卡死?
从取出消息开始,代码如下
@UnsupportedAppUsage
Message next() {
// Return here if the message loop has already quit and been disposed.
// 如果消息循环已经停止或者调用了disposed()方法就返回null。调用disposed后mPtr会重置为0
// This can happen if the application tries to restart a looper after quit
// which is not supported.
final long ptr = mPtr;
if (ptr == 0) {
return null;
}
int pendingIdleHandlerCount = -1; // -1 only during first iteration
int nextPollTimeoutMillis = 0; // ‘休眠’时间
for (;;) { //死循环
if (nextPollTimeoutMillis != 0) {
Binder.flushPendingCommands();
}
//调用native方法,底层采用linux的epoll机制,当有新的消息插入时会通过nativeWake方法唤醒,所以并不会卡死
nativePollOnce(ptr, nextPollTimeoutMillis);
synchronized (this) {
// Try to retrieve the next message. Return if found.
final long now = SystemClock.uptimeMillis();
Message prevMsg = null;
Message msg = mMessages;
if (msg != null && msg.target == null) { //处理异步消息
// Stalled by a barrier. Find the next asynchronous message in the queue.
do {
prevMsg = msg;
msg = msg.next;
} while (msg != null && !msg.isAsynchronous());
}
if (msg != null) {
if (now < msg.when) {
// Next message is not ready. Set a timeout to wake up when it is ready.
// 下一个消息还没有到执行时间,计算继续等待时间
nextPollTimeoutMillis = (int) Math.min(msg.when - now, Integer.MAX_VALUE);
} else {
// Got a message. 获取message
mBlocked = false;
if (prevMsg != null) {
prevMsg.next = msg.next;
} else {
mMessages = msg.next;
}
msg.next = null;
if (DEBUG) Log.v(TAG, "Returning message: " + msg);
msg.markInUse();
return msg;
}
} else {
// No more messages. -1说明没有消息需要处理了,通过nativePollOnce进行休眠直到有消息插入
nextPollTimeoutMillis = -1;
}
// Process the quit message now that all pending messages have been handled.
if (mQuitting) {
dispose();
return null;
}
// If first time idle, then get the number of idlers to run.
// Idle handles only run if the queue is empty or if the first message
// in the queue (possibly a barrier) is due to be handled in the future.
if (pendingIdleHandlerCount < 0
&& (mMessages == null || now < mMessages.when)) {
pendingIdleHandlerCount = mIdleHandlers.size();
}
if (pendingIdleHandlerCount <= 0) {
// No idle handlers to run. Loop and wait some more.
mBlocked = true;
continue;
}
if (mPendingIdleHandlers == null) {
mPendingIdleHandlers = new IdleHandler[Math.max(pendingIdleHandlerCount, 4)];
}
mPendingIdleHandlers = mIdleHandlers.toArray(mPendingIdleHandlers);
}
// Run the idle handlers.
// We only ever reach this code block during the first iteration.
// 有时候我们为了不占用主线程时间,会添加一个IdleHander接口回调,当没有消息需要处理时就会遍历这些接口
// 回调其中的quueIdle()方法,在里面我们可以处理自己的一些任务
for (int i = 0; i < pendingIdleHandlerCount; i++) {
final IdleHandler idler = mPendingIdleHandlers[i];
mPendingIdleHandlers[i] = null; // release the reference to the handler
boolean keep = false;
try {
keep = idler.queueIdle();
} catch (Throwable t) {
Log.wtf(TAG, "IdleHandler threw exception", t);
}
// queueIdle()有一个布尔返回值,如果返回true,会在下次空闲时继续回调。如果返回false,则会从
// Idlehandler接口集合中移除,也就是说只会回调一次
if (!keep) {
synchronized (this) {
mIdleHandlers.remove(idler);
}
}
}
// Reset the idle handler count to 0 so we do not run them again.
pendingIdleHandlerCount = 0;
// While calling an idle handler, a new message could have been delivered
// so go back and look again for a pending message without waiting.
nextPollTimeoutMillis = 0;
}
}
需要注意的点已经加了注释,不再啰嗦,接下来看一个平时不太注意的方法,代码如下
/**
* Posts a synchronization barrier to the Looper's message queue.
*
* Message processing occurs as usual until the message queue encounters the
* synchronization barrier that has been posted. When the barrier is encountered,
* later synchronous messages in the queue are stalled (prevented from being executed)
* until the barrier is released by calling {@link #removeSyncBarrier} and specifying
* the token that identifies the synchronization barrier.
*
* This method is used to immediately postpone execution of all subsequently posted
* synchronous messages until a condition is met that releases the barrier.
* Asynchronous messages (see {@link Message#isAsynchronous} are exempt from the barrier
* and continue to be processed as usual.
*
* This call must be always matched by a call to {@link #removeSyncBarrier} with
* the same token to ensure that the message queue resumes normal operation.
* Otherwise the application will probably hang!
*
* @return A token that uniquely identifies the barrier. This token must be
* passed to {@link #removeSyncBarrier} to release the barrier.
*
* @hide 这个方法是隐藏的,但是我们可以通过调用有参数的方法加入同步屏障消息
*/
@TestApi
public int postSyncBarrier() {
return postSyncBarrier(SystemClock.uptimeMillis());
}
官方注释很详细,这个方法就是加入一个同步屏障消息。在遇到屏障之前,message消息处理跟往常一样。当遇到同步屏障后,同步消息暂停处理,优先处理异步消息,直到通过removeSyncBarrier移除同步屏障。
感谢读者
感谢所有的读者,如果有什么理解错误,欢迎指正,我将非常感激。
告诫自己
这只是写这篇文章时对Handler源码的理解,并且记录了一些人为较为重要的点,肯定不能包含所有,可能之后阅读时认为的遗漏在当时认为没有必要写出来。有疑问时还是要查阅官方源码。尽信书不如无书。