Android消息机制分析(三)Message

Android消息机制分析(三)Message

概述

Message是Android消息机制中的载体,一般的使用方法是这样的:

Message msg = Message.obtain();
msg.what = 1;
msg.obj = obj;
handler.sendMessage(msg);

尽管Message有new方法,但是官方推荐使用Message.obtain()来获取Message。

While the constructor of Message is public, the best way to get one of these is to call {@link #obtain Message.obtain()} or one of the {@link Handler#obtainMessage Handler.obtainMessage()} methods, which will pull
them from a pool of recycled objects.

深入分析

取Message

从上面我们已经知道了基本的用法,那么问题来了,为什么官方要推荐使用Message.obtain()来获取呢,于是乎,看看这个方法吧:

/**
     * Return a new Message instance from the global pool. Allows us to
     * avoid allocating new objects in many cases.
     */
    public static Message obtain() {
        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();
    }

emmm… 看到了熟悉单词pool,那么Message八九不离十就是使用了一个Message池来管理Message消息。来看看这些属性是干什么的吧:

	// sometimes we store linked lists of these things
    /*package*/ Message next;//链接到池中下一个Message


    /** @hide */
    public static final Object sPoolSync = new Object();
    private static Message sPool;//表头
    private static int sPoolSize = 0;//当前池中的Message数量

    private static final int MAX_POOL_SIZE = 50;//池中Message数量上限

    private static boolean gCheckRecycle = true;

看起来池中是用链表的方式组织所有Message的。obtain方法里就是取出了表头的Message,使下一个Message成为表头,同时数量减一。

回收Message

一个池,有获取就必定有回收。在不需要Message了的时候,就应当把它回收,这个回收的地方就在looper.loop()方法里:

/**
     * 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();
        if (me == null) {
            throw new RuntimeException("No Looper; Looper.prepare() wasn't called on this thread.");
        }
        final MessageQueue queue = me.mQueue;

        // Make sure the identity of this thread is that of the local process,
        // and keep track of what that identity token actually is.
        Binder.clearCallingIdentity();
        final long ident = Binder.clearCallingIdentity();

        // Allow overriding a threshold with a system prop. e.g.
        // adb shell 'setprop log.looper.1000.main.slow 1 && stop && start'
        final int thresholdOverride =
                SystemProperties.getInt("log.looper."
                        + Process.myUid() + "."
                        + Thread.currentThread().getName()
                        + ".slow", 0);

        boolean slowDeliveryDetected = false;

        for (;;) {
            Message msg = queue.next(); // might block
            if (msg == null) {
                // 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
            final Printer logging = me.mLogging;
            if (logging != null) {
                logging.println(">>>>> Dispatching to " + msg.target + " " +
                        msg.callback + ": " + msg.what);
            }

            final long traceTag = me.mTraceTag;
            long slowDispatchThresholdMs = me.mSlowDispatchThresholdMs;
            long slowDeliveryThresholdMs = me.mSlowDeliveryThresholdMs;
            if (thresholdOverride > 0) {
                slowDispatchThresholdMs = thresholdOverride;
                slowDeliveryThresholdMs = thresholdOverride;
            }
            final boolean logSlowDelivery = (slowDeliveryThresholdMs > 0) && (msg.when > 0);
            final boolean logSlowDispatch = (slowDispatchThresholdMs > 0);

            final boolean needStartTime = logSlowDelivery || logSlowDispatch;
            final boolean needEndTime = logSlowDispatch;

            if (traceTag != 0 && Trace.isTagEnabled(traceTag)) {
                Trace.traceBegin(traceTag, msg.target.getTraceName(msg));
            }

            final long dispatchStart = needStartTime ? SystemClock.uptimeMillis() : 0;
            final long dispatchEnd;
            try {
                msg.target.dispatchMessage(msg);
                dispatchEnd = needEndTime ? SystemClock.uptimeMillis() : 0;
            } finally {
                if (traceTag != 0) {
                    Trace.traceEnd(traceTag);
                }
            }
            if (logSlowDelivery) {
                if (slowDeliveryDetected) {
                    if ((dispatchStart - msg.when) <= 10) {
                        Slog.w(TAG, "Drained");
                        slowDeliveryDetected = false;
                    }
                } else {
                    if (showSlowLog(slowDeliveryThresholdMs, msg.when, dispatchStart, "delivery",
                            msg)) {
                        // Once we write a slow delivery log, suppress until the queue drains.
                        slowDeliveryDetected = true;
                    }
                }
            }
            if (logSlowDispatch) {
                showSlowLog(slowDispatchThresholdMs, dispatchStart, dispatchEnd, "dispatch", msg);
            }

            if (logging != null) {
                logging.println("<<<<< Finished to " + msg.target + " " + msg.callback);
            }

            // Make sure that during the course of dispatching the
            // identity of the thread wasn't corrupted.
            final long newIdent = Binder.clearCallingIdentity();
            if (ident != newIdent) {
                Log.wtf(TAG, "Thread identity changed from 0x"
                        + Long.toHexString(ident) + " to 0x"
                        + Long.toHexString(newIdent) + " while dispatching to "
                        + msg.target.getClass().getName() + " "
                        + msg.callback + " what=" + msg.what);
            }

            msg.recycleUnchecked();
        }
    }

在这个方法的最后就是回收Message的方法msg.recycleUnchecked(),让我们进去看一下:

	/**
     * Recycles a Message that may be in-use.
     * Used internally by the MessageQueue and Looper when disposing of queued Messages.
     */
    void recycleUnchecked() {
        // Mark the message as in use while it remains in the recycled object pool.
        // Clear out all other details.
        flags = FLAG_IN_USE;
        what = 0;
        arg1 = 0;
        arg2 = 0;
        obj = null;
        replyTo = null;
        sendingUid = -1;
        when = 0;
        target = null;
        callback = null;
        data = null;

        synchronized (sPoolSync) {
            if (sPoolSize < MAX_POOL_SIZE) {
                next = sPool;
                sPool = this;
                sPoolSize++;
            }
        }
    }

这个方法里清空了Message中的所有数据,如果池中Message数比最大值小,就把这个Message放进池中。
在这个方法之上还有一个方法,但我不知道在哪里调用的(捂脸,至少在handler和loop中我没找到,这里也给大家看一下吧)。

    /**
     * Return a Message instance to the global pool.
     * <p>
     * You MUST NOT touch the Message after calling this function because it has
     * effectively been freed.  It is an error to recycle a message that is currently
     * enqueued or that is in the process of being delivered to a Handler.
     * </p>
     */
    public void recycle() {
        if (isInUse()) {
            if (gCheckRecycle) {
                throw new IllegalStateException("This message cannot be recycled because it "
                        + "is still in use.");
            }
            return;
        }
        recycleUnchecked();
    }

意思大概就是先判断这个Message是否正在使用,如果正在使用就不能回收。

总结

  • Message最好使用obtain()方法获取,可以避免不必要的资源浪费。
  • Message使用池管理,其缓存回收机制,值得我们学习。
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