主要涉及到了Executor,Handler,Looper,MessageQueue的概念。
Step1
在这上一篇文章中的观察者模式中subject调用onSurfaceTextureAvailable()
方法中会调用另外一个方法:
CaptureModule.java
public class CaptureModule{
private void reopenCamera() {
if (mPaused) {
return;
}
AsyncTask.THREAD_POOL_EXECUTOR.execute(new Runnable() {
@Override
public void run() {
closeCamera();
if(!mAppController.isPaused()) {
openCameraAndStartPreview();
}
}
});
}
}
在此方法中会采用AsyncTask中的Executor进行并行操作,他是一个线程池,调用该线程池的execute方法并传入一个runnable就可以执行该runnable的run方法看这里关于线程池的介绍。
AsyncTask.java
public abstract class AsyncTask<Params, Progress, Result> {
...
/**
* An {@link Executor} that can be used to execute tasks in parallel.
*/
public static final Executor THREAD_POOL_EXECUTOR;
static {
ThreadPoolExecutor threadPoolExecutor = new ThreadPoolExecutor(
CORE_POOL_SIZE, MAXIMUM_POOL_SIZE, KEEP_ALIVE_SECONDS, TimeUnit.SECONDS,
sPoolWorkQueue, sThreadFactory);
threadPoolExecutor.allowCoreThreadTimeOut(true);
THREAD_POOL_EXECUTOR = threadPoolExecutor;
}
...
}
在进入异步操作后调用openCameraAndStartPreview();
Step2
在openCameraAndStartPreview();
方法体中,执行:
MainThread mainThread = MainThread.create();
进入MainThread类源码:
public class MainThread extends HandlerExecutor {
private MainThread(Handler handler) {
super(handler);
}
public static MainThread create() {
return new MainThread(new Handler(Looper.getMainLooper()));
}
}
可以在代码中发现,先new了一个Handler,此Handler中传入了一个Looper,此Looper其实是主线程的Looper。
而MainThread其实是一个Executor,执行其execute()方法会执行Handler.post(Runnable)
。 接下来介绍Handler&Looper&MessageQueue的概念。
一. Looper&MessageQueue
一个线程拥有一个Handler,一个Handler拥有一个Looper, 每个Looper拥有一个MessageQueue。
- 以下的代码中,线程创建时会调用Looper的prepare()方法,创建一个Looper实例,并保存到实例中的sThreadLocal中。 如果是主线程(UI线程)的话,会调用
prepareMainLooper()
方法,将主线程的Looper保存到静态变量 sMainLooper中。这样任何时候想获取主线程的Looper就可以通过静态量sMainLooper获取。
public final class Looper {
//全局变量
private static Looper sMainLooper;
// sThreadLocal.get() will return null unless you've called prepare().
static final ThreadLocal<Looper> sThreadLocal = new ThreadLocal<Looper>();
private static void prepare(boolean quitAllowed) {
if (sThreadLocal.get() != null) {
throw new RuntimeException("Only one Looper may be created per thread");
}
sThreadLocal.set(new Looper(quitAllowed));
}
/**
* Initialize the current thread as a looper, marking it as an
* application's main looper. The main looper for your application
* is created by the Android environment, so you should never need
* to call this function yourself. See also: {@link #prepare()}
*/
public static void prepareMainLooper() {
prepare(false);
synchronized (Looper.class) {
if (sMainLooper != null) {
throw new IllegalStateException("The main Looper has already been prepared.");
}
sMainLooper = myLooper();
}
}
public static @Nullable Looper myLooper() {
return sThreadLocal.get();
}
}
- prepare完成后会调用
loop()
方法启动该线程的loop死循环操作。
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();
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;
if (traceTag != 0 && Trace.isTagEnabled(traceTag)) {
Trace.traceBegin(traceTag, msg.target.getTraceName(msg));
}
try {
msg.target.dispatchMessage(msg);
} finally {
if (traceTag != 0) {
Trace.traceEnd(traceTag);
}
}
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();
}
}
二. Handler
Handler会与Looper中的MessageQueue绑定,之后可以向MessageQueue中sendMessage,Looper会不断的从MessageQueue中取出message并执行message.target.dispatchMessage()
之前介绍了Looper及其内部的MessageQueue,接下来介绍Handler的概念。
public class Handler {
public interface Callback {
public boolean handleMessage(Message msg);
}
public void handleMessage(Message msg) {
}
public void dispatchMessage(Message msg) {
if (msg.callback != null) {
handleCallback(msg);
} else {
if (mCallback != null) {
if (mCallback.handleMessage(msg)) {
return;
}
}
handleMessage(msg);
}
}
public Handler(Looper looper, Callback callback, boolean async) {
mLooper = looper;
mQueue = looper.mQueue;
mCallback = callback;
mAsynchronous = async;
}
public boolean sendMessageAtTime(Message msg, long uptimeMillis) {
MessageQueue queue = mQueue;
if (queue == null) {
RuntimeException e = new RuntimeException(
this + " sendMessageAtTime() called with no mQueue");
Log.w("Looper", e.getMessage(), e);
return false;
}
return enqueueMessage(queue, msg, uptimeMillis);
}
private boolean enqueueMessage(MessageQueue queue, Message msg, long uptimeMillis) {
msg.target = this;
if (mAsynchronous) {
msg.setAsynchronous(true);
}
return queue.enqueueMessage(msg, uptimeMillis);
}
}
可以在上述代码的构造函数中发现,mQueue = looper.mQueue;
,也就是将Handler与Looper中的MessageQueue绑定。而只要绑定了此MessageQueue,Handler就可以调用sendMessage(Message msg)
, 此方法最后会调用上述源码中的sendMessageAtTime(Message msg, long uptimeMillis)
,可以看到在此方法中会将msg入MessageQueue队列。 而在enqueueMessage()中会将msg的target设为此Handler自身msg.target=this
,至此,双向绑定完成。
三. 总结
也就是说MainThread的创建的作用就是可以异步并发处理UI线程中的事件。 由于目前的所有操作均发生在不同于主线程的并发线程中,所有在此拥有了MainThread我们就可以指使主线程做相应的操作。