ThreadLocal:实现线程的本地存储,每个线程都拥有属于自己的数据,只有本线程才可以获得自身存储的数据。但实际上存储数据的是ThreadLocal中的静态内部类Values。每个Thread中都持有一个ThreadLocal.Values。对数据的存储和取出都是通过ThreadLocal。
这里讲一下个人对于Thread,ThreadLocal,ThreadLocal.Values的理解。
- 通过对ThreadLocal的操控,取出Thread中的ThreadLocal.Values localValues,如果localValues为空,立刻初始化,再调用Values的put方法,将ThreadLocal中的reference作为键,把要存储的数据存入Values;
- ThreadLocal持有某种要存储的类型数据,一旦初始化ThreadLocal后,其实每个Thread都默认拥有了该类型数据。因为一旦初始化ThreadLocal后,其拥有的一个私有变量hash就会自增。而Values其实是将数据存入数组table,数组的索引是以hash为基础的;
- ThreadLocal的值在table数组中的存储位置总是为ThreadLocal的reference字段所标识的对象的下一个位置。比如索引是index,reference的存储位置是index,ThreadLocal的值存储位置为index + 1;
首先ThreadLocal的全局变量
private final Reference<ThreadLocal<T>> reference
= new WeakReference<ThreadLocal<T>>(this);
private static AtomicInteger hashCounter = new AtomicInteger(0);
private final int hash = hashCounter.getAndAdd(0x61c88647 * 2);
接下来看一下ThreadLocal中的set方法
public void set(T value) {
Thread currentThread = Thread.currentThread();
Values values = values(currentThread);
if (values == null) {
values = initializeValues(currentThread);
}
values.put(this, value);
}
Values values(Thread current) {
return current.localValues;
}
Values initializeValues(Thread current) {
return current.localValues = new Values();
}
Values() {
initializeTable(INITIAL_SIZE);
this.size = 0;
this.tombstones = 0;
}
private void initializeTable(int capacity) {
this.table = new Object[capacity * 2];
this.mask = table.length - 1;
this.clean = 0;
this.maximumLoad = capacity * 2 / 3; // 2/3
}
我们要存储的数据就在table中,table的默认大小为32(INITIAL_SIZE=16;)
接下来看一下Values的put方法。
void put(ThreadLocal<?> key, Object value) {
cleanUp();//当ThreadLocal被垃圾回收时,清理掉
// Keep track of first tombstone. That's where we want to go back
// and add an entry if necessary.
int firstTombstone = -1;
for (int index = key.hash & mask;; index = next(index)) {
Object k = table[index];
if (k == key.reference) {
// Replace existing entry.
table[index + 1] = value;
return;
}
if (k == null) {
if (firstTombstone == -1) {
// Fill in null slot.
table[index] = key.reference;
table[index + 1] = value;
size++;
return;
}
// Go back and replace first tombstone.
table[firstTombstone] = key.reference;
table[firstTombstone + 1] = value;
tombstones--;
size++;
return;
}
// Remember first tombstone.
if (firstTombstone == -1 && k == TOMBSTONE) {
firstTombstone = index;
}
}
}
接下来看一下ThreadLocal的put方法.
public T get() {
// Optimized for the fast path.
Thread currentThread = Thread.currentThread();
Values values = values(currentThread);
if (values != null) {
Object[] table = values.table;
int index = hash & values.mask;
if (this.reference == table[index]) {
return (T) table[index + 1];
}
} else {
values = initializeValues(currentThread);
}
return (T) values.getAfterMiss(this);
}
当想取出的数据是null时,会调用values.getAfterMiss(this),这个函数返回的值取决于ThreadLocal的initialValue:
protected T initialValue() {
return null;
}
在返回null前,Values会刷新一次table中与ThreadLocal.reference对应的值(这里只列出部分代码)
Object getAfterMiss(ThreadLocal<?> key) {
Object[] table = this.table;
int index = key.hash & mask;
// If the first slot is empty, the search is over.
if (table[index] == null) {
Object value = key.initialValue();
// If the table is still the same and the slot is still empty...
if (this.table == table && table[index] == null) {
table[index] = key.reference;
table[index + 1] = value;
size++;
cleanUp();
return value;
}
.
.
.
我们一般在子线程中使用Handler的方法是
class LooperThread extends Thread {
public Handler mHandler;
public void run() {
Looper.prepare();
mHandler = new Handler() {
public void handleMessage(Message msg) {
// process incoming messages here
}
};
Looper.loop();
}
先看一下Looper的全局变量
// sThreadLocal.get() will return null unless you've called prepare().
static final ThreadLocal<Looper> sThreadLocal = new ThreadLocal<Looper>();
private static Looper sMainLooper; // guarded by Looper.class
final MessageQueue mQueue;
final Thread mThread;
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));
}
quitAllowed是标志该线程的Looper是否被允许中断。默认是true。这里可以很明显看出来ThreadLocal存储了每一个线程的Looper。
Looper的初始化
private Looper(boolean quitAllowed) {
mQueue = new MessageQueue(quitAllowed);
mThread = Thread.currentThread();
}
MessageQueue是在Looper中被初始化,而且一个Looper对应一个MessageQueue和一个Thread。可以通过myQueue获取对应于Looper的MessageQueue。
Looper除了提供prepare方法外,还提供了prepareMainLooper方法,该方法是给ActivityThread创建Looper使用的。我们可以通过getMainLooper获取主线程的Looper。
Looper是可以退出的:quit和quitSafely。这两个方法相同的地方都是调用MessageQueue的quit,不同的地方是quit会直接退出Looper,quitSafely会将消息队列中的消息处理完毕后退出(此处的消息不包括pending delayed messages,除非调用quitSafely时刚好该消息开始调用。)退出后如果想再次使用可以调用loop。
loop方法
public static void loop() {
final Looper me = myLooper();//从ThreadLocal中取出looper
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
//当调用Looper.quit时,queue.next会返回null
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
Printer logging = me.mLogging;
if (logging != null) {
logging.println(">>>>> Dispatching to " + msg.target + " " +
msg.callback + ": " + msg.what);
}
msg.target.dispatchMessage(msg);//此处的target是handler
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();//将消息标记为正在使用。回收message。
}
}
Handler的工作主要有两方面:一个是安排Message和Runnable在某个时间点执行,主要通过post, postAtTime, postDelayed, sendEmptyMessage, sendMessage, sendMessageAtTime, sendMessageDelayed,另一个是处理消息。
Handler的初始化有多种,不过大同小异,可以归纳为两类,主要区别在于是否将Looper赋予给Handler。默认情况下是Handler调用myLooper获取Looper。
final MessageQueue mQueue;
final Looper mLooper;
final Callback mCallback;
final boolean mAsynchronous;
public Handler(Callback callback, boolean async) {
if (FIND_POTENTIAL_LEAKS) {
final Class<? extends Handler> klass = getClass();
if ((klass.isAnonymousClass() || klass.isMemberClass() || klass.isLocalClass()) &&
(klass.getModifiers() & Modifier.STATIC) == 0) {
Log.w(TAG, "The following Handler class should be static or leaks might occur: " +
klass.getCanonicalName());
}
}
mLooper = Looper.myLooper();
if (mLooper == null) {
throw new RuntimeException(
"Can't create handler inside thread that has not called Looper.prepare()");
}
mQueue = mLooper.mQueue;
mCallback = callback;
mAsynchronous = async;
}
public Handler(Looper looper, Callback callback, boolean async) {
mLooper = looper;
mQueue = looper.mQueue;
mCallback = callback;
mAsynchronous = async;
}
其中mAsynchronized是标志message同步或异步,true为异步。 当设为true时,handler会为每一个message或runnable调用setAsynchronous。这里可以看到Looper一定要在Handler初始化之前调用,不然会抛出错误。
Handler可以调用obtainMessage获取Message,同时会将自身传递给Message.target。不过在最后将消息插入MessageQueue时还会有一次将Handler传递给Message。
public final Message obtainMessage(int what, int arg1, int arg2, Object obj){
return Message.obtain(this, what, arg1, arg2, obj);
}
接下来看一下发送消息。实际上post方法最后会通过send方法来实现。
public final boolean post(Runnable r){
return sendMessageDelayed(getPostMessage(r), 0);
}
public final boolean sendMessage(Message msg){
return sendMessageDelayed(msg, 0);
}
public final boolean sendMessageDelayed(Message msg, long delayMillis){
if (delayMillis < 0) {
delayMillis = 0;
}
return sendMessageAtTime(msg, SystemClock.uptimeMillis() + delayMillis);
}
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;
//将消息设置为异步
if (mAsynchronous) {
msg.setAsynchronous(true);
}
return queue.enqueueMessage(msg, uptimeMillis);
}
可以看到,Handler只是往MessageQueue插入消息。
再来看下Looper.loop中对message.target调用dispatchMessage的具体实现
public void dispatchMessage(Message msg) {
/*
检查Message的callback是否为空,这里的callback实际上Handler的post方法传递的Runnable参数。
callback为空时检查Handler的mCallback 是否为空。看回构造函数,可以发现对mCallback的赋值。当为空时最后调用Handler的handleMessage方法。
这里可以发现我们其实不必使用以下方法创建Handler的实例
mHandler = new Handler() {
public void handleMessage(Message msg) {
// process incoming messages here
}
};
而是采用这种方法:Handler handler = new Handler(callback);
*/
if (msg.callback != null) {
handleCallback(msg);
} else {
if (mCallback != null) {
if (mCallback.handleMessage(msg)) {
return;
}
}
handleMessage(msg);
}
}
private static void handleCallback(Message message) {
message.callback.run();
}
public interface Callback {
public boolean handleMessage(Message msg);
}
MessageQueue虽然被称为消息队列,但它内部其实维护了一个链表.调用Looper.myQueue可以获得对应的MessageQueue。
我们先来看一下MessageQueue中的变量。
private final boolean mQuitAllowed;//判断Looper是否允许被退出
@SuppressWarnings("unused")
private long mPtr; // used by native code
Message mMessages;//链表头
private final ArrayList<IdleHandler> mIdleHandlers = new ArrayList<IdleHandler>();//用于存放IidleHandler
private IdleHandler[] mPendingIdleHandlers;
private boolean mQuitting;//判断Looper是否已经停止
private boolean mBlocked;//判断next()是否堵塞
// The next barrier token.
// Barriers are indicated by messages with a null target whose arg1 field carries the token.
private int mNextBarrierToken;//MessageQueue中含有的同步障碍的标签
这里讲解一下IdleHandler。这是一个回调接口,当发现Thread将堵塞等待更多消息时调用。它在MessageQueue中只会执行一次。
这个接口只有一个方法,当MessageQueue为空而且正在等待更多的消息时调用,如果return true,将会让IdleHhandler活跃,return false时,将移除该IdleHandler。当MessageQueue中有延迟执行的Message时,该方法可能被调用。
/**
* Callback interface for discovering when a thread is going to block
* waiting for more messages.
*/
public static interface IdleHandler {
/**
* Called when the message queue has run out of messages and will now
* wait for more. Return true to keep your idle handler active, false
* to have it removed. This may be called if there are still messages
* pending in the queue, but they are all scheduled to be dispatched
* after the current time.
*/
boolean queueIdle();
}
添加IdleHandler的方法。当queueIdle方法return false时, 添加的IdleHandler可能会被自动移除。这个方法是线程安全的。
public void addIdleHandler(@NonNull IdleHandler handler) {
if (handler == null) {
throw new NullPointerException("Can't add a null IdleHandler");
}
synchronized (this) {
mIdleHandlers.add(handler);
}
}
移除IdleHandler。同样该方法也是线程安全。
public void removeIdleHandler(@NonNull IdleHandler handler) {
synchronized (this) {
mIdleHandlers.remove(handler);
}
}
接下来讲解一下enqueueMessage
boolean enqueueMessage(Message msg, long when) {
//判断message是否绑定了handler
if (msg.target == null) {
throw new IllegalArgumentException("Message must have a target.");
}
//判断是否重复使用Message,这意味着你不可以在一个handler里接收message后直接把该message又发往另一个handler。
if (msg.isInUse()) {
throw new IllegalStateException(msg + " This message is already in use.");
}
//当Looper已经停止后,往MessageQueue中插入消息会抛出错误,并且自动回收Message
synchronized (this) {
if (mQuitting) {
IllegalStateException e = new IllegalStateException(
msg.target + " sending message to a Handler on a dead thread");
Log.w(TAG, e.getMessage(), e);
msg.recycle();
return false;
}
msg.markInUse();
msg.when = when;
Message p = mMessages;
boolean needWake;
if (p == null || when == 0 || when < p.when) {
// New head, wake up the event queue if blocked.
msg.next = p;
mMessages = msg;
needWake = mBlocked;
} else {
// Inserted within the middle of the queue. Usually we don't have to wake
// up the event queue unless there is a barrier at the head of the queue
// and the message is the earliest asynchronous message in the queue.
needWake = mBlocked && p.target == null && msg.isAsynchronous();
Message prev;
for (;;) {
prev = p;
p = p.next;
if (p == null || when < p.when) {
break;
}
if (needWake && p.isAsynchronous()) {
needWake = false;
}
}
msg.next = p; // invariant: p == prev.next
prev.next = msg;
}
// We can assume mPtr != 0 because mQuitting is false.
if (needWake) {
nativeWake(mPtr);
}
}
return true;
}
在看next()之前补充一个小小的知识点。当我们想控制部分Message在某个时间点调用,但是又没有办法确定这个具体的时间点,我们可以调用postSyncBarrier。
这个方法会发送一个同步障碍(也就是target为空的message)往MessageQueue,对于消息队列的插入和取出会和往常一样,直到遇上这个障碍。此时,队列中的message,假设并没有调用SetAsynchronous(true){ 也就是Message的flags = FLAG_ASYNCHRONOUS ,这里其实还有另一个方法设置,Handler的构造器中都有boolean async这个参数,实例化时传入true即可。},也就是正常的message,将无法从MessageQueue中被取出。直到我们调用了removeSyncBarrier(token),这个token会在调用postSyncBarrier后返回。
我们看一下postSyncBarrier这个方法
public int postSyncBarrier() {
return postSyncBarrier(SystemClock.uptimeMillis());
}
private int postSyncBarrier(long when) {
// Enqueue a new sync barrier token.
// We don't need to wake the queue because the purpose of a barrier is to stall it.
synchronized (this) {
final int token = mNextBarrierToken++;
final Message msg = Message.obtain();
msg.markInUse();
msg.when = when;
msg.arg1 = token;
Message prev = null;
Message p = mMessages;
if (when != 0) {
while (p != null && p.when <= when) {
prev = p;
p = p.next;
}
}
if (prev != null) { // invariant: p == prev.next
msg.next = p;
prev.next = msg;
} else {
msg.next = p;
mMessages = msg;
}
return token;
}
}
这里可以看到,msg的时间是调用该函数的时间,token是mNextBarrierToken。
移除同步障碍的代码:
public void removeSyncBarrier(int token) {
// Remove a sync barrier token from the queue.
// If the queue is no longer stalled by a barrier then wake it.
synchronized (this) {
Message prev = null;
Message p = mMessages;
//当target不为空而且token不相同时才跳出。p等于空的时候?那是会报错的
while (p != null && (p.target != null || p.arg1 != token)) {
prev = p;
p = p.next;
}
if (p == null) {
throw new IllegalStateException("The specified message queue synchronization "
+ " barrier token has not been posted or has already been removed.");
}
final boolean needWake;
if (prev != null) {
prev.next = p.next;
needWake = false;
} else {
mMessages = p.next;
needWake = mMessages == null || mMessages.target != null;
}
p.recycleUnchecked();
// If the loop is quitting then it is already awake.
// We can assume mPtr != 0 when mQuitting is false.
if (needWake && !mQuitting) {
nativeWake(mPtr);
}
}
}
接下来可以看最关键的next()方法了
Message next() {
// Return here if the message loop has already quit and been disposed.
// 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; //空闲的IdlerHandler数量,只有第一次调用时为-1。
int nextPollTimeoutMillis = 0;//下次轮循的时间
for (;;) {
if (nextPollTimeoutMillis != 0) {
Binder.flushPendingCommands();//如果nextPollTimeoutMmillis不为0,则等待消息
}
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;
/*
当调用postSyncBarrier后,将会在此处把正常的message拦截,直到遇见调用了setAsnchronous(true)的message或是msg为空才会跳出。
*/
if (msg != null && msg.target == null) {
// 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.
nextPollTimeoutMillis = (int) Math.min(msg.when - now, Integer.MAX_VALUE);
} else {
// Got a 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.
nextPollTimeoutMillis = -1;
}
// 调用了quit后,next()将返回null,Looper.loop会跳出轮循
if (mQuitting) {
dispose();
return null;
}
/*
IdleHandler只有在queue为空或者MessageQueue的第一个Message执行时间未到时调用,并且只会执行一次。
*/
if (pendingIdleHandlerCount < 0
&& (mMessages == null || now < mMessages.when)) {
pendingIdleHandlerCount = mIdleHandlers.size();
}
//当IdleHandler为空时,返回
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.
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);
}
//当queueIdle返回false时,执行remove。
if (!keep) {
synchronized (this) {
mIdleHandlers.remove(idler);
}
}
}
// 执行完IdlerHandler后将数值设为0,以确保不会再次执行。
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;
}
}
接下来探讨一下Message。先看看他的变量。
/**
用于接收者确认消息,每一个handler都有自己的名称空间,因此不用担心handler之间的冲突
**/
public int what;
/**
当你想存储一些Integer类型的数据时,可以用arg1,arg2代替setData()
**/
public int arg1;
public int arg2;
/**
发送任意一种类型给接收者,当时用Messenger发送时,该类型必须不为空并且实现了Parcelable接口,其他数据的发送可以调用setData。
*/
public Object obj;
/**
可选的Messanger用来确定message发送的地方,具体的方法由接收方和发送方决定
*/
public Messenger replyTo;
/**
可选的域用来确定发送的message的uid。这只在Messenger发送时才有效,其余时期都是-1
*/
public int sendingUid = -1;
/**
这个标签在message进入队列,发送,回收时设定。标签只在新的message被创建或是程序允许修改message的内容时被清理清理。
* It is an error to attempt to enqueue or recycle a message that is already in use.
*/
/*package*/ static final int FLAG_IN_USE = 1 << 0;
/** If set message is asynchronous */
/*package*/ static final int FLAG_ASYNCHRONOUS = 1 << 1;
/** Flags to clear in the copyFrom method */
/*package*/ static final int FLAGS_TO_CLEAR_ON_COPY_FROM = FLAG_IN_USE;
/*package*/ int flags;
/*package*/ long when;
/*package*/ Bundle data;
/*package*/ Handler target;
/*package*/ Runnable callback;
// sometimes we store linked lists of these things
/*package*/ Message next;
private static final Object sPoolSync = new Object();
private static Message sPool;
private static int sPoolSize = 0;
private static final int MAX_POOL_SIZE = 50;
private static boolean gCheckRecycle = true;
下面我们看一下message的实例化方法。该方法返回一个全局池中的message实例,允许我们避免多次分配内存。实际message的其余重载方法都是基于该方法,先调用obtain(),再对message的各个参数赋值。message对全局池的构建后文再述。
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();
}
对message进行回收的方法有两个,一个是recycle,一个是recycleUnchecked。这两个方法的不同之处在于前者在调用时会先检查message的状态参数,当发现flags == FLAG_IN_USE时会抛出错误。而recycleUnchecked可以回收处于FLAG_IN_USE的message,并且该方法是在MessageQueue和Looper释放message时调用。
在Handler,Message,MessageQueue,Looper中,recycle调用的地方有MessageQueue.enqueueMessage(),并且是在Looper调用quit后再次将message入队列时调用。recycleUnchecked调用的地方有Looper.loop(),MessageQueue的enqueueMessage和一系列remove方法。
public void recycle() {
if (isInUse()) {
if (gCheckRecycle) {
throw new IllegalStateException("This message cannot be recycled because it "
+ "is still in use.");
}
return;
}
recycleUnchecked();
}
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++;
}
}
}
注意观察recycleUunchecked,这里会构建一个全局池链表,sPool始终指向链表头。这里其实是一个队列,先进先出,message先入链表头,当需要复用时取出链表头的message。
最后讲一些message中的方法
- copyFrom(Messsage o):将o的数据赋值给自己。浅拷贝Bundle数据域。不拷贝o的链表字段,时间和回调方法。
- getWhen():返回Message的发送时间。
- setTarget(Handler target):设置接收消息的Handler。
- getTarget:返回Message用于接收消息的Handler
- getData:返回Message的Bundle对象,可以在需要时延迟初始化,当Bundle未实例化时将其实例化。当需要在进程间通过Messenger传输信息时,你需要为通过Bundle的setClassLoader(CcliassLoader)创建一个类加载器,当你接收到消息时才可以将其实例化。
- peekData:当Bundle未实例化时返回null,但不会为其延迟初始化。
- setData:设置一个Bundle对象
- sendToTarget:调用message的Handler发送消息.
参考:
- android源码解析–MessageQueue
- android源码解析–Message
- Android开发艺术探索第十章