long currentThreadId = Thread.currentThread().getId();
Looper l = looperRegistry.get(currentThreadId);
if (l != null)
throw new RuntimeException(“Only one Looper may be created per thread”);
looperRegistry.put(currentThreadId, new Looper(true));
}
}
…
}
上述方法对Looper.class对象进行了加锁,这些加锁开销有可能造成性能瓶颈。
有没有更好的方法实现Looper.prepare()方法?看一看Android的中Looper的源码。
public class Looper {
static final ThreadLocal sThreadLocal = new ThreadLocal();
public static void prepare() {
prepare(true);
}
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));
}
…
}
prepare()方法中调用了ThreadLocal的get和set方法,然而整个过程没有添加同步锁,Looper是如何实现线程安全的?
2. ThreadLocal
ThreadLocal位于java.lang包中,以下是JDK文档中对该类的描述
Implements a thread-local storage, that is, a variable for which each thread has its own value. All threads share the same ThreadLocal object, but each sees a different value when accessing it, and changes made by one thread do not affect the other threads. The implementation supports null values.
大致意思是,ThreadLocal实现了线程本地存储。所有线程共享同一个ThreadLocal对象,但不同线程仅能访问与其线程相关联的值,一个线程修改ThreadLocal对象对其他线程没有影响。
ThreadLocal为编写多线程并发程序提供了一个新的思路。如下图所示,我们可以将ThreadLocal理解为一块存储区,将这一大块存储区分割为多块小的存储区,每一个线程拥有一块属于自己的存储区,那么对自己的存储区操作就不会影响其他线程。对于ThreadLocal,则每一小块存储区中就保存了与特定线程关联的Looper。
- ThreadLocal的内部实现原理
3.1 Thread、ThreadLocal和Values的关系
Thread的成员变量localValues代表了线程特定变量,类型为ThreadLocal.Values。由于线程特定变量可能会有多个,并且类型不确定,所以ThreadLocal.Values有一个table成员变量,类型为Object数组。这个localValues可以理解为二维存储区中与特定线程相关的一列。
ThreadLocal类则相当于一个代理,真正操作线程特定存储区table的是其内部类Values。
3.2 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;
}
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既然与特定线程相关,所以先获取当前线程,然后获取当前线程特定存储,即Thread中的localValues,若localValues为空,则创建一个,最后将value存入values中。
void put(ThreadLocal<?> key, Object value) {
cleanUp();
// 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;
}
}
}
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one.
if (firstTombstone == -1 && k == TOMBSTONE) {
firstTombstone = index;
}
}
}
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