ThreadLocal
ThreadLocal是一个负责存储数据的类,其原理是通过一个数组,存储key-value数据,key是线程,value是存储的数据。下面通过源码看一下。
看源码之前,先做个概述,这样看源码时思路更清晰。
1、ThreadLocal:负责存取数据的“工具类”,传入Thread作为参数,就能存取该线程对应的数据;
2、ThreadLocalMap:是ThreadLocal的内部类,这个是数据管理类,具体的存取操作也由这个类完成。它持有一个成员变量Entry[]数组,这个数组就是存放数据的。Thread类持有一个ThreadLocalMap成员变量,用于存放数据;
3、Entry:是ThreadLocalMap的内部类,是真正存放数据的key-value实体类;
看ThreadLocal存取数据的set、get方法:
public void set(T value) {
// 获取当前Thread
Thread t = Thread.currentThread();
// 获取当前Thread的ThreadLocalMap。
ThreadLocalMap map = getMap(t);
if (map != null)
// 把数据存入map中
map.set(this, value);
else
// 如果map没有初始化,就初始化map,并把数据存进去
createMap(t, value);
}
public T get() {
// 获取当前Thread,以及当前线程对应的map
Thread t = Thread.currentThread();
ThreadLocalMap map = getMap(t);
if (map != null) {
// 从map中取出数据。至于如何取、取的是哪条数据,具体的逻辑在ThreadLocalMap类中,本篇就不分析了
ThreadLocalMap.Entry e = map.getEntry(this);
if (e != null)
return (T)e.value;
}
return setInitialValue();
}
Message
看一下Message类的成员变量结构:
public final class Message implements Parcelable {
public int what;
public int arg1;
public int arg2;
public Object obj;
// MessageQueue是一个链表结构存储Message,这个成员变量next,就是链表的下一个
private static final Object sPoolSync = new Object();
private static Message sPool;
long when;
// 每个Message都绑定在一个Handler上,这样Looper才知道要把这个Message交给谁处理
Handler target;
......
......
}
Handler
先看构造方法:
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());
}
}
// 初始化Looper。就是当前线程(Handler所在线程)的Looper
mLooper = Looper.myLooper();
if (mLooper == null) {
throw new RuntimeException(
"Can't create handler inside thread that has not called Looper.prepare()");
}
// 初始化MessageQueue。获取当前线程的MessageQueue
mQueue = mLooper.mQueue;
mCallback = callback;
mAsynchronous = async;
}
再看发送消息,所有的重载的sendMessage相关方法,最终都会调用sendMessageAtTime()方法:
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;
}
// 调用了enqueueMessage()
return enqueueMessage(queue, msg, uptimeMillis);
}
private boolean enqueueMessage(MessageQueue queue, Message msg, long uptimeMillis) {
// 给Message的target成员变量赋值,this就是Handler自身
msg.target = this;
if (mAsynchronous) {
msg.setAsynchronous(true);
}
// 调用MessageQueue的enqueueMessage()方法,把Message插入单链表中
return queue.enqueueMessage(msg, uptimeMillis);
}
处理消息就没什么好讲的了,就是一个空方法,我们实现。Looper会取到消息中绑定的Handler,调用该Handler的dispatchMessage()方法,dispatchMessage()方法又会调用handMessage()方法。
Lopper
先看一下Looper的结构:
public final class Looper {
final MessageQueue mQueue;
final Thread mThread;
// 通过ThreadLocal存放所有线程的Looper
static final ThreadLocal<Looper> sThreadLocal = new ThreadLocal<Looper>();
// 主线程对应的Looper
private static Looper sMainLooper; // guarded by Looper.class
// 私有的构造方法
private Looper(boolean quitAllowed) {
// new出当前线程对应的MessageQueue
mQueue = new MessageQueue(quitAllowed);
mThread = Thread.currentThread();
}
// 我们只能通过prepare方法初始化Lopper
public static void prepare() {
prepare(true);
}
// new一个Looper,存入sThreadLocal中
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));
}
// 提供了一个单独的方法,获取主线程的Looper
public static Looper getMainLooper() {
synchronized (Looper.class) {
return sMainLooper;
}
}
}
再看一下Looper.loop()方法:
public static void loop() {
// myLooper()方法就是获取到当前线程对应的Looper
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();
// 一个死循环,不停地从MessageQueue中取出消息,并进行处理
for (;;) {
// 从MessageQueue中取出消息
Message msg = queue.next(); // might block
if (msg == null) {
// No message indicates that the message queue is quitting.
// 如果返回的消息为null,就退出循环。
// 只有调用MeesageQueue的quit方法,才会返回null。没有消息时会在queue.next()中阻塞,不会返回null
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 {
// 调用Message绑定的Handler的dispatchMessage()方法
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();
}
}
Android是一个消息驱动的系统,Activity创建,发送一个消息;屏幕有用户触摸,发送一个消息;用户按了返回键,发送一个消息。。。。如此反复循环。
ANR真正的意思是:处理某个消息超过了给定时间,或下一条消息到了时间迟迟无法顺利处理。所以,在主线程中处理耗时任务会导致ANR,而主线程Looper阻塞并不会造成ANR。
MessageQueue
MessageQueue翻译叫“消息队列”,实际上是一个单链表结构,它只持有一个Message对象,通过Message.next这样的方式,维护着一条消息链。
MessageQueue的主要作用就是插入消息、读取消息,对应的是enqueueMessage()/next()方法,先看插入消息:
boolean enqueueMessage(Message msg, long when) {
if (msg.target == null) {
throw new IllegalArgumentException("Message must have a target.");
}
if (msg.isInUse()) {
throw new IllegalStateException(msg + " This message is already in use.");
}
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;
// mMessages可以认为是当前消息链中的“正在执行的消息”。我们把它描述为“标尺”
Message p = mMessages;
boolean needWake;
if (p == null || when == 0 || when < p.when) {
// 如果“标尺”为null、或新来的消息需要立刻执行,就把新来的消息设置为“标尺”,原来的“标尺”设置为next
msg.next = p;
mMessages = msg;
needWake = mBlocked;
} else {
needWake = mBlocked && p.target == null && msg.isAsynchronous();
Message prev;
// 通过死循环,让消息队列中的所有消息依次首尾相连,直到next为null、或when比较靠后,就跳出循环
for (;;) {
prev = p;
p = p.next;
if (p == null || when < p.when) {
break;
}
if (needWake && p.isAsynchronous()) {
needWake = false;
}
}
// 消息队列首尾相连完成后,把新来的消息放入倒数第二个,最后一个为null或when比较靠后的消息
msg.next = p; // invariant: p == prev.next
prev.next = msg;
}
// We can assume mPtr != 0 because mQuitting is false.
if (needWake) {
// 唤醒next()方法
nativeWake(mPtr);
}
}
再看读取消息:
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; // -1 only during first iteration
// 初始化“下一条消息等待时间”
int nextPollTimeoutMillis = 0;
for (;;) {
if (nextPollTimeoutMillis != 0) {
Binder.flushPendingCommands();
}
// 这是一个c++写的方法,传入下一条消息需要等待的时间,程序就会“阻塞”在这里,到时间后,继续向下执行
// 这个方法内部的阻塞使用的Linux系统的管道流机制,只会在next()方法内部阻塞,并不会阻塞整个线程
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;
// 如果message绑定的Handler为null,就跳过,执行下一条
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.
// 如果还没到message的执行时间,就设置阻塞时间
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();
//如果一切OK,就返回message。Looper中就会得到message,开始处理
return msg;
}
} else {
// No more messages.
// 如果没有消息,就设置等待时间
nextPollTimeoutMillis = -1;
}
// Process the quit message now that all pending messages have been handled.
// 如果调用了quit()方法,就返回null,Looper中获取的消息会null,就会退出循环
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.
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);
}
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;
}
}