[OC学习笔记]分类和关联对象源码解析

我们平时在开发的时候经常会使用分类来添加方法、协议、属性,但在添加属性的时候属性是不会自动生成成员变量的,这时候我们就需要关联对象来动态存储属性值。

分类

@interface NSObject(Study)

@property (nonatomic, strong) NSObject *obj1;
@property (nonatomic, strong) NSObject *obj2;

- (void)instanceMethod;
+ (void)classMethod;

@end

static const void *NSObjectObj1Name = "NSOBJECT_OBJ1";

@implementation NSObject(Study)

@dynamic obj2;

- (void)setObj1:(NSObject *)obj1 {
    objc_setAssociatedObject(self, &NSObjectObj1Name, obj1, OBJC_ASSOCIATION_RETAIN);
}

- (NSObject *)obj1 {
    return objc_getAssociatedObject(self, &NSObjectObj1Name);
}

- (void)instanceMethod {
    NSLog(@"-类名:%@,方法名:%s,行数:%d",NSStringFromClass(self.class), __func__, __LINE__);
}

+ (void)classMethod {
    NSLog(@"+类名:%@,方法名:%s,行数:%d",NSStringFromClass(self.class), __func__, __LINE__);
}

@end

我们将上面的代码重写成c++代码,我们看一看关键部分:

static struct _category_t _OBJC_$_CATEGORY_NSObject_$_Study __attribute__ ((used, section ("__DATA,__objc_const"))) = 
{
	"NSObject",
	0, // &OBJC_CLASS_$_NSObject,
	(const struct _method_list_t *)&_OBJC_$_CATEGORY_INSTANCE_METHODS_NSObject_$_Study,
	(const struct _method_list_t *)&_OBJC_$_CATEGORY_CLASS_METHODS_NSObject_$_Study,
	0,
	(const struct _prop_list_t *)&_OBJC_$_PROP_LIST_NSObject_$_Study,
};

可以看到其根本的实现是_category_t这个结构,那么我们可以在objc源码来查找关于category_t的定义:

struct category_t {
    const char *name;
    classref_t cls;
    WrappedPtr<method_list_t, method_list_t::Ptrauth> instanceMethods;
    WrappedPtr<method_list_t, method_list_t::Ptrauth> classMethods;
    struct protocol_list_t *protocols;
    struct property_list_t *instanceProperties;
    // Fields below this point are not always present on disk.
    struct property_list_t *_classProperties;

    method_list_t *methodsForMeta(bool isMeta) {
        if (isMeta) return classMethods;
        else return instanceMethods;
    }

    property_list_t *propertiesForMeta(bool isMeta, struct header_info *hi);
    
    protocol_list_t *protocolsForMeta(bool isMeta) {
        if (isMeta) return nullptr;
        else return protocols;
    }
};

根据category_t源码,我们可以总结:

  • 分类里面即有实例方法列表又有类方法列表
  • 分类没有成员变量列表

分类的加载

分类的加载是在objc中实现的。 在源码attachCategories的实现中:

// Attach method lists and properties and protocols from categories to a class.
// Assumes the categories in cats are all loaded and sorted by load order, 
// oldest categories first.
static void
attachCategories(Class cls, const locstamped_category_t *cats_list, uint32_t cats_count,
                 int flags)
{
    
	...

    bool fromBundle = NO;
    bool isMeta = (flags & ATTACH_METACLASS);
    //新建rwe
    auto rwe = cls->data()->extAllocIfNeeded();
    //debug代码可以放这里
    //遍历每个分类
    for (uint32_t i = 0; i < cats_count; i++) {
        auto& entry = cats_list[i];
        //获取分类里面的方法
        method_list_t *mlist = entry.cat->methodsForMeta(isMeta);
        if (mlist) {
            if (mcount == ATTACH_BUFSIZ) {
                prepareMethodLists(cls, mlists, mcount, NO, fromBundle, __func__);
                rwe->methods.attachLists(mlists, mcount);
                mcount = 0;
            }
            mlists[ATTACH_BUFSIZ - ++mcount] = mlist;
            fromBundle |= entry.hi->isBundle();
        }

		...
		
    }

    if (mcount > 0) {
        prepareMethodLists(cls, mlists + ATTACH_BUFSIZ - mcount, mcount,
                           NO, fromBundle, __func__);
        //添加分类的方法到rwe中
        rwe->methods.attachLists(mlists + ATTACH_BUFSIZ - mcount, mcount);
        if (flags & ATTACH_EXISTING) {
            flushCaches(cls, __func__, [](Class c){
                // constant caches have been dealt with in prepareMethodLists
                // if the class still is constant here, it's fine to keep
                return !c->cache.isConstantOptimizedCache();
            });
        }
    }

    rwe->properties.attachLists(proplists + ATTACH_BUFSIZ - propcount, propcount);

    rwe->protocols.attachLists(protolists + ATTACH_BUFSIZ - protocount, protocount);
}

我们在这个函数里加上:

//调试新增
const char *mangledName = cls->nonlazyMangledName();
//你添加分类的类名
const char *className = "MyObject";
if (strcmp(mangledName, className) == 0 && !isMeta) {
	printf("debug find it\n");
}

打上断点,注意:分类和本类都需要实现+load方法才可以。我们看堆栈信息:
请添加图片描述
可以看到是load_images中调用的。前面的文章已经讲解过load_images的调用时机。在里面也可以最终找到attachCategories的调用时机(当然,这只是一种情况,还有一种情况是在realizeClassWithoutSwift最后的methodizeClass调用):
在这里插入图片描述
接下来我们通过lldb来调试。
请添加图片描述
在这里,我获得的方法列表里面方法数为0。越过断点,使用count()获取:
请添加图片描述
现在数量为3。因为我们写了三个实例方法,所以数量是3。

关联对象

回到我们一开始的代码,还有一个关联对象。我们先在objc源码中找到关联对象api的实现部分:

void
objc_setAssociatedObject(id object, const void *key, id value, objc_AssociationPolicy policy)
{
    _object_set_associative_reference(object, key, value, policy);
}

void objc_removeAssociatedObjects(id object) 
{
    if (object && object->hasAssociatedObjects()) {
        _object_remove_assocations(object, /*deallocating*/false);
    }
}

objc_setAssociatedObject

可以看到是调用了内部函数_object_set_associative_reference,解析注解如下:

void
_object_set_associative_reference(id object, const void *key, id value, uintptr_t policy)
{
    // This code used to work when nil was passed for object and key. Some code
    // probably relies on that to not crash. Check and handle it explicitly.
    // rdar://problem/44094390
    if (!object && !value) return;
    //isa有一位信息为禁止关联对象,如果设置了,直接报错
    if (object->getIsa()->forbidsAssociatedObjects())
        _objc_fatal("objc_setAssociatedObject called on instance (%p) of class %s which does not allow associated objects", object, object_getClassName(object));

    //包装对象,转换类型
    DisguisedPtr<objc_object> disguised{(objc_object *)object};
    //包装值和属性信息
    ObjcAssociation association{policy, value};

    // retain the new value (if any) outside the lock.
    //设置属性信息
    association.acquireValue();

    bool isFirstAssociation = false;
    {
        //调用构造函数,构造函数内加锁操作
        AssociationsManager manager;
        //获取全局的HasMap
        AssociationsHashMap &associations(manager.get());
        //如果值不为空
        if (value) {
            //去关联对象表中找对象对应的二级表,如果没有内部会重新生成一个⚠️
            auto refs_result = associations.try_emplace(disguised, ObjectAssociationMap{});
            //如果没有找到
            if (refs_result.second) {
                /* it's the first association we make */
                //说明是第一次设置关联对象,把是否关联对象设置为YES
                isFirstAssociation = true;
            }

            /* establish or replace the association */
            auto &refs = refs_result.first->second;
            //在二级表中找key对应的内容,
            auto result = refs.try_emplace(key, std::move(association));
            //如果已经有内容了,没有内容上面根据association已经插入了值,所以啥也不用干
            if (!result.second) {
                //替换掉
                association.swap(result.first->second);
            }
            //如果value为空
        } else {
            //通过object找对应的二级表
            auto refs_it = associations.find(disguised);
            // 如果有
            if (refs_it != associations.end()) {
                auto &refs = refs_it->second;
                //通过key再在二级表里面找对应的内容
                auto it = refs.find(key);
                //如果有
                if (it != refs.end()) {
                    //删除掉
                    association.swap(it->second);
                    refs.erase(it);
                    if (refs.size() == 0) {
                        associations.erase(refs_it);

                    }
                }
            }
        }
    }

    // Call setHasAssociatedObjects outside the lock, since this
    // will call the object's _noteAssociatedObjects method if it
    // has one, and this may trigger +initialize which might do
    // arbitrary stuff, including setting more associated objects.
    // 第一次时候标记对象是否有关联对象
    if (isFirstAssociation)
        object->setHasAssociatedObjects();

    // release the old value (outside of the lock).
    // 释放
    association.releaseHeldValue();
}

方法需要传入四个参数:

参数名称解释
id object需要关联的对象
void *key对应的key
id value对应的值
objc_AssociationPolicy policy内存管理策略

AssociationsManager

是一个构造函数,内部构造函数AssociationsManager()和析构函数~AssociationsManager()进行了加锁和解锁(不是单例)。 构造函数中加锁只是为了避免重复创建,在这里是可以初始化多个AssociationsManager变量。

// class AssociationsManager manages a lock / hash table singleton pair.
// Allocating an instance acquires the lock
// 类关联管理器管理锁/哈希表单例对。
// 分配实例获取锁
class AssociationsManager {
    using Storage = ExplicitInitDenseMap<DisguisedPtr<objc_object>, ObjectAssociationMap>;
    static Storage _mapStorage;

public:
    AssociationsManager()   { AssociationsManagerLock.lock(); }
    ~AssociationsManager()  { AssociationsManagerLock.unlock(); }

    AssociationsHashMap &get() {
        return _mapStorage.get();
    }

    static void init() {
        _mapStorage.init();
    }
};

通过观察代码和注释可以看出:其通过AssociationsHashMap &associations(manager.get());获取的关联表是全局唯一的,_mapStorage是全局静态变量,获取的AssociationsHashMap是全局唯一的。
接下来,我们需要注意try_emplace这个方法。

try_emplace

value有的情况下 try_emplace 会走2次。

  1. 第一次参数传入: DisguisedPtr<objc_object> disguised{(objc_object *)object} 闭包
  2. 第二次参数传入: key, objc_setAssociatedObjectkey为传进来的第二个参数:自定义的key
// Inserts key,value pair into the map if the key isn't already in the map.
// The value is constructed in-place if the key is not in the map, otherwise
// it is not moved.
// 如果key不在map中,插入key,value进map
// 如果key不在map中,则会在适当的位置构造该value,否则不会移动该value
template <typename... Ts>
std::pair<iterator, bool> try_emplace(const KeyT &Key, Ts &&... Args) {
    // 创建BucketT通知
    BucketT *TheBucket;
    // 通过LookupBucketFor方法查询TheBucket值情况,要么有值走下面
    if (LookupBucketFor(Key, TheBucket))
      return std::make_pair(
               makeIterator(TheBucket, getBucketsEnd(), true),
               false); // Already in map.已经有值

    // Otherwise, insert the new element.
    // 没有值,给TheBucket插入新值
    TheBucket = InsertIntoBucket(TheBucket, Key, std::forward<Ts>(Args)...);
    return std::make_pair(
             makeIterator(TheBucket, getBucketsEnd(), true),
             true);
}

这里返回的是一个迭代器,如果有内容返回对应的迭代器,如果没有的话,添加一个,并返回迭代器。使用了两次try_emplace方法,可以得知他是嵌套两层的HashMap结构,根据代码的理解,可以得到以下结构图:
请添加图片描述

LookupBucketFor
/// LookupBucketFor - Lookup the appropriate bucket for Val, returning it in
/// FoundBucket.  If the bucket contains the key and a value, this returns
/// true, otherwise it returns a bucket with an empty marker or tombstone and
/// returns false.
/// 查找 Val 的相应存储桶,将其返回到 FoundBucket 中。
/// 如果存储桶包含键和值,则返回 true,否则返回带有空标记或逻辑删除的存储桶并返回 false。
template<typename LookupKeyT>
bool LookupBucketFor(const LookupKeyT &Val,
                     const BucketT *&FoundBucket) const {
    // 获取buckets的首地址
    const BucketT *BucketsPtr = getBuckets();
    // 获取可存储的buckets的总数
    const unsigned NumBuckets = getNumBuckets();

    // 如果NumBuckets = 0 返回 false
    if (NumBuckets == 0) {
      FoundBucket = nullptr;
      return false;
    }

    // FoundTombstone - Keep track of whether we find a tombstone while probing.
    // 在探查的时候留意我们是否找到了tombstone
    const BucketT *FoundTombstone = nullptr;
    const KeyT EmptyKey = getEmptyKey();
    const KeyT TombstoneKey = getTombstoneKey();
    assert(!KeyInfoT::isEqual(Val, EmptyKey) &&
           !KeyInfoT::isEqual(Val, TombstoneKey) &&
           "Empty/Tombstone value shouldn't be inserted into map!");

    // 计算bucket的hash下标
    unsigned BucketNo = getHashValue(Val) & (NumBuckets-1);
    unsigned ProbeAmt = 1;
    while (true) {
      // 内存平移:找到hash下标对应的Bucket
      const BucketT *ThisBucket = BucketsPtr + BucketNo;
      // Found Val's bucket?  If so, return it.
      if (LLVM_LIKELY(KeyInfoT::isEqual(Val, ThisBucket->getFirst()))) {
        // 如果查询到`Bucket`的`key`和`Val`相等 返回当前的Bucket,说明查询到了
        FoundBucket = ThisBucket;
        return true;
      }

      // If we found an empty bucket, the key doesn't exist in the set.
      // Insert it and return the default value.
      // 如果bucket为空,说明当前key还不在表中,返回false
      // 返回默认值
      if (LLVM_LIKELY(KeyInfoT::isEqual(ThisBucket->getFirst(), EmptyKey))) {
        // If we've already seen a tombstone while probing, fill it in instead
        // of the empty bucket we eventually probed to.
        // 如果我们在探测时已经看到了tombstone,请将其填充,而不是我们最终探测到的空bucket。
        FoundBucket = FoundTombstone ? FoundTombstone : ThisBucket;
        return false;
      }

      // If this is a tombstone, remember it.  If Val ends up not in the map, we
      // prefer to return it than something that would require more probing.
      // Ditto for zero values.
      // 如果这是tombstone,记住它。如果Val最终不在map中,我们宁愿返回它,而不是需要更多探测的东西。
      // 对于零值也是如此
      if (KeyInfoT::isEqual(ThisBucket->getFirst(), TombstoneKey) &&
          !FoundTombstone)
        //记录发现的第一个tombstone
        FoundTombstone = ThisBucket;  // Remember the first tombstone found.
      if (ValueInfoT::isPurgeable(ThisBucket->getSecond())  &&  !FoundTombstone)
        FoundTombstone = ThisBucket;

      // Otherwise, it's a hash collision or a tombstone, continue quadratic
      // probing.
      // 否则,它是一个哈希冲突或tombstone,继续二次探索。
      if (ProbeAmt > NumBuckets) {
        FatalCorruptHashTables(BucketsPtr, NumBuckets);
      }
      // 重新计算hash下标
      BucketNo += ProbeAmt++;
      BucketNo &= (NumBuckets-1);
    }
}

和在cache中的找bucket流程一样。

InsertIntoBucket
template <typename KeyArg, typename... ValueArgs>
BucketT *InsertIntoBucket(BucketT *TheBucket, KeyArg &&Key,
                            ValueArgs &&... Values) {
    // 根据Key 找到TheBucket的内存地址
    TheBucket = InsertIntoBucketImpl(Key, Key, TheBucket);
    // 将 Key 和 Values保存到TheBucket中
    TheBucket->getFirst() = std::forward<KeyArg>(Key);
    ::new (&TheBucket->getSecond()) ValueT(std::forward<ValueArgs>(Values)...);
    return TheBucket;
}

主要的插入工作都是在InsertIntoBucketImpl方法中完成的:

template <typename LookupKeyT>
BucketT *InsertIntoBucketImpl(const KeyT &Key, const LookupKeyT &Lookup,
                                BucketT *TheBucket) {
    // If the load of the hash table is more than 3/4, or if fewer than 1/8 of
    // the buckets are empty (meaning that many are filled with tombstones),
    // grow the table.
    // 如果哈希表的加载量大于3/4,或者小于1/8的桶是空的(这意味着很多桶都装了tombstones),那么就对哈希表扩容。
    // The later case is tricky.  For example, if we had one empty bucket with
    // tons of tombstones, failing lookups (e.g. for insertion) would have to
    // probe almost the entire table until it found the empty bucket.  If the
    // table completely filled with tombstones, no lookup would ever succeed,
    // causing infinite loops in lookup.
    //后一种情况比较棘手。例如,如果我们有一个空桶,里面有大量的tombstone,那么失败的查找(例如插入)将不得不探测几乎整个表,直到找到空桶。如果表完全被tombstone填满,那么任何查找都无法成功,导致无限循环的查找。
    // 计算实际占用buckets的个数,如果超过负载因子(3/4),进行扩容操作
    unsigned NewNumEntries = getNumEntries() + 1;
    // 获取buckets的总容量
    unsigned NumBuckets = getNumBuckets();
    if (LLVM_UNLIKELY(NewNumEntries * 4 >= NumBuckets * 3)) {
      // 如果哈希表的负载大于等于3/4,进行二倍扩容
      this->grow(NumBuckets * 2);// 首次分配 4 的容量
      LookupBucketFor(Lookup, TheBucket);
      //查找Bucket
      NumBuckets = getNumBuckets();
    } else if (LLVM_UNLIKELY(NumBuckets-(NewNumEntries+getNumTombstones()) <=
                             NumBuckets/8)) {
      this->grow(NumBuckets);
      //查找Bucket
      LookupBucketFor(Lookup, TheBucket);
    }
    ASSERT(TheBucket);

    // Only update the state after we've grown our bucket space appropriately
    // so that when growing buckets we have self-consistent entry count.
    // If we are writing over a tombstone or zero value, remember this.
    // 只有在我们适当地增大bucket存储空间后,才更新状态,以便在增加存储bucket时,我们具有自洽的条目计数。
    // 如果我们在tombstone或零值上书写,请记住这一点。
    if (KeyInfoT::isEqual(TheBucket->getFirst(), getEmptyKey())) {
      // Replacing an empty bucket.
      incrementNumEntries();
    } else if (KeyInfoT::isEqual(TheBucket->getFirst(), getTombstoneKey())) {
      // Replacing a tombstone.
      // 更换空桶
      // 更新占用的容量个数
      incrementNumEntries();
      decrementNumTombstones();
    } else {
      // we should be purging a zero. No accounting changes.
      // 我们应该清除一个零。没有占用更改。
      ASSERT(ValueInfoT::isPurgeable(TheBucket->getSecond()));
      TheBucket->getSecond().~ValueT();
    }

    return TheBucket;
}

isFirstAssociation

首次关联对象,需要更新对象isa的标志位has_assoc,表示是否有关联对象。

// Call setHasAssociatedObjects outside the lock, since this
// will call the object's _noteAssociatedObjects method if it
// has one, and this may trigger +initialize which might do
// arbitrary stuff, including setting more associated objects.
// 首次关联对象调用setHasAssociatedObjects方法
// 通过setHasAssociatedObjects方法`标记对象存在关联对象`设置`isa指针`的`has_assoc`属性为`true`
if (isFirstAssociation)
	object->setHasAssociatedObjects();

setHasAssociatedObjects

接下来看一下设置关联对象的函数。

inline void
objc_object::setHasAssociatedObjects()
{
    if (isTaggedPointer()) return;

    if (slowpath(!hasNonpointerIsa() && ISA()->hasCustomRR()) && !ISA()->isFuture() && !ISA()->isMetaClass()) {
        void(*setAssoc)(id, SEL) = (void(*)(id, SEL)) object_getMethodImplementation((id)this, @selector(_noteAssociatedObjects));
        if ((IMP)setAssoc != _objc_msgForward) {
            (*setAssoc)((id)this, @selector(_noteAssociatedObjects));
        }
    }

    isa_t newisa, oldisa = LoadExclusive(&isa.bits);
    do {
        newisa = oldisa;
        if (!newisa.nonpointer  ||  newisa.has_assoc) {
            ClearExclusive(&isa.bits);
            return;
        }
        newisa.has_assoc = true;//⚠️⚠️⚠️
    } while (slowpath(!StoreExclusive(&isa.bits, &oldisa.bits, newisa.bits)));
}

可以看到设置了这个对象存在关联对象。
通过setHasAssociatedObjects方法设置对象存在关联对象,即isa指针的has_assoc位域设置为true最后通过releaseHeldValue方法释放旧值。

objc_getAssociatedObject

id
objc_getAssociatedObject(id object, const void *key)
{
    return _object_get_associative_reference(object, key);
}

可以看到,objc_getAssociatedObject调用了_object_get_associative_reference方法。进入了_object_get_associative_reference方法,关联对象的获取就是查表,源码如下:

id
_object_get_associative_reference(id object, const void *key)
{
    // 创建一个空关联对象
    ObjcAssociation association{};

    {
        // 实例化AssociationsManager
        AssociationsManager manager;
        // 实例化全局的关联表AssociationsHashMap(单例)
        AssociationsHashMap &associations(manager.get());
        // iterator迭代器,相当于找到object和对应的ObjectAssociationMap(对象关联表)
        AssociationsHashMap::iterator i = associations.find((objc_object *)object);
        //找到了object对应的ObjectAssociationMap(对象关联表)
        if (i != associations.end()) {
            // 获取ObjectAssociationMap
            ObjectAssociationMap &refs = i->second;
            // 在二级表内迭代获取key对应的数据
            ObjectAssociationMap::iterator j = refs.find(key);
            //找到了key对应的数据
            if (j != refs.end()) {
                // 获取 association
                association = j->second;
                // retain 新值
                association.retainReturnedValue();
            }
        }
    }
    // 取值并返回然后放到自动释放池中
    return association.autoreleaseReturnedValue();
}

看一下find()

iterator find(const_arg_type_t<KeyT> Val) {
    BucketT *TheBucket;
    if (LookupBucketFor(Val, TheBucket))
      return makeIterator(TheBucket, getBucketsEnd(), true);
    return end();
}

里面还是调用了前面讲过的LookupBucketFor,就不多讲了。

objc_removeAssociatedObjects

void objc_removeAssociatedObjects(id object) 
{
    if (object && object->hasAssociatedObjects()) {
        _object_remove_assocations(object, /*deallocating*/false);
    }
}

内部调用_object_remove_assocations,看一下:

// Unlike setting/getting an associated reference,
// this function is performance sensitive because of
// raw isa objects (such as OS Objects) that can't track
// whether they have associated objects.
// 与设置/获取关联引用不同,此函数对性能敏感,因为原始isa对象(如OS对象)不能跟踪它们是否有关联对象。
void
_object_remove_assocations(id object, bool deallocating)
{
    ObjectAssociationMap refs{};

    {
        AssociationsManager manager;
        AssociationsHashMap &associations(manager.get());
        AssociationsHashMap::iterator i = associations.find((objc_object *)object);
        if (i != associations.end()) {
            refs.swap(i->second);

            // If we are not deallocating, then SYSTEM_OBJECT associations are preserved.
            //如果我们没有回收,那么SYSTEM_OBJECT关联会被保留。
            bool didReInsert = false;
            if (!deallocating) {
                for (auto &ref: refs) {
                    if (ref.second.policy() & OBJC_ASSOCIATION_SYSTEM_OBJECT) {
                        i->second.insert(ref);
                        didReInsert = true;
                    }
                }
            }
            if (!didReInsert)
                associations.erase(i);
        }
    }

    // Associations to be released after the normal ones.
    // 在正常关联之后释放关联。
    SmallVector<ObjcAssociation *, 4> laterRefs;

    // release everything (outside of the lock).
    // 释放锁外的所有内容。
    for (auto &i: refs) {
        if (i.second.policy() & OBJC_ASSOCIATION_SYSTEM_OBJECT) {
            // If we are not deallocating, then RELEASE_LATER associations don't get released.
            //如果我们不是在释放,那么RELEASE_LATER关联不会被释放
            if (deallocating)
                laterRefs.append(&i.second);
        } else {
            i.second.releaseHeldValue();
        }
    }
    for (auto *later: laterRefs) {
        later->releaseHeldValue();
    }
}

关联对象总结

设值

  • 创建一个AssociationsManager 管理类
  • 获取唯一全局静态HashMap
  • 判断是否存在关联对象值
    • 存在 :
      • 创建一个空的 ObjectAssociationMap 去取查询的键值对
      • 如果发现没有这个 key 就先插入一个 空的 BucketT
      • 标记对象存在关联对象
      • 用当前 策略 policyvalue 组成了一个 ObjcAssociation 替换之前空的BucketT
      • 标记 ObjectAssociationMap 为第二次
    • 不存在 :
      • 根据DisguisedPtr 找到 AssociationsHashMap 中的 iterator 迭代查询器
      • 清理迭代器

取值

  • 创建一个 AssociationsManager 管理类
  • 获取唯一的全局静态HashMap
  • 根据 DisguisedPtr 找到 AssociationsHashMap 中的 iterator 迭代查询器
  • 如果这个迭代查询器不是最后一个,那么获取 : ObjectAssociationMap (这里有策略 policy 和值 value)
  • ObjectAssociationMap的迭代查询器获取一个经过属性修饰符修饰的value
  • 返回value

销毁

对象销毁dealloc时,销毁相关的关联对象。
调用流程:dealloc --> _objc_rootDealloc --> rootDealloc --> object_dispose --> objc_destructInstance --> _object_remove_assocations

本文参考博客:
iOS八股文(十)分类和关联对象源码解析
OC底层探索(十八): 类扩展和关联对象

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