runOnUiThread

之前一篇文章(Handler)略微分析了Android中的消息机制,然后今天贴出runOnUiThread方法的分析(笔记早就整理好了,只是一直没有整理成博客):
先对消息机制的四大对象进行一个大致的总结吧

1. MessageQueue:消息队列,它的内部存储了一组消息,以队列的形式对外提供插入和删除的工作。采用单链表的数据结构来存储消息列表。请看此类中的enqueueMessage()方法:
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("MessageQueue", 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;
}

注意:它只是一个消息的存储单元,它不能处理消息。

2. Looper:会以无限循环的形式去查找是否有新消息,如果有的话就处理消息,否则就一直等待。Looper中有一个ThreadLocal的概念,注意他不是线程,它的作用是可以在每个线程中存储数据。谨记一点:线程默认是没有Looper的,如果需要使用Handler就必须为线程创建Looper。
3. Handler:Handler创建时会采用当前线程的Looper来构建内部的消息循环系统,如果当前线程没有Looper,那么我们必须为当前线程创建Looper即可。Each Handler instance is associated with a single thread and that thread’s message queue. When you create a new Handler, it is bound to the thread /message queue of the thread that is creating it- from that point on, it will deliver messages and runnables to that message queue and execute them as they come out of the message queue.
4. runOnUiThread()方法分析:先看怎么用这个方法吧。这个方法接收一个Runnable型的参数。例如可以这么写:
runOnUiThread(new Runnable(){
    public void run(){
    //执行更新ui的操作
    }
});

记住此时传入了一个Runnable对象。还有一点切记:这段代码中没有开启线程,只是new了一个Runnable接口的子类的对象。
在Activity类中找到这个方法的源码:

/**
 * Runs the specified action on the UI thread. If the current thread is the UI
 * thread, then the action is executed immediately. If the current thread is
 * not the UI thread, the action is posted to the event queue of the UI thread.
 *
 * @param action the action to run on the UI thread
 */
public final void runOnUiThread(Runnable action) {
    if (Thread.currentThread() != mUiThread) {
        mHandler.post(action);
    } else {
        action.run();
    }
}

在if条件判断中,如果当前线程不是主线程的话,调用mHandler.post()方法。先看mHandler是什么东西:

private Thread mUiThread;
final Handler mHandler = new Handler();

就是个Handler对象。然后调用Handler的post实例方法,去Handler类的源代码中找到post方法的实现:

/**
 * Causes the Runnable r to be added to the message queue.
 * The runnable will be run on the thread to which this handler is 
 * attached. 
 *  
 * @param r The Runnable that will be executed.
 * 
 * @return Returns true if the Runnable was successfully placed in to the 
 *         message queue.  Returns false on failure, usually because the
 *         looper processing the message queue is exiting.
 */
public final boolean post(Runnable r)
{
   return  sendMessageDelayed(getPostMessage(r), 0);
}

看sendMessageDelayed方法中第一个参数传入的是:

private static Message getPostMessage(Runnable r) {
    Message m = Message.obtain();
    m.callback = r;
    return m;
}

通过Message.obtain()方法从消息池中返回一个Message对象,并将r(也就是我们在)调用runOnUiThread()时创建的Runnable子类的对象赋给了callback(记住这个操作,后面会用到),然后将这个Messge对象返回。再回到post()方法,进入sendMessgeDelayed()方法:

/**
 * Enqueue a message into the message queue after all pending messages
 * before (current time + delayMillis). You will receive it in
 * {@link #handleMessage}, in the thread attached to this handler.
 *  
 * @return Returns true if the message was successfully placed in to the 
 *         message queue.  Returns false on failure, usually because the
 *         looper processing the message queue is exiting.  Note that a
 *         result of true does not mean the message will be processed -- if
 *         the looper is quit before the delivery time of the message
 *         occurs then the message will be dropped.
 */
public final boolean sendMessageDelayed(Message msg, long delayMillis)
{
    if (delayMillis < 0) {
        delayMillis = 0;
    }
    return sendMessageAtTime(msg, SystemClock.uptimeMillis() + delayMillis);
}

再跟进去:

/**
 * Enqueue a message into the message queue after all pending messages
 * before the absolute time (in milliseconds) <var>uptimeMillis</var>.
 * <b>The time-base is {@link android.os.SystemClock#uptimeMillis}.</b>
 * Time spent in deep sleep will add an additional delay to execution.
 * You will receive it in {@link #handleMessage}, in the thread attached
 * to this handler.
 * 
 * @param uptimeMillis The absolute time at which the message should be
 *         delivered, using the
 *         {@link android.os.SystemClock#uptimeMillis} time-base.
 *         
 * @return Returns true if the message was successfully placed in to the 
 *         message queue.  Returns false on failure, usually because the
 *         looper processing the message queue is exiting.  Note that a
 *         result of true does not mean the message will be processed -- if
 *         the looper is quit before the delivery time of the message
 *         occurs then the message will be dropped.
 */
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);
}

嗯,这些方法我们在前面分析整个消息机制时都见过,忘了可以看上一篇博客中的分析。总之,就是向MessageQueue中插入了一条消息。
前面到这个时候就是去分析Looper.loop()方法的,然后分析流程到Handler的dispatchMessage()方法,现在我们再来看一下这个方法的实现,去关注以前分析时被我们主动忽略的地方:

 /**
 * Handle system messages here.
 */
public void dispatchMessage(Message msg) {
    if (msg.callback != null) {
        handleCallback(msg);
    } else {
        if (mCallback != null) {
            if (mCallback.handleMessage(msg)) {
                return;
            }
        }
        handleMessage(msg);
    }
}

看这个if语句:sg.callback不为null时,就执行handleCallback()方法,那我们现在的这个msg中的callback是不是为空呢?再看getPostMessage(前面提过,请往上翻)方法:

private static Message getPostMessage(Runnable r) {
    Message m = Message.obtain();
    m.callback = r;
    return m;
}

在这里已经把我们重写的Runnable子类对象赋给了他。那我们现在就需要来看看handleCallback方法的实现:

private static void handleCallback(Message message) {
    message.callback.run();
}

一目了然,在这里调用了我们重写的run()方法,就可以执行我们的更新UI的操作了。为什么现在就可以了呢?不要忘了,现在这个当前Handler对象是与主线程关联的,怎么知道的?这个时候我们去翻看一下API中关于Handler类的阐述:

A Handler allows you to send and process Message and Runnable objects associated with a thread’s MessageQueue. Each Handler instance is associated with a single thread and that thread’s message queue. When you create a new Handler, it is bound to the thread / message queue of the thread that is creating it – from that point on, it will deliver messages and runnables to that message queue and execute them as they come out of the message queue.

注意加粗部分,翻译过来就是在哪个线程中创建了Handler对象(实际上这句话也可以用代码证明,只要翻看另一份文档中关于Handler的构造方法就知道了),那么这个Handler对象就与创建它的线程绑定。再去翻看我们关于runOnUiThread方法实现的分析,就明白当前这个Handler对象是主线程创建的,既然是在主线程中,我们当然可以执行更新UI操作啦。这样,我们就实现了更新UI的操作转换了。

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