Handler的用處
我們都知道Android是禁止在非主線程更新UI的,其主要原因是UI控件並不是線程安全的,如果多線程訪問UI,將會出現非常多的問題。你可能會想到使用sychronized給UI控件加鎖,但是加鎖會帶來兩個問題,一方面影響運行效率,另一方面會使得UI訪問邏輯變得很複雜。爲了避免這些問題,所以才採用了單線程更新UI的方式。那麼當我們正處於子線程時,如何能夠更新UI呢?這時就可以使用Handler來進行線程的切換了,這也是我們最常用的方法。
與Handler相關的主要成員功能
- ThreadLocal 用於存儲不同線程中的Looper,是每一個線程,都已唯一與之對應的Looper。
- Looper 主要用於從MessageQueue中取出消息,並交給handler處理消息。
- MessageQueue 用於以隊列的方式存儲取出消息,實質是鏈表的形式。
- Handler 用於發送信息以及接受信息,並對信息進行處理。
下面我將會結合源碼對以上四個方面進行講述
ThreadLocal
TreadLocal是一個數據存儲類,數據存儲後,只有在指定的線程中才能取出存儲的數據,對於其它線程則無法獲得數據。ThreadLocal使得每一個線程中都能與當前線程相對應的數據,且每個線程對應的數據互不干擾。
我們首先來看一下它的set方法。
//ThreadLocal
public void set(T value) {
Thread t = Thread.currentThread();
ThreadLocalMap map = getMap(t);
if (map != null)
map.set(this, value);
else
createMap(t, value);
}
可以看到set方法首先會嘗試通過thread獲得TreadLocalMap類,這個類是TreadLocal的靜態內部類
static class ThreadLocalMap {
private Entry[] table;
static class Entry extends WeakReference<ThreadLocal<?>> {
/** The value associated with this ThreadLocal. */
Object value;
Entry(ThreadLocal<?> k, Object v) {
super(k);
value = v;
}
}
}
可以看到裏面是有一個Entry數組,TreadLocal中的數據就是存在這裏的,順便一提這裏的WeakReference指的是弱引用方式,這種引用的特殊之處在於,當存儲的數據沒有強引用時,如果GC執行回收時,就會自動銷燬數據,從而防止了內存泄漏,這裏就不多說了。
然後在每一個Thread中都有着一個TreadLocalMap的成員變量,getMap方法就是獲得所給Thread中的TreadLocalMap變量。接着是判斷返回對象map是否爲null對象,如果不是,就初始化Tread中的TreadLocalMap對象,如果是,就用自身作爲key以及value值來創建Entry,存入相應的Thread中,具體存入過程如下
//ThreadLocalMap
private void set(ThreadLocal<?> key, Object value) {
// We don't use a fast path as with get() because it is at
// least as common to use set() to create new entries as
// it is to replace existing ones, in which case, a fast
// path would fail more often than not.
Entry[] tab = table;
int len = tab.length;
int i = key.threadLocalHashCode & (len-1);
for (Entry e = tab[i];
e != null;
e = tab[i = nextIndex(i, len)]) {
ThreadLocal<?> k = e.get();
if (k == key) {
e.value = value;
return;
}
if (k == null) {
replaceStaleEntry(key, value, i);
return;
}
}
tab[i] = new Entry(key, value);
int sz = ++size;
if (!cleanSomeSlots(i, sz) && sz >= threshold)
rehash();
}
可以看到大概邏輯就是簡單的更新數據。這裏就不多說了。
接着我們再來看下ThreadLocal中的get方法
public T get() {
Thread t = Thread.currentThread();
ThreadLocalMap map = getMap(t);
if (map != null) {
ThreadLocalMap.Entry e = map.getEntry(this);
if (e != null) {
@SuppressWarnings("unchecked")
T result = (T)e.value;
return result;
}
}
return setInitialValue();
}
首先根據所在線程取出當前的map,然後查找map中存入的數據並返回,由於之前存的時候存入了TreadLocal對象的值,在取的時候就可直接把TreadLocal對象作爲key進行查找。getEntry的代碼如下
private Entry getEntry(ThreadLocal<?> key) {
int i = key.threadLocalHashCode & (table.length - 1);
Entry e = table[i];
if (e != null && e.get() == key)
return e;
else
return getEntryAfterMiss(key, i, e);
}
整體是很簡單的,通過key值在Thread中的TreadLocalMap對象中查找數據。
最後總結一下過程,ThreadLocal通過當前的線程來獲取相應線程中存儲數據的TreadLocalMap,TreadLocalMap就是真正的存儲數據的對象,通過對他進行修改,獲取,就實現了TreadLocal在不同線程中擁有不同的數據的功能。
MessageQueue
MessageQueue用於以隊列的形式存儲消息,即先進先出,但實質上它是以鏈表的形式實現的。其中比較重要的方法有enqueueMessage、next,分別用於消息的添加和取出。
首先我們來看一下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(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;
}
總體邏輯就是根據所給時間when將消息添加到鏈表的適當位置,添加鏈表的邏輯相信大多數人都是會的,就不多說了,重點是next方法。
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
int nextPollTimeoutMillis = 0;
for (;;) {
if (nextPollTimeoutMillis != 0) {
Binder.flushPendingCommands();
}
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;
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;
}
// Process the quit message now that all pending messages have been handled.
if (mQuitting) {
dispose();
return null;
}
......
}
這裏省略了一些不太重要的代碼,可以看出當MessageQueue中沒有消息即代碼中的msg爲null時並且mQuitting爲false時,這個方法將無限循環下去,不斷的讀取是否有消息的加入,阻塞線程。當消息隊列中有消息時,就會讀取消息返回,並且刪除該消息。
Looper
Looper在流程中類似於一箇中間商,不斷的從message中獲取消息,然後傳遞給handler進行處理。每一個線程只會有一個Looper,我們很容易想到它是通過TreadLocal實現的
在它的內部存在着ThreadLocal的靜態對象
//looper
static final ThreadLocal<Looper> sThreadLocal = new ThreadLocal<Looper>();
通過ThreadLocal我們就可以使的每一個線程中的Looper的值獨立,不會相互干擾。我們在子線程中使用Looper時,必須先調用prepare方法創建當前線程的Looper
//looper
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));
}
前面講了ThreadLocal的實現原理,這裏就不難理解了。簡單的存儲對象罷了。同時我們能看到每一個線程中只能創建一個Looper,否則會報錯。在MainThread中即我們更新UI的線程中,在創建線程時系統便會自動調用prepareMainLooper()爲主線程創建Looper
//looper
public static void prepareMainLooper() {
prepare(false);
synchronized (Looper.class) {
if (sMainLooper != null) {
throw new IllegalStateException("The main Looper has already been prepared.");
}
sMainLooper = myLooper();
}
}
在Looper創建的同時, 會創建MessageQueue
//looper
private Looper(boolean quitAllowed) {
mQueue = new MessageQueue(quitAllowed);
mThread = Thread.currentThread();
}
也就是說一個Looper對應一個MessageQueue。創建完looper後Looper還並不能開始從消息隊列讀取消息。只有調用了Loop函數才行:
//looper
public static void loop() {
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();
// Allow overriding a threshold with a system prop. e.g.
// adb shell 'setprop log.looper.1000.main.slow 1 && stop && start'
final int thresholdOverride =
SystemProperties.getInt("log.looper."
+ Process.myUid() + "."
+ Thread.currentThread().getName()
+ ".slow", 0);
boolean slowDeliveryDetected = false;
for (;;) {
Message msg = queue.next(); // might block
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
final Printer logging = me.mLogging;
if (logging != null) {
logging.println(">>>>> Dispatching to " + msg.target + " " +
msg.callback + ": " + msg.what);
}
final long traceTag = me.mTraceTag;
long slowDispatchThresholdMs = me.mSlowDispatchThresholdMs;
long slowDeliveryThresholdMs = me.mSlowDeliveryThresholdMs;
if (thresholdOverride > 0) {
slowDispatchThresholdMs = thresholdOverride;
slowDeliveryThresholdMs = thresholdOverride;
}
final boolean logSlowDelivery = (slowDeliveryThresholdMs > 0) && (msg.when > 0);
final boolean logSlowDispatch = (slowDispatchThresholdMs > 0);
final boolean needStartTime = logSlowDelivery || logSlowDispatch;
final boolean needEndTime = logSlowDispatch;
if (traceTag != 0 && Trace.isTagEnabled(traceTag)) {
Trace.traceBegin(traceTag, msg.target.getTraceName(msg));
}
final long dispatchStart = needStartTime ? SystemClock.uptimeMillis() : 0;
final long dispatchEnd;
try {
msg.target.dispatchMessage(msg);
dispatchEnd = needEndTime ? SystemClock.uptimeMillis() : 0;
} finally {
if (traceTag != 0) {
Trace.traceEnd(traceTag);
}
}
...
}
}
同樣這裏我們只列出了比較關鍵的代碼。在Loop中,會調用MessageQueue的next方法來獲取消息,同時調用handler的dispatchMessage方法處理消息,只有當msg==null時纔會結束循環,否則如果消息隊列中沒有信息時,next()方法會堵塞,無法返回值,這就使得Loop也被堵塞在那裏。如果需要結束Looper可以調用Looper中的quit和quitSafety方法,
這兩個方法的區別是,quit將直接結束讀取消息,而quitSafety會先將消息隊列中的消息處理完畢,在結束讀取消息。這兩個方法都會調用MessageQueue的quit方法:
//MessageQueue
void quit(boolean safe) {
if (!mQuitAllowed) {
throw new IllegalStateException("Main thread not allowed to quit.");
}
synchronized (this) {
if (mQuitting) {
return;
}
mQuitting = true;
if (safe) {
removeAllFutureMessagesLocked();
} else {
removeAllMessagesLocked();
}
// We can assume mPtr != 0 because mQuitting was previously false.
nativeWake(mPtr);
}
}
這裏會改變mQuitting的值爲true。這個值我們在MessageQueue的next就見過:
//MessageQueue中的next()
// Process the quit message now that all pending messages have been handled.
if (mQuitting) {
dispose();
return null;
}
返回null之後就能使Looper結束循環,使得方法執行完畢。
Handler
Handler用於發送消息並且處理消息。發送消息可以通過post和send的一系列方法實現,比如:
//handler
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;
if (mAsynchronous) {
msg.setAsynchronous(true);
}
return queue.enqueueMessage(msg, uptimeMillis);
}
很容易看出發送信息的過程,實質上就是設置消息的target, 再把消息加入到消息隊列中。此後Looper就會通過MessageQueue的next()讀取消息,並且讀取 成功後調用handler的dispatchMessage方法
public void dispatchMessage(Message msg) {
if (msg.callback != null) {
handleCallback(msg);
} else {
if (mCallback != null) {
if (mCallback.handleMessage(msg)) {
return;
}
}
handleMessage(msg);
}
}
這裏面msg.callback是一個Runnable對象,可以在生成信息時設置。mCallback則是Handler中的一個成員變量,具體如下:
public interface Callback {
/**
* @param msg A {@link android.os.Message Message} object
* @return True if no further handling is desired
*/
public boolean handleMessage(Message msg);
}
緊接着handleeMessage是Handler中的一個空方法。通過源碼我們很容易知道,我們設置handler如何處理消息時有三種方法:
- 在消息中設置callback參數
- 在Handler的構造函數中傳入Callback的實現
- 重寫Handler中的handleMessage方法
以上三種方式的優先級依次減弱。
碼字不易,謝謝拜讀。