0. 前言
Android只有主线程才能更新UI。如果界面1秒钟刷新少于60次,即FPS小于60,用户就会产生卡顿感觉。
Android使用消息机制进行UI更新的,如果在主线程handler的dispatchMessage方法进行了耗时操作,就会发生UI卡顿。
本文原创,转载请注明出处:http://blog.csdn.net/seu_calvin/article/details/63703559
1. dispatchMessage方法在哪
dispatchMessage()是在Looper.loop()里调用,源码如下:
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();
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
Printer logging = me.mLogging;
if (logging != null) {
logging.println(">>>>> Dispatching to " + msg.target + " " +
msg.callback + ": " + msg.what);
}
msg.target.dispatchMessage(msg);
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();
}
}
所以说,第27行的代码就是可能发生UI卡顿的地方。注意这行代码的前后,有两个logging。也就是说在执行第27代码的前后,如果设置了logging,会分别打印出“>>>>> Dispatching to”和“<<<<< Finished to”这样的Log。这样就给我们监视两次Log之间的时间差,来判断是否发生了卡顿。
2. 设置logging
主要看一下21行的mLogging是什么,源码如下所示:
public final class Looper {
private Printer mLogging;
public void setMessageLogging(@Nullable Printer printer) {
mLogging = printer;
}
}
public interface Printer {
void println(String x);
}
Looper的mLogging是私有的,并且提供了setMessageLogging(@Nullable Printer printer)方法,所以我们可以自己实现一个Printer,在通过setMessageLogging()方法传入即可。
public class AppContext extends Application {
@Override
public void onCreate() {
super.onCreate();
Looper.getMainLooper().setMessageLogging(new Printer() {
private static final String START = ">>>>> Dispatching";
private static final String END = "<<<<< Finished";
@Override
public void println(String x) {
if (x.startsWith(START)) {
LogMonitor.getInstance().startMonitor();
}
if (x.startsWith(END)) {
LogMonitor.getInstance().removeMonitor();
}
}
});
}
}
当我们设置了mLogging之后,loop()方法中就会回调logging.println,并将带有“>>>>> Dispatching to”和“<<<<< Finished to”的字符串传入,我们就可以拿到这两条信息。
如果“>>>>> Dispatching to”信号发生了,我们就假定发生了卡顿(这里我们设定1秒钟的卡顿判定阈值),并且发送一个延迟1秒钟的任务,这个任务就用于在子线程打印出造成卡顿的UI线程里的堆栈信息。而如果没有卡顿,即在1秒钟之内我们检测到了“<<<<< Finished to”信号,就会移除这个延迟1秒的任务。
3. LogMonitor的实现
public class LogMonitor {
private static LogMonitor sInstance = new LogMonitor();
private HandlerThread mHandlerThread = new HandlerThread("log");
private Handler mHandler;
private LogMonitor() {
mHandlerThread.start();
mHandler = new Handler(mHandlerThread.getLooper());
}
private static Runnable mRunnable = new Runnable() {
@Override
public void run() {
StringBuilder sb = new StringBuilder();
StackTraceElement[] stackTrace = Looper.getMainLooper().getThread().getStackTrace();
for (StackTraceElement s : stackTrace) {
sb.append(s.toString() + "\n");
}
Log.e("TAG", sb.toString());
}
};
public static LogMonitor getInstance() {
return sInstance;
}
public void startMonitor() {
mHandler.postDelayed(mRunnable, 1000);
}
public void removeMonitor() {
mHandler.removeCallbacks(mRunnable);
}
}
这里我们使用HandlerThread来构造一个Handler,HandlerThread继承自Thread,实际上就一个Thread,只不过它比普通的Thread多了一个Looper,对外提供自己这个Looper对象的get方法,然后创建Handler时将HandlerThread中的looper对象传入。这样我们的mHandler对象就是与HandlerThread这个非UI线程绑定的了,这样它处理耗时操作将不会阻塞UI。
总之,如果UI线程阻塞超过1秒,就会在子线程中执行mRunnable,打印出UI线程当前的堆栈信息,如果处理消息没有超过1秒,则会实时的remove掉这个mRunnable。
4. 测试
在Activity中设置一个按钮,并且设置点击后睡3秒。便可以看见打印出的Log信息。帮助我们定位到耗时的地方。