最近被问到Message池最多有多少个?瞬间懵逼了。是该好好来了解下Message机制了。
Message源码就不贴了,自己点开看下就好。
一般滴,我们是这么用的:
Message msg = Message.obtain(); msg.what = MSG_SHOP; msg.obj = bean; handler.sendMessage(msg);
为啥这么用呢?人家官网说了:
While the constructor of Message is public, the best way to get
* one of these is to call {@link #obtain Message.obtain()} or one of the
* {@link Handler#obtainMessage Handler.obtainMessage()} methods, which will pull
* them from a pool of recycled objects.
虽然Message提供了一个公共方法来共造实例,但是最好的方式是调用Message.obtain()来获取,因为当它被回收时会被放入一个对象池中。
public static Message obtain() { synchronized (sPoolSync) { if (sPool != null) { Message m = sPool; sPool = m.next; m.next = null; m.flags = 0; // clear in-use flag sPoolSize--; return m; } } return new Message(); }从 obtain()方法我们发现,确实有一个sPool的对象:
private static final Object sPoolSync = new Object(); // 线程锁 private static Message sPool; // 静态消息 private static int sPoolSize = 0; // 当前可用消息池个数 private static final int MAX_POOL_SIZE = 50; // 最大Message数量 private static boolean gCheckRecycle = true;终于知道Message消息最大个数是多少了 MAX_POOL_SIZE=50;
next保存的是下一个可以使用的Message对象,当sPool被使用后,sPool将会指向next,而next被置null,这不就是数据结构中的一个链表吗?也就是说Message池是通过一个链表来实现的!
当第一次调用Mesage.obtain()方法时,sPool肯定是null,所以会new一个Message对象,所以obtain()方法是不会返回为null的,放心使用。
当sPool!= null时,这个时候使用的就是Message池的链表头sPool对象了,然后sPool指向下一个next消息,可用Message数量减一,同时设置message使用标志。
那缓存池中的Message对象是什么时候存入的呢?上代码:
void recycleUnchecked() { // Mark the message as in use while it remains in the recycled object pool. // Clear out all other details. flags = FLAG_IN_USE; what = 0; arg1 = 0; arg2 = 0; obj = null; replyTo = null; sendingUid = -1; when = 0; target = null; callback = null; data = null; synchronized (sPoolSync) { if (sPoolSize < MAX_POOL_SIZE) { next = sPool; sPool = this; sPoolSize++; } } }该方法是当Message不被使用时进行回收的代码。
当sPoolSize可用Message数量小于最大Message数量50时,就将当前的sPool对象指向下一个next对象,而sPool对象则保存当前的Message对象,sPoolSize再加一。
也就是说,当我们需要获取Message消息时,拿到的是链表头sPool对象;存储时,也是从链表头sPool存储的。即相当于一个Message栈,进出都是最后入栈的Message。
那recycleUnchecked()方法是什么时候调用的呢?
public void recycle() { if (isInUse()) { if (gCheckRecycle) { throw new IllegalStateException("This message cannot be recycled because it " + "is still in use."); } return; } recycleUnchecked(); }recycle()回收方法,当Message没有使用后,将进行回收。还记得我们的Looper类吗?
这个就得去分析Looper类了,我们知道在创建Handler前必须调用Looper.prepare()方法,来实例化一个Looper对象。
而在Looper中维持着一个消息循环:
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; if (traceTag != 0 && Trace.isTagEnabled(traceTag)) { Trace.traceBegin(traceTag, msg.target.getTraceName(msg)); } try { 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(); }
不停的从messageQueue队列中读取消息,当有消息后进行消息分发,最后在调用msg.recycleUnchecked();方法,对Message消息进行回收,这不就是我们上面说的回收方法吗?
所以,Message池是通过链表方式进行缓存的,读取和存入都是在链表头sPool。最大Message数是50!