使用共享对象可有效地支持大量的细粒度的对象
核心:对象复用。
火车票购票Demo
//火车票
public class Ticket {
private String from;
private String to;
public Ticket(String from, String to) {
this.from = from;
this.to = to;
}
public int getPrice() {
return new Random().nextInt(100) + 20;
}
}
缓存对象在一个Map中。下面我们还会分析
//火车票查询工厂
public class TicketFactory {
public static Map<String, Ticket> sTicketMap = new HashMap<>();
public static Ticket getTicket(String from, String to) {
String key = from + "-" + to + "";
Ticket ticket = sTicketMap.get(key);
if (ticket != null) {
return ticket;
}
ticket = new Ticket(from, to);
sTicketMap.put(key, ticket);
return ticket;
}
}
用法
val obtain = Message.obtain()
跟进去
/**
* Return a new Message instance from the global pool. Allows us to
* avoid allocating new objects in many cases.
*/
public static Message obtain() {
//防止多线程并发
synchronized (sPoolSync) {
//从线程池取对象
if (sPool != null) {
//链表取出每个Message对象
Message m = sPool;
sPool = m.next;
m.next = null;
m.flags = 0; // clear in-use flag
sPoolSize--;
return m;
}
}
return new Message();
}
这就是最明显的一个享元设计模式。
Android 开发一个知识点:UI 不能够在子线程中更新。
class DebugActivity : AppCompatActivity() {
private val TAG = javaClass.simpleName
private var handler: Handler = Handler(Looper.getMainLooper())
override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_main)
}
fun doSomething(){
thread {
//耗时操作,得到结果,不能在这个线程更新 UI
// Handler 将结果传递到主线程中,更新UI
handler.post {
//更新UI
}
}
}
}
我们跟进post函数
public final boolean post(@NonNull Runnable r) {
return sendMessageDelayed(getPostMessage(r), 0);
}
private static Message getPostMessage(Runnable r) {
Message m = Message.obtain();
m.callback = r;
return m;
}
Handler 传递了一个 Runnable给UI线程,装到一个 Message 对象中。
跟进sendMessageDelayed函数
public final boolean sendMessageDelayed(@NonNull Message msg, long delayMillis) {
if (delayMillis < 0) {
delayMillis = 0;
}
return sendMessageAtTime(msg, SystemClock.uptimeMillis() + delayMillis);
}
public boolean sendMessageAtTime(@NonNull Message msg, long uptimeMillis) {
//当前 Handler 所在的消息队列
MessageQueue queue = mQueue;
if (queue == null) {
RuntimeException e = new RuntimeException(
this + " sendMessageAtTime() called with no mQueue");
Log.w("Looper", e.getMessage(), e);
return false;
}
//将消息添加到消息队列中
return enqueueMessage(queue, msg, uptimeMillis);
}
sendMessageDelayed 函数调用了 sendMessageAtTime函数,不手动传递 Looper 那么 Handler 持有的 Looper 就是当前线程的 Looper,也就是说在哪个线程创建的 Handler,就是哪个线程的 Looper。
在 getPostMessage 中的 Message 对象是Message.obtain()函数
Message m = Message.obtain();
分析下这段代码,
/**
* Return a new Message instance from the global pool. Allows us to
* avoid allocating new objects in many cases.
*/
public static Message obtain() {
//防止多线程并发
synchronized (sPoolSync) {
//从线程池取对象
if (sPool != null) {
//链表取出每个Message对象
Message m = sPool;
sPool = m.next;
m.next = null;
m.flags = 0; // clear in-use flag
sPoolSize--;
return m;
}
}
return new Message();
}
Message消息池没有使用 map 这样的容器,使用的是链表。
在这里插入图片描述
如何放到这个消息池里面呢?
我们看
Message 对象回收到消息池中
public void recycle() {
//该消息还在使用
if (isInUse()) {
if (gCheckRecycle) {
throw new IllegalStateException("This message cannot be recycled because it "
+ "is still in use.");
}
return;
}
//消息添加到消息池中
recycleUnchecked();
}
跟进recycleUnchecked()
void recycleUnchecked() {
// Mark the message as in use while it remains in the recycled object pool.
// Clear out all other details.
//清空消息状态
flags = FLAG_IN_USE;
what = 0;
arg1 = 0;
arg2 = 0;
obj = null;
replyTo = null;
sendingUid = UID_NONE;
workSourceUid = UID_NONE;
when = 0;
target = null;
callback = null;
data = null;
//回收消息到消息池中
synchronized (sPoolSync) {
if (sPoolSize < MAX_POOL_SIZE) {
next = sPool;
sPool = this;
sPoolSize++;
}
}
}
这里用链表当作了一个缓存池,存消息对象。每生成一条消息就会加入到链表在。
Android应用程序的入口实际上是ActivityThread,跟进去
public static void main(String[] args) {
......
//创建Looper,UI线程的消息队列
Looper.prepareMainLooper();
......
//启动应用程序
ActivityThread thread = new ActivityThread();
thread.attach(false, startSeq);
//循环消息
Looper.loop();
throw new RuntimeException("Main thread loop unexpectedly exited");
}
Looper 从消息队列中取消息,处理消息。Handler不断地往消息队列中添加消息,消息不断地被处理。
那么Handler是如何关联消息队列
Handler 的构造函数
public Handler(@Nullable Callback callback, boolean async) {
......
mLooper = Looper.myLooper();//获取 Looper
......
mQueue = mLooper.mQueue;//获取消息队列
mCallback = callback;
mAsynchronous = async;
}
Handler 通过myLooper()来获取 Looper 对象,
跟进myLooper()
public static @Nullable Looper myLooper() {
//myLooper通过sThreadLocal.get()获取
return sThreadLocal.get();
}
Looper对象存储在sThreadLocal中的,
@Deprecated
public static void prepareMainLooper() {
prepare(false);
synchronized (Looper.class) {
if (sMainLooper != null) {
throw new IllegalStateException("The main Looper has already been prepared.");
}
sMainLooper = myLooper();
}
}
//prepare()方法中创建了一个 Looper 对象
private static void prepare(boolean quitAllowed) {
if (sThreadLocal.get() != null) {
throw new RuntimeException("Only one Looper may be created per thread");
}
//将该对象设置给了sThreadLocal,这样线程和队列就关联上了
sThreadLocal.set(new Looper(quitAllowed));
}
Handler和线程、线程的消息队列关联,Handler 发送的消息就会被执行在这个线程上。
调用 Looper 的 loop 函数,不断地从消息队列中取出、处理消息
public static void loop() {
......
//死循环
for (;;) {
//取消息
if (!loopOnce(me, ident, thresholdOverride)) {
return;
}
}
}
跟进loopOnce
private static boolean loopOnce(final Looper me,
final long ident, final int thresholdOverride) {
//获取消息 (might block )
Message msg = me.mQueue.next(); // might block
......
try {
//处理消息
msg.target.dispatchMessage(msg);
if (observer != null) {
observer.messageDispatched(token, msg);
}
dispatchEnd = needEndTime ? SystemClock.uptimeMillis() : 0;
}
......
//回收消息,也就是我们分析享元模式时提到的将 Message 添加到消息池的操作
msg.recycleUnchecked();
return true;
}
看看next()核心代码
Message next() {
......
//native层的事件
nativePollOnce(ptr, nextPollTimeoutMillis);
......
if (msg != null) {
//消息延迟,
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;
}
......
}
}
next 函数从消息队列中依次取出消息,如果这个消息到了执行时间,那么就将这条消息返回给 Looper,队列链表的指针后移。
class DebugActivity : AppCompatActivity() {
private val TAG = javaClass.simpleName
override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_main)
thread {
val handler = Handler()
}
}
}
分析:Looper 对象是 ThreadLocal,每个线程都有自己的Looper,要在子线程中创建 Handler 对象时,如果 Looper 为空,那么就会抛出异常。跟进Handler的构造方法看看
public Handler(@Nullable Callback callback, boolean async) {
......
//获取looper
mLooper = Looper.myLooper();
if (mLooper == null) {
//抛出异常
throw new RuntimeException(
"Can't create handler inside thread " + Thread.currentThread()
+ " that has not called Looper.prepare()");
}
......
}
mLooper 对象为空,抛出异常。该线程中的Looper 对象还没有创建,在子线程中没有手动调用 Looper.prepare之前该线程的 Looper为空,解决方法就是在构造 Handler 之前为当前线程设置 Looper 对象。
class DebugActivity : AppCompatActivity() {
private val TAG = javaClass.simpleName
override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_main)
thread {
//绑定到 ThreadLocal中
Looper.prepare()
val handler = Handler()
//启动消息循环
Looper.loop()
}
}
}
这样子线程的Looper对象就不会为null了,有了自己的消息队列。