通常我們會在分類中添加方法,而無法在在分類中添加屬性,我們在分類中添加@property(nonatomic, copy) NSString *name;時編譯器并不會在編譯時幫我們自動生成setter和getter方法,也不會生成”_屬性名“的成員變量。
但我們可以通過關聯(lián)對象技術給類添加屬性。例如,我們要給Animal類添加一個name屬性,可以這么實現(xiàn):
@interface Animal (Cate)
@property(nonatomic, copy) NSString *name;
@end
@implementation Animal (Cate)
- (void)setName:(NSString *)name {
objc_setAssociatedObject(self, "name", name, OBJC_ASSOCIATION_COPY_NONATOMIC);
}
- (NSString *)name {
return objc_getAssociatedObject(self, "name");
}
@end
關聯(lián)對象技術我們使用了使用了兩個api -- objc_setAssociatedObject和objc_getAssociatedObject,它的底層是如何實現(xiàn)的呢,我們可以通過objc-7.8.1探究。
objc_setAssociatedObject
objc_setAssociatedObject(id object, const void *key, id value, objc_AssociationPolicy policy)
{
SetAssocHook.get()(object, key, value, policy);
}
SetAssocHook是一個封裝了一個函數(shù)指針的對象,他在源碼里是這么定義的
static ChainedHookFunction<objc_hook_setAssociatedObject> SetAssocHook{_base_objc_setAssociatedObject};
關于ChainedHookFunction,點進去查看它的實現(xiàn)
// Storage for a thread-safe chained hook function.
// get() returns the value for calling.
// set() installs a new function and returns the old one for chaining.
// More precisely, set() writes the old value to a variable supplied by
// the caller. get() and set() use appropriate barriers so that the
// old value is safely written to the variable before the new value is
// called to use it.
//
// T1: store to old variable; store-release to hook variable
// T2: load-acquire from hook variable; call it; called hook loads old variable
template <typename Fn>
class ChainedHookFunction {
std::atomic<Fn> hook{nil};
public:
ChainedHookFunction(Fn f) : hook{f} { };
Fn get() {
return hook.load(std::memory_order_acquire);
}
void set(Fn newValue, Fn *oldVariable)
{
Fn oldValue = hook.load(std::memory_order_relaxed);
do {
*oldVariable = oldValue;
} while (!hook.compare_exchange_weak(oldValue, newValue,
std::memory_order_release,
std::memory_order_relaxed));
}
};
通過它的注釋可以了解到,ChainedHookFunction是用于線程安全鏈構(gòu)函數(shù)的存儲,通過get()返回調(diào)用值,通過set()安裝一個新的函數(shù),并返回舊函數(shù),更確切的說,set()將舊值寫入調(diào)用方提供的變量,get() 和 set()使用適當?shù)臇艡谑沟迷谛轮嫡{(diào)用前安全地寫入變量。
所以,SetAssocHook.get()返回的是傳入的函數(shù)指針_base_objc_setAssociatedObject,objc_setAssociatedObject底層調(diào)用的其實是_base_objc_setAssociatedObject,我們也可以通過符號斷點驗證調(diào)用的是否正確,這里就不做演示。
進入_base_objc_setAssociatedObject的實現(xiàn)查看,它的底層調(diào)用了_object_set_associative_reference。
static void
_base_objc_setAssociatedObject(id object, const void *key, id value, objc_AssociationPolicy policy)
{
_object_set_associative_reference(object, key, value, policy);
}
_object_set_associative_reference中便有關聯(lián)對象實現(xiàn)的具體代碼
void
_object_set_associative_reference(id object, const void *key, id value, uintptr_t policy)
{
// This code used to work when nil was passed for object and key. Some code
// probably relies on that to not crash. Check and handle it explicitly.
// rdar://problem/44094390
if (!object && !value) return;
if (object->getIsa()->forbidsAssociatedObjects())
_objc_fatal("objc_setAssociatedObject called on instance (%p) of class %s which does not allow associated objects", object, object_getClassName(object));
DisguisedPtr<objc_object> disguised{(objc_object *)object};
ObjcAssociation association{policy, value};
// retain the new value (if any) outside the lock.
association.acquireValue();
{
AssociationsManager manager;
AssociationsHashMap &associations(manager.get());
if (value) {
auto refs_result = associations.try_emplace(disguised, ObjectAssociationMap{});
if (refs_result.second) {
/* it's the first association we make */
object->setHasAssociatedObjects();
}
/* establish or replace the association */
auto &refs = refs_result.first->second;
auto result = refs.try_emplace(key, std::move(association));
if (!result.second) {
association.swap(result.first->second);
}
} else {
auto refs_it = associations.find(disguised);
if (refs_it != associations.end()) {
auto &refs = refs_it->second;
auto it = refs.find(key);
if (it != refs.end()) {
association.swap(it->second);
refs.erase(it);
if (refs.size() == 0) {
associations.erase(refs_it);
}
}
}
}
}
// release the old value (outside of the lock).
association.releaseHeldValue();
}
通過閱讀源碼,關聯(lián)對象設值流程為:
- 將被關聯(lián)對象封裝成
DisguisedPtr類型,將策略和關聯(lián)值封裝成ObjcAssociation類型,并根據(jù)策略處理關聯(lián)值。 - 創(chuàng)建一個
AssociationsManager管理類 - 獲取唯一的全局靜態(tài)哈希Map
- 判斷是否插入的關聯(lián)值是否存在,如果存在走第4步,如果不存在則執(zhí)行關聯(lián)對象插入空流程
- 創(chuàng)建一個空的
ObjectAssociationMap去取查詢的鍵值對 - 如果發(fā)現(xiàn)沒有這個key就插入一個空的
BucketT進去返回 - 標記對象存在關聯(lián)對象
- 用當前修飾策略和值組成了一個
ObjcAssociation替換原來BucketT中的空 - 標記一下
ObjectAssociation的第一次為false
關聯(lián)對象插入空流程為:
- 根據(jù)
DisguisedPtr找到AssociationsHashMap中的迭代查詢器、 - 清理迭代器
- 插入空值(相當于清除)
處理傳入變量
DisguisedPtr<objc_object> disguised{(objc_object *)object};
ObjcAssociation association{policy, value};
// retain the new value (if any) outside the lock.
association.acquireValue();
這部分代碼比較簡單,可以進入association.acquireValue看看關聯(lián)值是如何處理的。
inline void acquireValue() {
if (_value) {
switch (_policy & 0xFF) {
case OBJC_ASSOCIATION_SETTER_RETAIN:
_value = objc_retain(_value);
break;
case OBJC_ASSOCIATION_SETTER_COPY:
_value = ((id(*)(id, SEL))objc_msgSend)(_value, @selector(copy));
break;
}
}
}
這份代碼中,如果_policy是OBJC_ASSOCIATION_SETTER_RETAIN,則對關聯(lián)值進行retain操作,如果是OBJC_ASSOCIATION_SETTER_COPY,則對關聯(lián)值進行copy操作,其他的則不做任何處理。
創(chuàng)建哈希表管理類獲取全局哈希表
class AssociationsManager {
using Storage = ExplicitInitDenseMap<DisguisedPtr<objc_object>, ObjectAssociationMap>;
static Storage _mapStorage;
public:
AssociationsManager() { AssociationsManagerLock.lock(); }
~AssociationsManager() { AssociationsManagerLock.unlock(); }
AssociationsHashMap &get() {
return _mapStorage.get();
}
static void init() {
_mapStorage.init();
}
};
在AssociationsManager的構(gòu)造方法里,通過AssociationsManagerLock.lock加了一把鎖,在當前AssociationsManager釋放之前,后續(xù)創(chuàng)建的AssociationsManager都無法對其管理的資源進行操作,從而保證了線程安全,在通過get()拿到全局唯一的哈希表(因為_mapStorage是static修飾的)
關聯(lián)非空值流程
當要關聯(lián)的值非空時,我們需要將這個值與當前對象關聯(lián)起來,這一部分代碼為
auto refs_result = associations.try_emplace(disguised, ObjectAssociationMap{});
if (refs_result.second) {
/* it's the first association we make */
object->setHasAssociatedObjects();
}
/* establish or replace the association */
auto &refs = refs_result.first->second;
auto result = refs.try_emplace(key, std::move(association));
if (!result.second) {
association.swap(result.first->second);
}
通過源碼,一步步分析它的原理
分析 try_emplace 實現(xiàn)流程
try_emplace是DenseMap類的一個方法,這個方法在這個流程中被調(diào)用兩次,第一次調(diào)用的是全局關聯(lián)對象哈希表的try_emplace,傳了封裝了當前對象的disguised作為key和一個空的ObjectAssociationMap作為第二個元素,第二次,調(diào)用的第一次try_emplace得到的map,傳遞了關聯(lián)對象的key值作為key,傳遞了封裝value和策略的association作為第二個參數(shù)。
try_emplace內(nèi)部到底做了什么事情呢,我們可以去源碼一探究竟。
// Inserts key,value pair into the map if the key isn't already in the map.
// The value is constructed in-place if the key is not in the map, otherwise
// it is not moved.
template <typename... Ts>
std::pair<iterator, bool> try_emplace(const KeyT &Key, Ts &&... Args) {
BucketT *TheBucket;
if (LookupBucketFor(Key, TheBucket))
return std::make_pair(
makeIterator(TheBucket, getBucketsEnd(), true),
false); // Already in map.
// Otherwise, insert the new element.
TheBucket = InsertIntoBucket(TheBucket, Key, std::forward<Ts>(Args)...);
return std::make_pair(
makeIterator(TheBucket, getBucketsEnd(), true),
true);
}
try_emplace具體流程分析如下:
- 創(chuàng)建一個空的
BucketT,調(diào)用LookupBucketFor查找Key對應的BucketT,如果能夠找到,將找到的BucketT賦值給剛剛創(chuàng)建的那個空的BucketT,并將BucketT封裝成DenseMapIterator作為類對的第一個元素,將false作為第二個元素,并將該類對返回,此時的BucketT存放的是上次存放的key和value - 如果沒有找到,那么將傳入的Key和Value插入創(chuàng)建新的
BucketT,同樣創(chuàng)建一個DenseMapIterator和Bool組成的類對,只不過此時傳遞布爾值為true,此時的BucketT已經(jīng)存放了傳入的key和value
LookupBucketFor
這個方法是在當前DenseMap中通過key查找對應的bucket,如果找到匹配的,并且bucket包含key和value,則返回true,并將找到bucket通過FoundBucket返回,否則,返回false并通過FoundBucket返回一個空的bucket。
另外貼上代碼
/// LookupBucketFor - Lookup the appropriate bucket for Val, returning it in
/// FoundBucket. If the bucket contains the key and a value, this returns
/// true, otherwise it returns a bucket with an empty marker or tombstone and
/// returns false.
template<typename LookupKeyT>
bool LookupBucketFor(const LookupKeyT &Val,
const BucketT *&FoundBucket) const {
const BucketT *BucketsPtr = getBuckets();
const unsigned NumBuckets = getNumBuckets();
if (NumBuckets == 0) {
FoundBucket = nullptr;
return false;
}
// FoundTombstone - Keep track of whether we find a tombstone while probing.
const BucketT *FoundTombstone = nullptr;
const KeyT EmptyKey = getEmptyKey();
const KeyT TombstoneKey = getTombstoneKey();
assert(!KeyInfoT::isEqual(Val, EmptyKey) &&
!KeyInfoT::isEqual(Val, TombstoneKey) &&
"Empty/Tombstone value shouldn't be inserted into map!");
unsigned BucketNo = getHashValue(Val) & (NumBuckets-1);
unsigned ProbeAmt = 1;
while (true) {
const BucketT *ThisBucket = BucketsPtr + BucketNo;
// Found Val's bucket? If so, return it.
if (LLVM_LIKELY(KeyInfoT::isEqual(Val, ThisBucket->getFirst()))) {
FoundBucket = ThisBucket;
return true;
}
// If we found an empty bucket, the key doesn't exist in the set.
// Insert it and return the default value.
if (LLVM_LIKELY(KeyInfoT::isEqual(ThisBucket->getFirst(), EmptyKey))) {
// If we've already seen a tombstone while probing, fill it in instead
// of the empty bucket we eventually probed to.
FoundBucket = FoundTombstone ? FoundTombstone : ThisBucket;
return false;
}
// If this is a tombstone, remember it. If Val ends up not in the map, we
// prefer to return it than something that would require more probing.
// Ditto for zero values.
if (KeyInfoT::isEqual(ThisBucket->getFirst(), TombstoneKey) &&
!FoundTombstone)
FoundTombstone = ThisBucket; // Remember the first tombstone found.
if (ValueInfoT::isPurgeable(ThisBucket->getSecond()) && !FoundTombstone)
FoundTombstone = ThisBucket;
// Otherwise, it's a hash collision or a tombstone, continue quadratic
// probing.
if (ProbeAmt > NumBuckets) {
FatalCorruptHashTables(BucketsPtr, NumBuckets);
}
BucketNo += ProbeAmt++;
BucketNo &= (NumBuckets-1);
}
}
非空值流程流程分析
通過閱讀源碼,可以總結(jié)出他的流程為:
- 嘗試通過關聯(lián)對象全局hashMap的
try_emplace方法找到當前對象對應的bucket,此時的bucket的key為當前對象,value為一張ObjectAssociationMap,也是一張hashMap - 如果查找返回的
refs_result類對第二個元素為true,也就是說當前對象第一次有關聯(lián)對象,將當前對象標記為有關聯(lián)對象(修改isa) - 通過
refs_result.first->second拿到當前對象對應ObjectAssociationMap,調(diào)用這張ObjectAssociationMap的try_emplace找到關聯(lián)對象標識符對應的value,也就是value和policy組裝成的ObjcAssociation對象 - 如果第二個
try_emplace方法返回的result的第二個元素為true說明這是該對象第一次插入該標識符的值,此時的value和policy已經(jīng)在try_emplace插入到ObjectAssociationMap,不需要進一步處理 - 如果
result.second為false,說明原先的對象的該標識符對應的關聯(lián)對象有值,調(diào)用association.swap(result.first->second)交換修改關聯(lián)對象(result.first->second存放的是value和policy組裝成的ObjcAssociation對象)
關聯(lián)空值流程
關聯(lián)空值其實就是刪除關聯(lián)對象,這部分代碼為:
auto refs_it = associations.find(disguised);
if (refs_it != associations.end()) {
auto &refs = refs_it->second;
auto it = refs.find(key);
if (it != refs.end()) {
association.swap(it->second);
refs.erase(it);
if (refs.size() == 0) {
associations.erase(refs_it);
}
}
}
其實通過非空關鍵對象流程的探究對關聯(lián)對象原理了解,這部分代碼就顯得簡單很多。
- 以用當前對象封裝的
DisguisedPtr對象為key在全局關聯(lián)對象表associations中查找得到refs_it - 如果
refs_it不等于associations的最后一個元素,通過refs_it->second拿到當前對象對象的ObjectAssociationMap對象refs,也就是存放標識符和ObjcAssociation對象it(value和policy)的那張哈希表 - 通過標識符找到
ObjcAssociation - 如果
it不是refs最后一個元素,交換原有標識符對應的關聯(lián)對象,因為傳入的為空,所以交換后標識符對應的對象為空 - 調(diào)用
refs.erase(it),刪除該標識符對應的bucket - 如果此時對象對應的
ObjectAssociationMap大小為0,則刪除該對象對應的關聯(lián)表
objc_getAssociatedObject
objc_getAssociatedObject底層調(diào)用的是_object_get_associative_reference
id
objc_getAssociatedObject(id object, const void *key)
{
return _object_get_associative_reference(object, key);
}
_object_get_associative_reference
進入_object_get_associative_reference
id
_object_get_associative_reference(id object, const void *key)
{
ObjcAssociation association{};
{
AssociationsManager manager;
AssociationsHashMap &associations(manager.get());
AssociationsHashMap::iterator i = associations.find((objc_object *)object);
if (i != associations.end()) {
ObjectAssociationMap &refs = i->second;
ObjectAssociationMap::iterator j = refs.find(key);
if (j != refs.end()) {
association = j->second;
association.retainReturnedValue();
}
}
}
return association.autoreleaseReturnedValue();
}
這個部分代碼比較簡單,大致可以分為以下幾個步驟:
- 創(chuàng)建
AssociationsManager對象,通過AssociationsManager對象拿到全局唯一的關聯(lián)對象管理表 - 以對象為
key在關聯(lián)對象表中查找對象的AssociationsHashMap::iterator - 如果找到了,取到
iterator的第二個元素,也就是ObjectAssociationMap,用標識符為key在這個ObjectAssociationMap查找 - 如果找到了,取找到的
refs的第二個元素,也就是set時存放的value(第一個為policy),返回 - 以上如果都沒有找到,返回nil
總結(jié)
關聯(lián)對象其實使用了兩張hashMap,可以用一張圖解釋他的原理。
