如果想要弄懂Android的消息機(jī)制,就一定要深入挖掘Handler、MessageQueue和Looper這三者之間的關(guān)系。

1.開啟消息循環(huán)
從一個普通的子線程開啟Looper循環(huán)講起:
new Thread(new Runnable() {
@Override
public void run() {
Looper.prepare();
Handler handler = new Handler();
Looper.loop();
}
}).start();
上面的代碼我們分三步來研究:
①Looper.prepare()
②new Handler()
③Looper.loop()
①Looper.prepare():
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));
}
private Looper(boolean quitAllowed) {
mQueue = new MessageQueue(quitAllowed);
mThread = Thread.currentThread();
}
可以看到,Looper.prepare()最終調(diào)用的是自身的構(gòu)造函數(shù),在構(gòu)造函數(shù)中實(shí)例化了一個MessageQueue,并獲取了當(dāng)前的線程。通過將實(shí)例化的Looper放在ThreadLocal中,從而實(shí)現(xiàn)Looper和線程的綁定。
下面看看new MessageQueue(quitAllowed)做了些什么
MessageQueue(boolean quitAllowed) {
mQuitAllowed = quitAllowed;
mPtr = nativeInit();
}
MessageQueue在構(gòu)造函數(shù)中通過native方法進(jìn)行了初始化工作。
②new Handler():
public Handler() {
this(null, false);
}
public Handler(Callback callback, boolean async) {
if (FIND_POTENTIAL_LEAKS) {
final Class<? extends Handler> klass = getClass();
if ((klass.isAnonymousClass() || klass.isMemberClass() || klass.isLocalClass()) &&
(klass.getModifiers() & Modifier.STATIC) == 0) {
Log.w(TAG, "The following Handler class should be static or leaks might occur: " +
klass.getCanonicalName());
}
}
mLooper = Looper.myLooper();
if (mLooper == null) {
throw new RuntimeException(
"Can't create handler inside thread that has not called Looper.prepare()");
}
mQueue = mLooper.mQueue;
mCallback = callback;
mAsynchronous = async;
}
Handler在構(gòu)造函數(shù)中通過Looper.myLooper()來獲取在當(dāng)前線程中創(chuàng)建的Looper對象(所以在子線程中需要手動寫Looper.prepare(),否則mLooper為null會報(bào)異常。由于主線程會自動創(chuàng)建smainLooper,所以在主線程中實(shí)例化的Handler無需手動創(chuàng)建Looper也不會報(bào)異常。關(guān)于主線程的消息機(jī)制最后會講到)。此外,還獲取了mLooper中的messageQueue對象,并將異步狀態(tài)設(shè)為false。
③Looper.loop():
關(guān)鍵的地方來了
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
final Printer logging = me.mLogging;
if (logging != null) {
logging.println(">>>>> Dispatching to " + msg.target + " " +
msg.callback + ": " + msg.what);
}
final long slowDispatchThresholdMs = me.mSlowDispatchThresholdMs;
final long traceTag = me.mTraceTag;
if (traceTag != 0 && Trace.isTagEnabled(traceTag)) {
Trace.traceBegin(traceTag, msg.target.getTraceName(msg));
}
final long start = (slowDispatchThresholdMs == 0) ? 0 : SystemClock.uptimeMillis();
final long end;
try {
msg.target.dispatchMessage(msg);
end = (slowDispatchThresholdMs == 0) ? 0 : SystemClock.uptimeMillis();
} finally {
if (traceTag != 0) {
Trace.traceEnd(traceTag);
}
}
if (slowDispatchThresholdMs > 0) {
final long time = end - start;
if (time > slowDispatchThresholdMs) {
Slog.w(TAG, "Dispatch took " + time + "ms on "
+ Thread.currentThread().getName() + ", h=" +
msg.target + " cb=" + msg.callback + " msg=" + msg.what);
}
}
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();
}
}
我們可以清晰地看到,loop方法實(shí)際是執(zhí)行的一個死循環(huán)。
在該循環(huán)中,MessageQueue通過調(diào)用next()來獲取Message。
如果msg==null,則跳出該循環(huán)(也意味著此消息隊(duì)列結(jié)束);如果msg不為空,則會執(zhí)行msg.target.dispatchMessage(msg)。這里的target是發(fā)送Message時對應(yīng)的Handler(后面會講到為什么),所以這一句代碼的功能本質(zhì)上是調(diào)用handler.dispatchMessage(msg),也就是將從MessageQueue中讀到的Message通過Handler作分發(fā)操作。
public void dispatchMessage(Message msg) {
if (msg.callback != null) {
handleCallback(msg);
} else {
if (mCallback != null) {
if (mCallback.handleMessage(msg)) {
return;
}
}
handleMessage(msg);
}
}
而dispatchMessage就比較容易理解了,通過判斷有無callback來選擇具體的執(zhí)行方法。在這里就可以看到我們平時繼承Handler最常復(fù)寫的方法--handleMessage(msg)。
剛才談到了Looper.loop()的死循環(huán)中會通過MessageQueue的next()方法來獲取Message,那么我們再深入去看看這個next()方法到底做了些什么。
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;
}
// If first time idle, then get the number of idlers to run.
// Idle handles only run if the queue is empty or if the first message
// in the queue (possibly a barrier) is due to be handled in the future.
if (pendingIdleHandlerCount < 0
&& (mMessages == null || now < mMessages.when)) {
pendingIdleHandlerCount = mIdleHandlers.size();
}
if (pendingIdleHandlerCount <= 0) {
// No idle handlers to run. Loop and wait some more.
mBlocked = true;
continue;
}
if (mPendingIdleHandlers == null) {
mPendingIdleHandlers = new IdleHandler[Math.max(pendingIdleHandlerCount, 4)];
}
mPendingIdleHandlers = mIdleHandlers.toArray(mPendingIdleHandlers);
}
// Run the idle handlers.
// We only ever reach this code block during the first iteration.
for (int i = 0; i < pendingIdleHandlerCount; i++) {
final IdleHandler idler = mPendingIdleHandlers[i];
mPendingIdleHandlers[i] = null; // release the reference to the handler
boolean keep = false;
try {
keep = idler.queueIdle();
} catch (Throwable t) {
Log.wtf(TAG, "IdleHandler threw exception", t);
}
if (!keep) {
synchronized (this) {
mIdleHandlers.remove(idler);
}
}
}
// Reset the idle handler count to 0 so we do not run them again.
pendingIdleHandlerCount = 0;
// While calling an idle handler, a new message could have been delivered
// so go back and look again for a pending message without waiting.
nextPollTimeoutMillis = 0;
}
}
可以發(fā)現(xiàn),next()也是個無限循環(huán)的方法,如果消息隊(duì)列中沒有消息,則會一直阻塞在這里。只有當(dāng)msg != null且now >= msg.when時才會return msg。其中now表示當(dāng)前時間,msg.when表示插入該msg時所指定的期望處理該任務(wù)的時間。如果now < msg.when,表示當(dāng)前消息還未到執(zhí)行它的時間,那么就會計(jì)算時間差并進(jìn)行休眠以等待執(zhí)行時間到來。
此外,mQuitting==true,則會return null,表示關(guān)閉該消息隊(duì)列。
到這里,我們基本上看完了在子線程中開啟消息循環(huán)的大致流程。系統(tǒng)所做的無非就是實(shí)例化一個Looper并將它與當(dāng)前線程綁定,然后將Handler的實(shí)例化對象與Looper進(jìn)行綁定,再在Looper中無限循環(huán)地調(diào)用MessageQueue的next()方法來循環(huán)的讀取Message。如果讀到了Message,則會調(diào)用該Message所綁定的Handler對象來執(zhí)行對應(yīng)的分發(fā)和處理操作。
2.發(fā)送消息
發(fā)送消息抽象的解釋就是通過Handler將Message放入MessageQueue中。對于發(fā)送消息這個操作,Android SDK為我們提供了多種Message構(gòu)造以及Handler發(fā)送的方式。
Message有兩種常用的構(gòu)造方式:new Message()和handler.obtainMessage()。下面貼上源碼來比較二者差別。
以下為Handler.java的部分源碼
public final Message obtainMessage()
{
return Message.obtain(this);
}
public final Message obtainMessage(int what)
{
return Message.obtain(this, what);
}
public final Message obtainMessage(int what, Object obj)
{
return Message.obtain(this, what, obj);
}
public final Message obtainMessage(int what, int arg1, int arg2)
{
return Message.obtain(this, what, arg1, arg2);
}
public final Message obtainMessage(int what, int arg1, int arg2, Object obj)
{
return Message.obtain(this, what, arg1, arg2, obj);
}
可以看到handler的obtainMessage方法的多個重載主要區(qū)別在于給Message添加的參數(shù)上的不同,其內(nèi)部實(shí)現(xiàn)還是得進(jìn)入Message源碼中去查看。
private static final Object sPoolSync = new Object();
private static Message sPool;
private static int sPoolSize = 0;
/** Constructor (but the preferred way to get a Message is to call {@link #obtain() Message.obtain()}).
*/
public Message() {
}
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();
}
public static Message obtain(Handler h) {
Message m = obtain();
m.target = h;
return m;
}
public static Message obtain(Handler h, int what, Object obj) {
Message m = obtain();
m.target = h;
m.what = what;
m.obj = obj;
return m;
}
public static Message obtain(Handler h, int what, int arg1, int arg2) {
Message m = obtain();
m.target = h;
m.what = what;
m.arg1 = arg1;
m.arg2 = arg2;
return m;
}
public static Message obtain(Handler h, int what,
int arg1, int arg2, Object obj) {
Message m = obtain();
m.target = h;
m.what = what;
m.arg1 = arg1;
m.arg2 = arg2;
m.obj = obj;
return m;
}
可以看到,Message的obtain方法的多個重載,本質(zhì)上還是通過無參的obtain方法獲取Message對象,然后把傳入的參數(shù)設(shè)入其中。
仔細(xì)查閱無參obtain方法的實(shí)現(xiàn),我們可以發(fā)現(xiàn)這就是簡單的單鏈表取鏈表頭元素的操作。其首先進(jìn)行了線程同步,即當(dāng)前只有一個線程可以執(zhí)行此方法。然后取出sPool這個鏈表頭所指向的Message對象,并將sPool指向鏈表的下一結(jié)點(diǎn),鏈表長度計(jì)數(shù)減一,然后返回剛剛?cè)〕龅腗essage對象。只有當(dāng)前sPool即鏈表頭為null時才執(zhí)行new Message()方法來構(gòu)造Message對象。
那么問題來了,既然Message是以鏈表的形式存取的,那也應(yīng)該在某處對應(yīng)著插入鏈表的操作才對。仔細(xì)想想一個Message會在什么時候回收并插入鏈表中呢?一定是在Message被處理完之后。那么我們再回過頭去看看Looper的loop方法。
public static void loop() {
省略部分代碼
for (;;) {
!!從MessageQueue中取Message!!
Message msg = queue.next(); // might block
if (msg == null) {
// No message indicates that the message queue is quitting.
return;
}
省略部分代碼
try {
!!調(diào)用Handler處理Message!!
msg.target.dispatchMessage(msg);
end = (slowDispatchThresholdMs == 0) ? 0 : SystemClock.uptimeMillis();
}
省略部分代碼
!!回收Message!!
msg.recycleUnchecked();
}
}
可以看到,通過msg.target.dispatchMessage(msg)完成了對Message的處理,隨后便調(diào)用了msg.recycleUnchecked()來對Message進(jìn)行回收操作。
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++;
}
}
}
不難看出,回收操作中先是清除Message中各類參數(shù)的信息,隨后依然是通過sPoolSync這個鎖進(jìn)行線程同步,最后便是將當(dāng)前Message對象的next指向鏈表頭sPool,再將sPool指向當(dāng)前對象,最后鏈表長度計(jì)數(shù)加一,即完成了一次單鏈表頭插的操作。
小總結(jié)
正如Message構(gòu)造函數(shù)上所提到的,更傾向于通過obtain方法來獲取一個Message對象而不是主動去實(shí)例化一個Message對象。因?yàn)锳ndroid程序是基于事件驅(qū)動的,事件的發(fā)送是一個高頻操作。無論是系統(tǒng)的消息,還是自己發(fā)送的消息,如果每次都實(shí)例化一個新的Message對象,這無疑會對內(nèi)存會構(gòu)成較大的壓力。所以Message才會采用單鏈表的形式在每次使用完之后進(jìn)行回收,并在使用時從鏈表中取出來進(jìn)行復(fù)用。
下面我們再看看Handler是如何發(fā)送Message的。
Handler發(fā)送Message主要有兩種方式:sendMessage(Message msg)h和post(Runnable r)。
public final boolean post(Runnable r)
{
return sendMessageDelayed(getPostMessage(r), 0);
}
public final boolean postAtTime(Runnable r, long uptimeMillis)
{
return sendMessageAtTime(getPostMessage(r), uptimeMillis);
}
public final boolean postAtTime(Runnable r, Object token, long uptimeMillis)
{
return sendMessageAtTime(getPostMessage(r, token), uptimeMillis);
}
public final boolean postDelayed(Runnable r, long delayMillis)
{
return sendMessageDelayed(getPostMessage(r), delayMillis);
}
//將Runnable轉(zhuǎn)化成Message
private static Message getPostMessage(Runnable r) {
Message m = Message.obtain();
m.callback = r;
return m;
}
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);
}
從上面代碼中我們能看到post(Runnable r)實(shí)際上是將Runnable設(shè)置給了Message的callback變量,然后走的還是sendMessage方法。
而sendMessage相關(guān)的一系列操作,主要是通過延遲時長delayMillis和系統(tǒng)當(dāng)前時間來計(jì)算該Message的預(yù)計(jì)處理時間uptimeMillis。
隨后,在enqueueMessage方法中,我們可以看到msg.target = this;這樣一行代碼,這也印證了我們上面提到的Message中的target指的其實(shí)就是發(fā)送它的Handler。再通過queue.enqueueMessage(msg, uptimeMillis)方法,將Message插入到MessageQueue中。
接下來我們再看看MessageQueue具體是如何將Message放進(jìn)消息隊(duì)列中的。
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;
}
兩個關(guān)鍵位置:
①if (p == null || when == 0 || when < p.when)
與這個if判斷相關(guān)的三個條件分別是消息隊(duì)列的頭節(jié)點(diǎn)是否為null;傳入的參數(shù)when是否為0;傳入的參數(shù)when是否小于當(dāng)前消息隊(duì)列頭節(jié)點(diǎn)對應(yīng)的when。三者滿足其一就可將傳入的msg插入到消息隊(duì)列的頭節(jié)點(diǎn)處。
②for (;;)
這個for循環(huán)當(dāng)中執(zhí)行的遍歷鏈表的操作,當(dāng)遍歷到末尾或者when < p.when時,便將msg插入到此位置。
看到這兒也順帶解釋了一個問題:Message插入MessageQueue是順序插入的還是基于某些原則插入的?
答:通過比較msg的參數(shù)when的大小來插入到MessageQueue的對應(yīng)位置。
至此,Handler、MessageQueue、Looper三者的關(guān)系我們就全部梳理了一遍。
PS:主線程的消息循環(huán)
Android的主線程是ActivityThread,其通過在入口main()方法中調(diào)用下面幾行代碼來實(shí)現(xiàn)的消息循環(huán):
//省略部分代碼
Looper.prepareMainLooper();
ActivityThread thread = new ActivityThread();
thread.attach(false);
if (sMainThreadHandler == null) {
sMainThreadHandler = thread.getHandler();
}
//省略部分代碼
Looper.loop();
//省略部分代碼
與子線程相比,區(qū)別主要體現(xiàn)在prepareMainLooper和prepare,以及Handler的生產(chǎn)方式不同上。
那么prepareMainLooper有何特殊呢?
public static void prepareMainLooper() {
prepare(false);
synchronized (Looper.class) {
if (sMainLooper != null) {
throw new IllegalStateException("The main Looper has already been prepared.");
}
sMainLooper = myLooper();
}
}
可以看到,prepareMainLooper其實(shí)也是調(diào)用的prepare方法,只不過參數(shù)為false,表示該線程不允許退出。
主線程上的Handler又有何區(qū)別呢?
ActivityThread內(nèi)部的handler中定義了一組消息類型,主要包含了四大組件的啟動和停止等過程。handler接收到消息后會將邏輯切換到主線程去執(zhí)行,這也就是主線程的消息循環(huán)模型。
public void handleMessage(Message msg) {
if (DEBUG_MESSAGES) Slog.v(TAG, ">>> handling: " + codeToString(msg.what));
switch (msg.what) {
case LAUNCH_ACTIVITY: {
Trace.traceBegin(Trace.TRACE_TAG_ACTIVITY_MANAGER, "activityStart");
final ActivityClientRecord r = (ActivityClientRecord) msg.obj;
r.packageInfo = getPackageInfoNoCheck(r.activityInfo.applicationInfo, r.compatInfo);
handleLaunchActivity(r, null);
Trace.traceEnd(Trace.TRACE_TAG_ACTIVITY_MANAGER);
}
break;
case RELAUNCH_ACTIVITY: {
Trace.traceBegin(Trace.TRACE_TAG_ACTIVITY_MANAGER, "activityRestart");
ActivityClientRecord r = (ActivityClientRecord) msg.obj;
handleRelaunchActivity(r);
Trace.traceEnd(Trace.TRACE_TAG_ACTIVITY_MANAGER);
}
break;
case PAUSE_ACTIVITY:
Trace.traceBegin(Trace.TRACE_TAG_ACTIVITY_MANAGER, "activityPause");
handlePauseActivity((IBinder) msg.obj, false, (msg.arg1 & 1) != 0, msg.arg2, (msg.arg1 & 2) != 0);
maybeSnapshot();
Trace.traceEnd(Trace.TRACE_TAG_ACTIVITY_MANAGER);
break;
case PAUSE_ACTIVITY_FINISHING:
Trace.traceBegin(Trace.TRACE_TAG_ACTIVITY_MANAGER, "activityPause");
handlePauseActivity((IBinder) msg.obj, true, (msg.arg1 & 1) != 0, msg.arg2, (msg.arg1 & 1) != 0);
Trace.traceEnd(Trace.TRACE_TAG_ACTIVITY_MANAGER);
break;
...........
}
}
主線程上Looper一直無限循環(huán)為什么不會造成ANR?
首先我們要明白造成ANR的原因:
①當(dāng)前的事件沒有機(jī)會得到處理(即主線程正在處理前一個事件,沒有及時的完成或者looper被某種原因阻塞住了)
②當(dāng)前的事件正在處理,但沒有及時完成
Android系統(tǒng)是由事件驅(qū)動的,Looper的作用就是在不斷的接收事件、處理事件,如Activity的生命周期或是點(diǎn)擊事件。Looper的無限循環(huán)正是保證了應(yīng)用能持續(xù)運(yùn)行。如果Looper循環(huán)結(jié)束,也代表著應(yīng)用停止。
再回到這個問題,我們可以發(fā)現(xiàn),ANR正是由Looper中那些耗時的事件所造成的,從而導(dǎo)致Looper的消息循環(huán)無法正常進(jìn)行下去。
主線程的死循環(huán)一直運(yùn)行是不是特別消耗CPU資源呢?
其實(shí)不然,這里就涉及到Linux pipe/epoll機(jī)制,簡單說就是在主線程的MessageQueue沒有消息時,便阻塞在loop的queue.next()中的nativePollOnce()方法里,詳情見Android消息機(jī)制1-Handler(Java層),此時主線程會釋放CPU資源進(jìn)入休眠狀態(tài),直到下個消息到達(dá)或者有事務(wù)發(fā)生,通過往pipe管道寫端寫入數(shù)據(jù)來喚醒主線程工作。這里采用的epoll機(jī)制,是一種IO多路復(fù)用機(jī)制,可以同時監(jiān)控多個描述符,當(dāng)某個描述符就緒(讀或?qū)懢途w),則立刻通知相應(yīng)程序進(jìn)行讀或?qū)懖僮?,本質(zhì)同步I/O,即讀寫是阻塞的。 所以說,主線程大多數(shù)時候都是處于休眠狀態(tài),并不會消耗大量CPU資源。
參考文獻(xiàn):
《Android開發(fā)藝術(shù)探索》
《深入理解Android內(nèi)核設(shè)計(jì)思想》
https://www.zhihu.com/question/34652589
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