Handler機(jī)制

前言

前幾天在面試時(shí),被問到了handler機(jī)制相關(guān)的問題,由于之前對handler機(jī)制的了解只是停留在表面,自然也沒有回答的上來。想來面試官確實(shí)很會引導(dǎo),而且比較耐心,是我確實(shí)對handler原理了解的不夠。很感謝他,我下來也專門看了源碼參考了一些文章,于今天記錄一下。
本文主要有關(guān)handler機(jī)制的部分源碼分析,以及handler使用的簡單示例以及handler內(nèi)存泄漏的解決。
如有錯(cuò)誤,敬請指正,感激不盡呀。

正文

定義

什么是handler機(jī)制?

總的來講,handler即是線程間消息傳遞的機(jī)制。
最常見的用途是:由于android規(guī)定子線程不可更新UI,所以通常會在子線程中利用handler將要更新UI的消息傳遞給主線程。

組成
圖片來自百度.png

如上圖所示,handler機(jī)制主要由4個(gè)部分組成(handlerThread是輕量級異步類,屬于對handler類與線程結(jié)合的再次封裝,在這里暫不討論):
這里我將順序打亂,便于將源碼之間的邏輯聯(lián)系起來。
這四個(gè)部分分別是:

1.Message
Message則是線程間通信的數(shù)據(jù)單元,handler會SendMessage,再處理由looper分發(fā)過來的Message。

如何構(gòu)造一個(gè)Message?

 * <p class="note">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.</p>

Message源碼注釋里指出,盡管Message的構(gòu)造器是public的,但仍推薦使用Message.obtain()/Handler.obtainMessage()方法來從可復(fù)用的Message池中獲取一個(gè)實(shí)例。

那么Message維護(hù)了一個(gè)怎樣的Message復(fù)用池呢?
我們先來看下Message.obtain()方法:

    /**
     * Return a new Message instance from the global pool. Allows us to
     * avoid allocating new objects in many cases.
     */
    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();
    }

這里涉及到了三個(gè)變量:

  1. public static final Object sPoolSync = new Object();//對象鎖
  2. private static Message sPool;//復(fù)用池頭部指針
  3. private static int sPoolSize = 0;//復(fù)用池大小

1.鎖對象sPoolSync是static final 的Object,obtain()里通過synchronized對象鎖來進(jìn)行線程同步。
2.而最重要的sPool則是一個(gè)Message復(fù)用池的頭部指針
3.sPoolSize則是Message池的大小。
因此Message.obtain()方法是對消息池進(jìn)行判斷,如果為空(即sPool==null),則返回一個(gè)新Messgae對象,否則將sPool指向的頭Message poll,sPool指向下一個(gè)對象。
所以MessagePool是基于鏈表實(shí)現(xiàn)的。

有obtain(),則自然應(yīng)該有回收的recycle();

    /**
     * Return a Message instance to the global pool.
     * <p>
     * You MUST NOT touch the Message after calling this function because it has
     * effectively been freed.  It is an error to recycle a message that is currently
     * enqueued or that is in the process of being delivered to a Handler.
     * </p>
     */
    public void recycle() {
        if (isInUse()) {
            if (gCheckRecycle) {
                throw new IllegalStateException("This message cannot be recycled because it "
                        + "is still in use.");
            }
            return;
        }
        recycleUnchecked();
    }

recyle()函數(shù)主要是檢查了一下messgae是否正在被使用,如未被使用,則將其回收(這種檢查未必生效,因?yàn)閞ecycleUnchecked()里指出回收的對象仍有可能是in-Use)。注釋里特別指出,對正在隊(duì)列中和正在被分發(fā)給handler的Message回收是錯(cuò)誤的!

再來看一下recycleUnchecked()方法:

    /**
     * Recycles a Message that may be in-use.
     * Used internally by the MessageQueue and Looper when disposing of queued Messages.
     */
    @UnsupportedAppUsage
    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 = UID_NONE;
        workSourceUid = UID_NONE;
        when = 0;
        target = null;
        callback = null;
        data = null;

        synchronized (sPoolSync) {
            if (sPoolSize < MAX_POOL_SIZE) {
                next = sPool;
                sPool = this;
                sPoolSize++;
            }
        }
    }

這個(gè)應(yīng)該沒有什么特別疑問的地方,注釋里也寫的很清楚了,會將標(biāo)志位標(biāo)為正在使用并將其他信息進(jìn)行清除,然后如果MessagePool的大小小于規(guī)定的最大數(shù)量,則將其加到鏈表頭。
MAX_POOL_SIZE在規(guī)定中是 private static final int MAX_POOL_SIZE = 50;

2.handler

 * <p>There are two main uses for a Handler: (1) to schedule messages and
 * runnables to be executed at some point in the future; and (2) to enqueue
 * an action to be performed on a different thread than your own.

這里直接引用handler源碼注釋,總的來講,handler主要的作用是將來自不同線程的消息/動作入隊(duì),以及對未來將要運(yùn)行的消息/動作進(jìn)行調(diào)度處理。

既然前面已經(jīng)寫了Message的構(gòu)造和復(fù)用,那handler就從handler.sendMessage()開始看起吧。

    /**
     * Pushes a message onto the end of the message queue after all pending messages
     * before the current time. It will be received in {@link #handleMessage},
     * in the thread attached to this handler.
     *  
     * @return Returns true if the message was successfully placed in to the 
     *         message queue.  Returns false on failure, usually because the
     *         looper processing the message queue is exiting.
     */
    public final boolean sendMessage(@NonNull Message msg) {
        return sendMessageDelayed(msg, 0);
    }
    public final boolean sendMessageDelayed(@NonNull Message msg, long delayMillis) {
        if (delayMillis < 0) {
            delayMillis = 0;
        }
        return sendMessageAtTime(msg, SystemClock.uptimeMillis() + delayMillis);
    }

實(shí)際最終調(diào)用的是sendMessageAtTime,sendMessage與sendMessageDelayed這兩個(gè)方法沒有什么特別要講的,我們主要看一下sendMessageAtTime方法:

    /**
     * Enqueue a message into the message queue after all pending messages
     * before the absolute time (in milliseconds) <var>uptimeMillis</var>.
     * <b>The time-base is {@link android.os.SystemClock#uptimeMillis}.</b>
     * Time spent in deep sleep will add an additional delay to execution.
     * You will receive it in {@link #handleMessage}, in the thread attached
     * to this handler.
     * 
     * @param uptimeMillis The absolute time at which the message should be
     *         delivered, using the
     *         {@link android.os.SystemClock#uptimeMillis} time-base.
     *         
     * @return Returns true if the message was successfully placed in to the 
     *         message queue.  Returns false on failure, usually because the
     *         looper processing the message queue is exiting.  Note that a
     *         result of true does not mean the message will be processed -- if
     *         the looper is quit before the delivery time of the message
     *         occurs then the message will be dropped.
     */
    public boolean sendMessageAtTime(@NonNull 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);
    }

mQueue即是handler所對應(yīng)的messageQueue,每個(gè)Handler只能對應(yīng)一個(gè)messageQueue。這里判斷如果messageQueue為空,則拋出運(yùn)行時(shí)異常,否則將消息入隊(duì)。需要注意的是:注釋中指出,即使enqueueMessage(queue, msg, uptimeMillis)結(jié)果返回為true,也不意味著message就會被處理,因?yàn)閘ooper可能在消息被分發(fā)之前就退出了,那時(shí)Message將被拋棄。

接下來看一下上面使用到的enqueueMessage方法:

    private boolean enqueueMessage(@NonNull MessageQueue queue, @NonNull Message msg,
            long uptimeMillis) {
        msg.target = this;
        msg.workSourceUid = ThreadLocalWorkSource.getUid();

        if (mAsynchronous) {
            msg.setAsynchronous(true);
        }
        return queue.enqueueMessage(msg, uptimeMillis);
    }

主要是設(shè)置了target和orkSourceUid、mAsynchronous異步標(biāo)志位,然后調(diào)用MessageQueued的enqueueMessage方法將其入隊(duì)。enqueueMessage方法詳見MessageQueue部分。

這里要插播一點(diǎn)代碼:
前面提到Handler要將消息入隊(duì)并且承擔(dān)著處理Messgae的責(zé)任。
那這里就是Handler處理Message的地方了:

    /**
     * Handle system messages here.
     */
    public void dispatchMessage(@NonNull Message msg) {
        if (msg.callback != null) {
            handleCallback(msg);
        } else {
            if (mCallback != null) {
                if (mCallback.handleMessage(msg)) {
                    return;
                }
            }
            handleMessage(msg);
        }
    }

dipatch的意思是分發(fā),這里就是根據(jù)不同情況來對message進(jìn)行處理。
如果msg.callback不為空,則調(diào)用message.callback.run();
如果mCallback不為空,則調(diào)用mCallback.handleMessage(msg)。
msg.callback和mCallback都為空,則調(diào)用handleMessage(msg)方法,這個(gè)方法默認(rèn)是空實(shí)現(xiàn),需要程序員來重寫。

上面提到的mCallback是一個(gè)可設(shè)置的接口

  /**
     * Callback interface you can use when instantiating a Handler to avoid
     * having to implement your own subclass of Handler.
     */
    public interface Callback {
        /**
         * @param msg A {@link android.os.Message Message} object
         * @return True if no further handling is desired
         */
        boolean handleMessage(@NonNull Message msg);
    }

是通過回調(diào)接口來避免實(shí)現(xiàn)一個(gè)handler的子類。

3.MessageQueue
消息隊(duì)列,負(fù)責(zé)存儲handler發(fā)送過來的消息,采用鏈表存儲。

MessageQueue主要看一下上面提到的enqueue方法:

    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;
    }

首先對msg的攜帶的信息進(jìn)行判斷,target為空則沒有對應(yīng)的handler,msg.isInUse()為真則說明msg正在使用,自然都該拋出對應(yīng)的異常。

需要注意的是對消息的入隊(duì)操作是加了同步對象鎖進(jìn)行了同步處理的,mMessages始終指向MessageQueue的鏈表頭,message入隊(duì)時(shí)會根據(jù)when的時(shí)間順序來入隊(duì),如果when==0說明要立即執(zhí)行,則直接將其放到隊(duì)頭,否則遍歷鏈表,根據(jù)when的大小順序插入到相應(yīng)的位置。

4.Looper
循環(huán)器,負(fù)責(zé)循環(huán)從MessageQueue中取消息,并將消息分發(fā)給應(yīng)對其處理的handler。

關(guān)于looper,主要看一下loop方法:

    /**
     * Run the message queue in this thread. Be sure to call
     * {@link #quit()} to end the loop.
     */
    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();

        // Allow overriding a threshold with a system prop. e.g.
        // adb shell 'setprop log.looper.1000.main.slow 1 && stop && start'
        final int thresholdOverride =
                SystemProperties.getInt("log.looper."
                        + Process.myUid() + "."
                        + Thread.currentThread().getName()
                        + ".slow", 0);

        boolean slowDeliveryDetected = false;

        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);
            }
            // Make sure the observer won't change while processing a transaction.
            final Observer observer = sObserver;

            final long traceTag = me.mTraceTag;
            long slowDispatchThresholdMs = me.mSlowDispatchThresholdMs;
            long slowDeliveryThresholdMs = me.mSlowDeliveryThresholdMs;
            if (thresholdOverride > 0) {
                slowDispatchThresholdMs = thresholdOverride;
                slowDeliveryThresholdMs = thresholdOverride;
            }
            final boolean logSlowDelivery = (slowDeliveryThresholdMs > 0) && (msg.when > 0);
            final boolean logSlowDispatch = (slowDispatchThresholdMs > 0);

            final boolean needStartTime = logSlowDelivery || logSlowDispatch;
            final boolean needEndTime = logSlowDispatch;

            if (traceTag != 0 && Trace.isTagEnabled(traceTag)) {
                Trace.traceBegin(traceTag, msg.target.getTraceName(msg));
            }

            final long dispatchStart = needStartTime ? SystemClock.uptimeMillis() : 0;
            final long dispatchEnd;
            Object token = null;
            if (observer != null) {
                token = observer.messageDispatchStarting();
            }
            long origWorkSource = ThreadLocalWorkSource.setUid(msg.workSourceUid);
            try {
                msg.target.dispatchMessage(msg);
                if (observer != null) {
                    observer.messageDispatched(token, msg);
                }
                dispatchEnd = needEndTime ? SystemClock.uptimeMillis() : 0;
            } catch (Exception exception) {
                if (observer != null) {
                    observer.dispatchingThrewException(token, msg, exception);
                }
                throw exception;
            } finally {
                ThreadLocalWorkSource.restore(origWorkSource);
                if (traceTag != 0) {
                    Trace.traceEnd(traceTag);
                }
            }
            if (logSlowDelivery) {
                if (slowDeliveryDetected) {
                    if ((dispatchStart - msg.when) <= 10) {
                        Slog.w(TAG, "Drained");
                        slowDeliveryDetected = false;
                    }
                } else {
                    if (showSlowLog(slowDeliveryThresholdMs, msg.when, dispatchStart, "delivery",
                            msg)) {
                        // Once we write a slow delivery log, suppress until the queue drains.
                        slowDeliveryDetected = true;
                    }
                }
            }
            if (logSlowDispatch) {
                showSlowLog(slowDispatchThresholdMs, dispatchStart, dispatchEnd, "dispatch", 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();
        }
    }

每個(gè)線程的looper存儲在對應(yīng)線程的ThreadLocal中,loop()會不斷循環(huán)調(diào)用messageQueue的next()取出消息,然后分發(fā)給對應(yīng)的taget進(jìn)行dispatch。

截取部分next()源碼:

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;
                }

會發(fā)現(xiàn)大概思路是如果存在異步消息(有同步屏障),則取出異步消息。否則直接取出隊(duì)頭的同步消息。

使用

最常見的使用,這里寫了一個(gè)子線程通知主線程更新ui的demo:

public class MainActivity extends AppCompatActivity {

    private Handler mHandler;//leak
    private static final String TAG = "MainActivity";
    private final static int MSG_CHANGE_TEXT = 0 ;
    private Activity activity ;


    @SuppressLint("HandlerLeak")
    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_main);
        activity=this;
        mHandler = new Handler(){
            @Override
            public void handleMessage(Message msg) {
                super.handleMessage(msg);
                switch (msg.what){
                    case MSG_CHANGE_TEXT:
                        //do somenthing
                        Log.d(TAG,"Get Message i am going to change UI");
                        break;
                    default:
                        break;
                }
            }
        };
        new Thread(new Runnable() {
            @Override
            public void run() {
                Message message1 =Message.obtain();
                message1.what=MSG_CHANGE_TEXT;
                mHandler.sendMessage(message1);
            }
        }).start();
    }
}

我們創(chuàng)建了一個(gè)匿名內(nèi)部類Handler。需注意我們在OnCreate前添加了@SuppressLint("HandlerLeak")注解,是因?yàn)檫@種寫法可能會導(dǎo)致內(nèi)存泄漏,加上一個(gè)注解來忽略Lint錯(cuò)誤。

image.png

為什么會導(dǎo)致內(nèi)存泄漏?
是因?yàn)榍懊鎰?chuàng)建handler的時(shí)候是采用了創(chuàng)建匿名內(nèi)部類的方式,而匿名內(nèi)部類會隱式地持有外部類的引用。
如果handler沒有被釋放,那么作為它所持有的外部引用Activity自然也不會被釋放。
比如用Handler post一個(gè)delay的消息,在消息未發(fā)送前將Activity退出,表面上好像activity應(yīng)該被回收了。實(shí)際handler仍然存活,它的外部引用activity則不會被回收,從而引起內(nèi)存泄漏。

如何解決內(nèi)存泄漏?
解決內(nèi)存泄漏的方法比較推薦的是使用靜態(tài)內(nèi)部類的方式(當(dāng)然也可以用handler.removeCallbacksAndMessages(null),只要程序員不會忘了在對應(yīng)的生命周期調(diào)用并且這種調(diào)用時(shí)機(jī)是正確的),寫了一個(gè)demo如下:

public class MainActivity extends AppCompatActivity {


    private static final String TAG = "MainActivity";
    private final static int MSG_CHANGE_TEXT = 0 ;
    private Activity activity ;
    private MyHandler myHandler;

    private static class MyHandler extends  Handler{
        private WeakReference<MainActivity> mActivity ;
        public MyHandler(@NonNull MainActivity activity){
            mActivity=new WeakReference<>(activity);
        }
        @Override
        public void handleMessage(Message msg) {
            super.handleMessage(msg);
            if(mActivity.get()==null){
                return;
            }
            switch (msg.what){
                case MSG_CHANGE_TEXT:
                    //do somenthing
                    Log.d(TAG,"Get Message i am going to change UI");
                    break;
                default:
                    break;
            }
        }
    }

    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_main);
        myHandler=new MyHandler(this);
        new Thread(new Runnable() {
            @Override
            public void run() {
                Message message1 =Message.obtain();
                message1.what=MSG_CHANGE_TEXT;
                myHandler.sendMessage(message1);
            }
        }).start();
    }
}

主要的思路就是把handler變?yōu)殪o態(tài)內(nèi)部類,靜態(tài)內(nèi)部類不會持有外部類的引用。如果需要在靜態(tài)內(nèi)部類中使用外部類,可以持有一個(gè)外部類的弱引用。

沒有設(shè)置looper?
前面的例子,我們創(chuàng)建主線程初始化handler時(shí)都沒有指定對應(yīng)的looper。為什么我們在主線程里初始化handler的時(shí)候不需要指定looper呢?
我們來看下app的入口(即ActivityThread里的main方法。ActivityThread準(zhǔn)確地說不是主線程,它也并不是一個(gè)線程類。運(yùn)行ActivityThread的才是主線程)

public static void main(String[] args) {
        /......../

        Looper.prepareMainLooper();

        /......../
        ActivityThread thread = new ActivityThread();
        thread.attach(false, startSeq);

        if (sMainThreadHandler == null) {
            sMainThreadHandler = thread.getHandler();
        }

        if (false) {
            Looper.myLooper().setMessageLogging(new
                    LogPrinter(Log.DEBUG, "ActivityThread"));
        }

        // End of event ActivityThreadMain.
        Trace.traceEnd(Trace.TRACE_TAG_ACTIVITY_MANAGER);
        Looper.loop();

        throw new RuntimeException("Main thread loop unexpectedly exited");
    }

實(shí)際上在app啟動時(shí),就已經(jīng)為我們的主線程設(shè)置一個(gè)mainLooper()。

后記

終于寫完這篇了,不過感覺還是有些遺漏的地方,有些過程仍不夠直觀。不過大致思路是有了,有空再修改...
本文參考:
http://www.itdecent.cn/p/b4d745c7ff7a
https://blog.csdn.net/javazejian/article/details/50839443

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