源码解析
Message成员变量静态变量的含义
/**
* 当前事可以序列化的
*/
public final class Message implements Parcelable {
/**
* 用户定义的消息代码,以便接收者(Handler)可以识别这个消息是关于什么的。 每个处理程序(Handle)
* 都有自己的消息代码名称空间,因此您不必担心与其他处理程序(Handler)发生冲突。
*/
public int what;
/**
* 这两个参数,如果用户只需要存储几个整数值,相比较于setData(Bundle)setData(),代价更低
*/
public int arg1;
public int arg2;
/**
* 这是一个发送给接受者的一个随意的数据,如果使用Messager来进行发送数据进行跨进程的通信,那么当前
* 的obj如果实现了Parcelable就一定不能够为空指针,对于其他的数据的传输,我们一般使用setData方法就
* 可以了。但是需要注意的是,对于高于android.os.Build.VERSION_CODES#FROYO的版本,这里的Parcelable
* 对象是不支持的。
**/
public Object obj;
/**
* 可选的Messenger,可以发送对此消息的回复。如何使用的语义取决于发送者和接收者。
*/
public Messenger replyTo;
/*package*/ static final int FLAG_IN_USE = 1 << 0; //标记消息被使用
/*package*/ static final int FLAG_ASYNCHRONOUS = 1 << 1; // 标记消息是异步
/**
* flags表示这个Message有没有在使用,1表示在池中,等待复用,0表示正在被使用
*/
/*package*/ int flags;
/**
* Message发送之后,何时才能被处理
*/
/*package*/ long when;
/**
* Message所携带的数据
*/
/*package*/ Bundle data;
/**
* 表示这个消息被哪个Handler处理 这个就是发送处理message的Handler
*/
/*package*/ Handler target;
/**
* 用Handler.post一个Runnable,这个Runnable也是被包装成Message对象的
*/
/*package*/ Runnable callback;
/**
* 表示下一个可用的消息(记录链表中的下一个元素)
*/
/*package*/ Message next;
/**
* 第一个变量其实就是充当锁的作用,避免多线程争抢资源,导致脏数据
*/
private static final Object sPoolSync = new Object();
/**
* sPool代码消息池的头消息
*/
private static Message sPool;
/**
* sPoolSize表示有多少个可以被重用的对象(消息池中可用的消息个数即没有被使用的Message对象的个数)
* 记录链表长度
*/
private static int sPoolSize = 0;
/**
* 定义队列缓存消息的最大的长度(表示链表的最大长度) Message 对象池中最多保存50个消息对象
*/
private static final int MAX_POOL_SIZE = 50;
/**
* 消息池存放的核心方法
*/
private static boolean gCheckRecycle = true;
}
Message的构造函数
/**
* Constructor (but the preferred way to get a Message is to call {@link #obtain() Message.obtain()}).
* 不建议直接使用当前来创建一个Message对象
*/
public Message() {
}
obtain()系列
/**
* Same as {@link #obtain()}, but copies the values of an existing
* message (including its target) into the new one.
*
* @param orig Original message to copy.
* @return A Message object from the global pool.
*/
public static Message obtain(Message orig) {
Message m = obtain();
m.what = orig.what;
m.arg1 = orig.arg1;
m.arg2 = orig.arg2;
m.obj = orig.obj;
m.replyTo = orig.replyTo;
m.sendingUid = orig.sendingUid;
m.workSourceUid = orig.workSourceUid;
if (orig.data != null) {
m.data = new Bundle(orig.data);
}
m.target = orig.target;
m.callback = orig.callback;
return m;
}
/**
* Same as {@link #obtain()}, but sets the value for the <em>target</em> member on the Message returned.
*
* @param h Handler to assign to the returned Message object's <em>target</em> member.
* @return A Message object from the global pool.
*/
public static Message obtain(Handler h) {
Message m = obtain();
m.target = h;
return m;
}
/**
* Same as {@link #obtain(Handler)}, but assigns a callback Runnable on
* the Message that is returned.
*
* @param h Handler to assign to the returned Message object's <em>target</em> member.
* @param callback Runnable that will execute when the message is handled.
* @return A Message object from the global pool.
*/
public static Message obtain(Handler h, Runnable callback) {
Message m = obtain();
m.target = h;
m.callback = callback;
return m;
}
/**
* Same as {@link #obtain()}, but sets the values for both <em>target</em> and
* <em>what</em> members on the Message.
*
* @param h Value to assign to the <em>target</em> member.
* @param what Value to assign to the <em>what</em> member.
* @return A Message object from the global pool.
*/
public static Message obtain(Handler h, int what) {
Message m = obtain();
m.target = h;
m.what = what;
return m;
}
/**
* Same as {@link #obtain()}, but sets the values of the <em>target</em>, <em>what</em>, and <em>obj</em>
* members.
*
* @param h The <em>target</em> value to set.
* @param what The <em>what</em> value to set.
* @param obj The <em>object</em> method to set.
* @return A Message object from the global pool.
*/
public static Message obtain(Handler h, int what, Object obj) {
Message m = obtain();
m.target = h;
m.what = what;
m.obj = obj;
return m;
}
/**
* Same as {@link #obtain()}, but sets the values of the <em>target</em>, <em>what</em>,
* <em>arg1</em>, and <em>arg2</em> members.
*
* @param h The <em>target</em> value to set.
* @param what The <em>what</em> value to set.
* @param arg1 The <em>arg1</em> value to set.
* @param arg2 The <em>arg2</em> value to set.
* @return A Message object from the global pool.
*/
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;
}
/**
* Same as {@link #obtain()}, but sets the values of the <em>target</em>, <em>what</em>,
* <em>arg1</em>, <em>arg2</em>, and <em>obj</em> members.
*
* @param h The <em>target</em> value to set.
* @param what The <em>what</em> value to set.
* @param arg1 The <em>arg1</em> value to set.
* @param arg2 The <em>arg2</em> value to set.
* @param obj The <em>obj</em> value to set.
* @return A Message object from the global pool.
*/
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;
}
最后的调用obtain()
/**
* Return a new Message instance from the global pool. Allows us to
* avoid allocating new objects in many cases.
*/
public static Message obtain() {
// 加一个锁
synchronized (sPoolSync) {
// 第一次进来的时候 sPool 是null 走下面的 new 一个 Message
// 注意 只有当 Message 第一次发生回收之后 sPool才会有值 看recycle()-->recycleUnchecked();
if (sPool != null) {
Message m = sPool; // 将上一个使用过的 Message 复用 这个就是链表的头部保存的那个消息对象
sPool = m.next; // 将当前的下一个作为链表的头部
m.next = null; // 重置当前取出来的
m.flags = 0; // clear in-use flag
sPoolSize--; // 从池子里面取出一个数据
return m;
}
}
// 创建一个 Message
return new Message();
}
消息的回收
/**
* 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();
}
/**
* 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) { // 加一把锁
if (sPoolSize < MAX_POOL_SIZE) { // 池子里面还有空间
next = sPool; // 将回收的对象添加到链表的头部
sPool = this;
sPoolSize++; // 记录一下池子的数量
}
}
}
什么时候调用的回收
总结
- Message的消息池原来是一个链表
- 每一个Message 对象通过next指向下一个Message(最后一个Message的next为null)形成一个链表,Message对象就成了一个可用的Message池。
- 消息池是一些回收的对象,也就是说Message对象是在回收的时候将其添加到链表中的。
-
private static Message sPool; 这个是static的😯 。
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