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iOS自动释放池的底层原理

iOS自动释放池的底层原理

作者: 希尔罗斯沃德_董 | 来源:发表于2021-08-28 18:24 被阅读0次

    什么是自动释放池

    点击参考官方文档

    自动释放池底层原理

    常见问题:

    1、临时变量什么时候释放?
    2、自动释放池的底层结构是什么样的?
    3、自动释放池能否嵌套调用?

    底层结构
    • 通过源码观察自动释放池的底层结构。自动释放池本身也是一个对象:
    struct AutoreleasePoolPageData
    {
    #if SUPPORT_AUTORELEASEPOOL_DEDUP_PTRS
        struct AutoreleasePoolEntry {
            uintptr_t ptr: 48;
            uintptr_t count: 16;
    
            static const uintptr_t maxCount = 65535; // 2^16 - 1
        };
        static_assert((AutoreleasePoolEntry){ .ptr = MACH_VM_MAX_ADDRESS }.ptr == MACH_VM_MAX_ADDRESS, "MACH_VM_MAX_ADDRESS doesn't fit into AutoreleasePoolEntry::ptr!");
    #endif
    
        magic_t const magic;
        __unsafe_unretained id *next;
        pthread_t const thread;
        AutoreleasePoolPage * const parent;
        AutoreleasePoolPage *child;
        uint32_t const depth;
        uint32_t hiwat;
    
        AutoreleasePoolPageData(__unsafe_unretained id* _next, pthread_t _thread, AutoreleasePoolPage* _parent, uint32_t _depth, uint32_t _hiwat)
            : magic(), next(_next), thread(_thread),
              parent(_parent), child(nil),
              depth(_depth), hiwat(_hiwat)
        {
        }
    };
    

    magic_t const magic; //用来校验AutoreleasePoolPage的结构是否完整
    __unsafe_unretained id *next;//指向新添加的autorelease对象的下一个,初始化时指向begin();
    pthread_t const thread;//指向当前线程
    AutoreleasePoolPage * const parent;//指向父节点,第一个节点的parent为nil;
    AutoreleasePoolPage *child;//指向当前子节点,最后一个节点的chil为nil;
    uint32_t const depth;//代表深度,从0开始,往后递增1;
    uint32_t hiwat;// 代表high water mark最大入栈数量标记

    AutoreleasePoolPage继承自AutoreleasePoolPageData。它的结构体如下:

    class AutoreleasePoolPage : private AutoreleasePoolPageData
    {
        friend struct thread_data_t;
    
    public:
        static size_t const SIZE =
    #if PROTECT_AUTORELEASEPOOL
            PAGE_MAX_SIZE;  // must be multiple of vm page size
    #else
            PAGE_MIN_SIZE;  // size and alignment, power of 2
    #endif
        
    private:
        static pthread_key_t const key = AUTORELEASE_POOL_KEY;
        static uint8_t const SCRIBBLE = 0xA3;  // 0xA3A3A3A3 after releasing
        static size_t const COUNT = SIZE / sizeof(id);
        static size_t const MAX_FAULTS = 2;
    
        // EMPTY_POOL_PLACEHOLDER is stored in TLS when exactly one pool is 
        // pushed and it has never contained any objects. This saves memory 
        // when the top level (i.e. libdispatch) pushes and pops pools but 
        // never uses them.
    #   define EMPTY_POOL_PLACEHOLDER ((id*)1)
    
    #   define POOL_BOUNDARY nil
     id * begin() {
            return (id *) ((uint8_t *)this+sizeof(*this));
        }
    
        id * end() {
            return (id *) ((uint8_t *)this+SIZE);
        }
    
        bool empty() {
            return next == begin();
        }
    
        bool full() { 
            return next == end();
        }
    
        bool lessThanHalfFull() {
            return (next - begin() < (end() - begin()) / 2);
        }
    ...
    }
    
    • 关于自动释放池的结构,可以从源码的注释来解读:
     A thread's autorelease pool is a stack of pointers. Each pointer is either an object to release, or POOL_BOUNDARY which is an autorelease pool boundary. A pool token is a pointer to the POOL_BOUNDARY for that pool. When the pool is popped, every object hotter than the sentinel is released. The stack is divided into a doubly-linked list of pages. Pages are added and deleted as necessary. Thread-local storage points to the hot page, where newly autoreleased objects are stored.
    

    翻译过来就是线程的自动释放池是一个指针堆栈。每个指针要么是一个要释放的对象,要么是POOL_BOUNDARY自动释放池边界(也就是哨兵对象)。池的token是指向该池的POOL_BOUNDARY的指针。当池进行pop时,每个比哨兵(POOL_BOUNDARY)活跃(因为是栈,所以后进先出,哨兵对象是栈底位置)的对象都被释放。堆栈被分成一个双链接的页(AutoreleasePoolPage)列表。页面添加并在必要时删除。新自动释放的对象存储存储的页是hotPage,线程局部存储指向hotPage。根据描述,得出如下结构图:


    自动释放池.jpg
    对象添加push流程

    自动释放对象添加进入自动释放池其实就是进行压榨push操作,主要就是在AutoreleasePoolPage::push()方法进行的,其源码如下:

     static inline void *push() 
        {
            id *dest;
            if (slowpath(DebugPoolAllocation)) {
                // Each autorelease pool starts on a new pool page.
                dest = autoreleaseNewPage(POOL_BOUNDARY);
            } else {
                dest = autoreleaseFast(POOL_BOUNDARY);
            }
            ASSERT(dest == EMPTY_POOL_PLACEHOLDER || *dest == POOL_BOUNDARY);
            return dest;
        }
     static inline id *autoreleaseFast(id obj)
        {
            AutoreleasePoolPage *page = hotPage();
            if (page && !page->full()) {
                return page->add(obj);
            } else if (page) {
                return autoreleaseFullPage(obj, page);
            } else {
                return autoreleaseNoPage(obj);
            }
        }
    

    正常都会走autoreleaseFast流程,POOL_BOUNDARY是个哨兵对象。autoreleaseFast方法中主要就是先判断有没有已存在的page,没有的话就调用autoreleaseNoPage方法;有的话判断当前page是否已满,已满走autoreleaseFullPage;未满走add。
    根据源码总结push操作流程如下:
    1、第一次进来,且传入的是POOL_BOUNDARY(哨兵对象) 的时候,会判断当前线程是否已经创建AutoreleasePoolPage,如果没有,就会从当前线程获取一个占位的释放池(autoreleaseFast->autoreleaseNoPage),然后返回哨兵对象地址(这个地址在后面pod方法传回来:

       if (obj == POOL_BOUNDARY  &&  !DebugPoolAllocation) {
                // We are pushing a pool with no pool in place,
                // and alloc-per-pool debugging was not requested.
                // Install and return the empty pool placeholder.
                return setEmptyPoolPlaceholder();
            }
    static inline id* setEmptyPoolPlaceholder()
        {
            ASSERT(tls_get_direct(key) == nil);
            tls_set_direct(key, (void *)EMPTY_POOL_PLACEHOLDER);
            return EMPTY_POOL_PLACEHOLDER;
        }
     // EMPTY_POOL_PLACEHOLDER is stored in TLS when exactly one pool is 
        // pushed and it has never contained any objects. This saves memory 
        // when the top level (i.e. libdispatch) pushes and pops pools but 
        // never uses them.
    #   define EMPTY_POOL_PLACEHOLDER ((id*)1)
    

    2、如果第一进来且传入的不是一个POOL_BOUNDARY,而是真正的对象(比如对象调用autorelease方法),则手动创建一个AutoreleasePoolPage,并且把POOL_BOUNDARY第一个压栈,然后把对象指针压栈,然后返回哨兵对象地址(这个地址在后面pod方法传回来):

      // Install the first page.
            AutoreleasePoolPage *page = new AutoreleasePoolPage(nil);
            setHotPage(page);
            
            // Push a boundary on behalf of the previously-placeholder'd pool.
            if (pushExtraBoundary) {
                page->add(POOL_BOUNDARY);
            }
            
            // Push the requested object or pool.
            return page->add(obj);
    

    3、不是第一次进来的话,且当前hotPage还未压满时,直接压榨:

    if (page && !page->full()) {
                return page->add(obj);
            }
    

    4、如果当前hotPage已满,则创建新的page,新的page置为之前hotPage的child,hotPage置为新page的perent,然后把新的page设置成hotPage。然后把obj直接压到新的page中,这里不需要像第一个page那样需要哨兵对象,添加对象之后返回next:

        id *autoreleaseFullPage(id obj, AutoreleasePoolPage *page)
        {
            // The hot page is full. 
            // Step to the next non-full page, adding a new page if necessary.
            // Then add the object to that page.
            ASSERT(page == hotPage());
            ASSERT(page->full()  ||  DebugPoolAllocation);
    
            do {
                if (page->child) page = page->child;
                else page = new AutoreleasePoolPage(page);
            } while (page->full());
    
            setHotPage(page);
            return page->add(obj);
        }
    
    对象出战pop流程

    pop操作主要在方法AutoreleasePoolPage::pop()中进行的。pop操作流程主要做如下几件事情:
    1、容错处理,比如盘空、异常等处理;
    2、如果自动释放池正常,会调用popPage方法进行真正的出栈,先是把对象一个个出栈,然后一个个调用release方法(popPage->releaseUntil):

     page->releaseUntil(stop);
    
        void releaseUntil(id *stop) 
        {
            // Not recursive: we don't want to blow out the stack 
            // if a thread accumulates a stupendous amount of garbage
            
            while (this->next != stop) {
                // Restart from hotPage() every time, in case -release 
                // autoreleased more objects
                AutoreleasePoolPage *page = hotPage();
    
                // fixme I think this `while` can be `if`, but I can't prove it
                while (page->empty()) {
                    page = page->parent;
                    setHotPage(page);
                }
    
                page->unprotect();
    #if SUPPORT_AUTORELEASEPOOL_DEDUP_PTRS
                AutoreleasePoolEntry* entry = (AutoreleasePoolEntry*) --page->next;
    
                // create an obj with the zeroed out top byte and release that
                id obj = (id)entry->ptr;
                int count = (int)entry->count;  // grab these before memset
    #else
                id obj = *--page->next;
    #endif
                memset((void*)page->next, SCRIBBLE, sizeof(*page->next));
                page->protect();
    
                if (obj != POOL_BOUNDARY) {
    #if SUPPORT_AUTORELEASEPOOL_DEDUP_PTRS
                    // release count+1 times since it is count of the additional
                    // autoreleases beyond the first one
                    for (int i = 0; i < count + 1; i++) {
                        objc_release(obj);
                    }
    #else
                    objc_release(obj);
    #endif
                }
            }
    
            setHotPage(this);
    
    #if DEBUG
            // we expect any children to be completely empty
            for (AutoreleasePoolPage *page = child; page; page = page->child) {
                ASSERT(page->empty());
            }
    #endif
        }
    

    stop指针是自动释放池创建时的栈底地址(哨兵对象地址),由pop(stop)方法调用时返回,这样就可以把stop之后的对象一个个pop出来,然后调用release方法释放引用计数。
    4、把各个page的对象释放完之后,就开始清理page链表:

        static void
        popPage(void *token, AutoreleasePoolPage *page, id *stop)
        {
            if (allowDebug && PrintPoolHiwat) printHiwat();
    
            page->releaseUntil(stop);
    
            // memory: delete empty children
            if (allowDebug && DebugPoolAllocation  &&  page->empty()) {
                // special case: delete everything during page-per-pool debugging
                AutoreleasePoolPage *parent = page->parent;
                page->kill();
                setHotPage(parent);
            } else if (allowDebug && DebugMissingPools  &&  page->empty()  &&  !page->parent) {
                // special case: delete everything for pop(top)
                // when debugging missing autorelease pools
                page->kill();
                setHotPage(nil);
            } else if (page->child) {
                // hysteresis: keep one empty child if page is more than half full
                if (page->lessThanHalfFull()) {
                    page->child->kill();
                }
                else if (page->child->child) {
                    page->child->child->kill();
                }
            }
        }
    

    自动释放池创建和销毁时机

    在ARC环境下,在主线程中,会默认创建一些Runloop。

    • 默认runloop的创建和销毁时机为:

    第一次创建:启动runloop时
    最后一次销毁:runloop退出时
    其他时候的创建和销毁:当runloop即将进行休眠状态时会销毁旧的释放池,并创建一个新的释放池。

    • 如果是我们手动创建的runloop则是在超过它的作用域的时候销毁。

    什么时候需要自动释放池

    • 写给予命令行的程序时,就是没有UI框架;
    • 写循环,循环里边包含了大量临时创建的对象;
    • 创建了新的线程;
    • 长时间在后台运行的任务;
    • 合理运用自动释放池,可以降低程序的内存峰值,异步的方式将文件保存在磁盘(SDWebimage里边异步保存图片到磁盘,类似的占用内存的操作);

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