Android Handler消息派發(fā)機(jī)制源碼分析
注:這里只是說一下sendmessage的一個(gè)過程,post就類似的
如果我們需要發(fā)送消息,會(huì)調(diào)用sendMessage方法
public final boolean sendMessage(Message msg)
{
return sendMessageDelayed(msg, 0);
}
這個(gè)方法會(huì)調(diào)用如下的這個(gè)方法
public final boolean sendMessageDelayed(Message msg, long delayMillis)
{
if (delayMillis < 0) {
delayMillis = 0;
}
return sendMessageAtTime(msg, SystemClock.uptimeMillis() + delayMillis);
}
接下來(lái)設(shè)定延遲時(shí)間,然后繼續(xù)調(diào)用sendMessageAtTime方法
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);
}
這里獲得了消息隊(duì)列,檢查隊(duì)列是否存在,然后返回enqueMessage的方法的執(zhí)行結(jié)果,這個(gè)結(jié)果是說明消息能否進(jìn)入隊(duì)列的一個(gè)布爾值
private boolean enqueueMessage(MessageQueue queue, Message msg, long uptimeMillis) {
msg.target = this;
if (mAsynchronous) {
msg.setAsynchronous(true);
}
return queue.enqueueMessage(msg, uptimeMillis);
}
這里是對(duì)消息進(jìn)行入隊(duì)處理,下面就是在MessageQueue中對(duì)消息進(jìn)行入隊(duì)
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;
}
就是對(duì)傳遞過來(lái)的消息進(jìn)行一些封裝然后放到隊(duì)列中,至此我們的sendMessage處理完畢,返回的結(jié)果是進(jìn)隊(duì)是否成功的布爾值,那么究竟消息之后是如何被處理的呢?
我們可以看到在Handler構(gòu)造的時(shí)候記錄了一個(gè)Looper對(duì)象,也記錄了一個(gè)回掉函數(shù)
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;
}
這里的myLooper方法返回的是當(dāng)前線程關(guān)聯(lián)的一個(gè)Looper對(duì)象
public static @Nullable Looper myLooper() {
return sThreadLocal.get();
}
當(dāng)Looper實(shí)例化了以后會(huì)執(zhí)行自己的prepare方法然后執(zhí)行l(wèi)oop方法,loop方法就是不斷的讀取消息隊(duì)列中的消息然后執(zhí)行相應(yīng)的操作的方法,因?yàn)槭窃谄渌€程中執(zhí)行的循環(huán)所以不會(huì)影響其他線程
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
Printer logging = me.mLogging;
if (logging != null) {
logging.println(">>>>> Dispatching to " + msg.target + " " +
msg.callback + ": " + msg.what);
}
msg.target.dispatchMessage(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();
}
}
在循環(huán)中如果讀取到了消息,就會(huì)執(zhí)行dispatchMessage方法,然后分派完消息之后再執(zhí)行一次recycleUnchecked方法來(lái)重用這個(gè)Message,我們看到dispatchMessage方法
public void dispatchMessage(Message msg) {
if (msg.callback != null) {
handleCallback(msg);
} else {
if (mCallback != null) {
if (mCallback.handleMessage(msg)) {
return;
}
}
handleMessage(msg);
}
}
這里看到直接執(zhí)行了一個(gè)handlerMessage方法,這個(gè)方法是一個(gè)回調(diào)方法,我們是必須實(shí)現(xiàn)的,否則Handler什么都不會(huì)做,為什么呢?還記得剛剛說構(gòu)造Handler的時(shí)候我們記錄了一個(gè)CallBack的回掉嗎?Handler中的這個(gè)handlerMessage方法是一個(gè)空方法,如果我們重寫了這個(gè)方法,在回調(diào)的時(shí)候就會(huì)執(zhí)行我們先寫下的代碼,也就是接收到消息之后要做什么。
public interface Callback {
public boolean handleMessage(Message msg);
}
public void handleMessage(Message msg) {
}
這里簡(jiǎn)單說下整個(gè)過程:
當(dāng)我們實(shí)例化一個(gè)Handler的子類并重寫handleMessage方法之后,這個(gè)時(shí)候系統(tǒng)已經(jīng)幫我們做了幾個(gè)事情
1.實(shí)例化了一個(gè)消息隊(duì)列MessageQueue
2.實(shí)例化了一個(gè)關(guān)聯(lián)的Looper對(duì)象,并讓Looper不斷的讀取消息隊(duì)列
3.把我們重寫的handleMessage方法記錄為我們需要回調(diào)的方法
當(dāng)我們執(zhí)行Handler的sendMessage方法的時(shí)候,系統(tǒng)會(huì)把我們傳過去的Message對(duì)象添加到消息隊(duì)列,這個(gè)時(shí)候如果Looper讀取到了消息,就會(huì)把消息派發(fā)出去,然后回調(diào)handleMessage方法,執(zhí)行我們?cè)O(shè)定的代碼。
以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。
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