参照改编 : http://www.cnblogs.com/xirihanlin/archive/2011/04/11/2012746.html
对于这部分的内容,将分成4小节来描述:
1.职责与关系
2.消息循环
3.线程与更新
4.几点小结
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1) 接下来,我们开始这部分的内容,首先了解一下各自的职责及相互之间的关系。
职责
Message:消息,其中包含了消息ID,消息处理对象以及处理的数据等,由MessageQueue统一列队,终由Handler处理。
Handler:处理者,负责Message的发送及处理。使用Handler时,需要实现handleMessage(Message msg)方法来对特定的Message进行处理,例如更新UI等。
MessageQueue:消息队列,用来存放Handler发送过来的消息。与链表相似,由messge.next属性相连。当然,存放Message并非实际意义的保存,而是将Message以链表的方式串联起来的,等待Looper的抽取。
Looper:消息泵,不断地从MessageQueue中抽取Message执行。因此,一个MessageQueue需要一个Looper。
Thread:线程,负责调度整个消息循环,即消息循环的执行场所。
关系
Handler,Looper和MessageQueue就是简单的三角关系。Looper和MessageQueue一一对应,创建一个Looper的同时,会创建一个MessageQueue。而Handler与它们的关系,只是简单的聚集关系,即Handler里会引用当前线程里的特定Looper和MessageQueue。
这样说来,多个Handler都可以共享同一Looper和MessageQueue了。当然,这些Handler也就运行在同一个线程里。不同线程可以使用同一个mHandler变量,在其他线程中可以 mHandler.sendMessage(msg),即可将msg压入到定义mHandler的那个线程的MessageQueue中。
2 ) 接下来,我们简单地看一下消息的循环过程: 生成
Message msg = mHandler.obtainMessage(); msg.what = what; msg.sendToTarget();
In Handler.class
public final Message obtainMessage() { return Message.obtain(this); }
In Message.class
public static Message obtain(Handler h) { Message m = obtain(); m.target = h; return m; }
In Message.class
public void sendToTarget() { target.sendMessage(this); }
In Handler.class
public final boolean sendMessage(Message msg) { return sendMessageDelayed(msg, 0); } /** * Enqueue a message into the message queue after all pending messages * before (current time + delayMillis). You will receive it 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. 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 final boolean sendMessageDelayed(Message msg, long delayMillis) { if (delayMillis < 0) { delayMillis = 0; } return sendMessageAtTime(msg, SystemClock.uptimeMillis() + delayMillis); } /** * 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> * 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(Message msg, long uptimeMillis) { boolean sent = false; MessageQueue queue = mQueue; if (queue != null) { msg.target = this; sent = queue.enqueueMessage(msg, uptimeMillis); } else { RuntimeException e = new RuntimeException( this + " sendMessageAtTime() called with no mQueue"); Log.w("Looper", e.getMessage(), e); } return sent; }
加入MessageQueue,在MessageQueue中的排序
In MessageQueue.class
final boolean enqueueMessage(Message msg, long when) { if (msg.when != 0) { throw new AndroidRuntimeException(msg + " This message is already in use."); } if (msg.target == null && !mQuitAllowed) { throw new RuntimeException("Main thread not allowed to quit"); } synchronized (this) { if (mQuiting) { RuntimeException e = new RuntimeException( msg.target + " sending message to a Handler on a dead thread"); Log.w("MessageQueue", e.getMessage(), e); return false; } else if (msg.target == null) { mQuiting = true; } msg.when = when; //Log.d("MessageQueue", "Enqueing: " + msg); Message p = mMessages; if (p == null || when == 0 || when < p.when) { msg.next = p; mMessages = msg; this.notify(); } else { Message prev = null; while (p != null && p.when <= when) { prev = p; p = p.next; } msg.next = prev.next; prev.next = msg; this.notify(); } } return true; }可以看到,排序的方法是:根据msg.when排序,如果现在就要执行的,就排在最前面;否则,就插入到适当的位置,相似与 链表的排序 规则
抽取
In Looper.class
Looper me = myLooper(); MessageQueue queue = me.mQueue; while (true) { Message msg = queue.next(); // might block if (msg != null) { if (msg.target == null) { // No target is a magic identifier for the quit message. return; } msg.target.dispatchMessage(msg); msg.recycle(); } }
/** * Return the Looper object associated with the current thread. Returns * null if the calling thread is not associated with a Looper. */ public static final Looper myLooper() { return (Looper)sThreadLocal.get(); }
处理
In Handler.class
/** * Handle system messages here. */ public void dispatchMessage(Message msg) { if (msg.callback != null) { handleCallback(msg); } else { if (mCallback != null) { if (mCallback.handleMessage(msg)) { return; } } handleMessage(msg); } }
在Handler.java的dispatchMessage(Message msg)方法里,其中的一个分支就是调用handleMessage方法来处理这条Message,而这也正是我们在职责处描述使用Handler时需要实现handleMessage(Message msg)的原因。
至于dispatchMessage方法中的另外一个分支handlerCallback(msg),用方法handler.post(runnable)时,运行这个分支:
In Handler.class
/** * Causes the Runnable r to be added to the message queue. * The runnable will be run on the thread to which this handler is * attached. * * @param r The Runnable that will be executed. * * @return Returns true if the Runnable 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 post(Runnable r) { return sendMessageDelayed(getPostMessage(r), 0); } private final Message getPostMessage(Runnable r) { Message m = Message.obtain(); m.callback = r; return m; }
private final void handleCallback(Message message) { message.callback.run(); }注意,此时message.callback.run()方法,而不是new Thread(message.callback.).start().因此,还是在 MainThread中运行callback
至此,我们看到,一个Message经由Handler的发送,MessageQueue的入队,Looper的抽取,又再一次地回到Handler的怀抱。而绕的这一圈,也正好帮助我们将同步操作变成了异步操作。
3 )剩下的部分,我们将讨论一下 Handler 所处的线程及更新 UI 的方式。 在主线程(UI线程)里,如果创建Handler时不传入Looper对象,那么将直接使用主线程(UI线程)的Looper对象(系统已经帮我们创建了);在其它线程里,如果创建Handler时不传入Looper对象,那么,这个Handler将不能接收处理消息。在这种情况下,通用的作法是:
class LooperThread extends Thread { public Handler mHandler; public void run() { Looper.prepare(); mHandler = new Handler() { public void handleMessage(Message msg) { // process incoming messages here } }; Looper.loop(); } }
原因是:在prepare()中,为当前线程创建了一个Looper 和 MessageQueue,并保存在 ThreadLocal对象中(ThreadLocal对象保存的是当前线程的局部变量,是与该线程相对应的),再loop(),即可为不断抽取当前线程的messge.
public static final void prepare() { if (sThreadLocal.get() != null) { throw new RuntimeException("Only one Looper may be created per thread"); } sThreadLocal.set(new Looper()); }
private Looper() { mQueue = new MessageQueue(); mRun = true; mThread = Thread.currentThread(); }
sThreadLocal.set(new Looper()),为当前线程创建对应的Looper对象,并存储起来
关于ThreadLocal : http://blog.csdn.net/qjyong/article/details/2158097
在创建Handler之前,为该线程准备好一个Looper(Looper.prepare),然后让这个Looper跑起来(Looper.loop),抽取Message,这样,Handler才能正常工作。
因此,Handler处理消息总是在创建Handler的线程里运行。而我们的消息处理中,不乏更新UI的操作,不正确的线程直接更新UI将引发异常。因此,需要时刻关心Handler在哪个线程里创建的。
如何更新UI才能不出异常呢?SDK告诉我们,有以下4种方式可以从其它线程访问UI线程:
· Activity.runOnUiThread(Runnable)
· View.post(Runnable)
· View.postDelayed(Runnable, long)
· Handler
其中,重点说一下的是View.post(Runnable)方法。在post(Runnable action)方法里,View获得当前线程(即UI线程)的Handler,然后将action对象post到Handler里。在Handler里,它将传递过来的action对象包装成一个Message(Message的callback为action),然后将其投入UI线程的消息循环中。在Handler再次处理该Message时,有一条分支(未解释的那条)就是为它所设,直接调用runnable的run方法。而此时,已经路由到UI线程里,因此,我们可以毫无顾虑的来更新UI。
4) 几点小结
· Handler的处理过程运行在创建Handler的线程里
· 一个Looper对应一个MessageQueue
· 一个线程对应一个Looper
· 一个Looper可以对应多个Handler
· 不确定当前线程时,更新UI时尽量调用post方法
以View.Click事件为例子,其步骤如下:onTouchEvent ----> Action_Up --->handler. post(new PerformClick()) , class PerformClick implements Runnable{ view.click;} ----> messageQueue.enqueue(msg) ----> Looper.loop() ------> msg.target.dispathMessage() -------> performClick.run();
/** * Implement this method to handle touch screen motion events. * * @param event The motion event. * @return True if the event was handled, false otherwise. */ public boolean onTouchEvent(MotionEvent event) { final int viewFlags = mViewFlags; if ((viewFlags & ENABLED_MASK) == DISABLED) { // A disabled view that is clickable still consumes the touch // events, it just doesn't respond to them. return (((viewFlags & CLICKABLE) == CLICKABLE || (viewFlags & LONG_CLICKABLE) == LONG_CLICKABLE)); } if (mTouchDelegate != null) { if (mTouchDelegate.onTouchEvent(event)) { return true; } } if (((viewFlags & CLICKABLE) == CLICKABLE || (viewFlags & LONG_CLICKABLE) == LONG_CLICKABLE)) { switch (event.getAction()) { case MotionEvent.ACTION_UP: boolean prepressed = (mPrivateFlags & PREPRESSED) != 0; if ((mPrivateFlags & PRESSED) != 0 || prepressed) { // take focus if we don't have it already and we should in // touch mode. boolean focusTaken = false; if (isFocusable() && isFocusableInTouchMode() && !isFocused()) { focusTaken = requestFocus(); } if (!mHasPerformedLongPress) { // This is a tap, so remove the longpress check removeLongPressCallback(); // Only perform take click actions if we were in the pressed state if (!focusTaken) { // Use a Runnable and post this rather than calling // performClick directly. This lets other visual state // of the view update before click actions start. if (mPerformClick == null) { mPerformClick = new PerformClick(); } if (!post(mPerformClick)) { performClick(); } } } if (mUnsetPressedState == null) { mUnsetPressedState = new UnsetPressedState(); } if (prepressed) { mPrivateFlags |= PRESSED; refreshDrawableState(); postDelayed(mUnsetPressedState, ViewConfiguration.getPressedStateDuration()); } else if (!post(mUnsetPressedState)) { // If the post failed, unpress right now mUnsetPressedState.run(); } removeTapCallback(); } break; case MotionEvent.ACTION_DOWN: if (mPendingCheckForTap == null) { mPendingCheckForTap = new CheckForTap(); } mPrivateFlags |= PREPRESSED; mHasPerformedLongPress = false; postDelayed(mPendingCheckForTap, ViewConfiguration.getTapTimeout()); break; case MotionEvent.ACTION_CANCEL: mPrivateFlags &= ~PRESSED; refreshDrawableState(); removeTapCallback(); break; case MotionEvent.ACTION_MOVE: final int x = (int) event.getX(); final int y = (int) event.getY(); // Be lenient about moving outside of buttons int slop = mTouchSlop; if ((x < 0 - slop) || (x >= getWidth() + slop) || (y < 0 - slop) || (y >= getHeight() + slop)) { // Outside button removeTapCallback(); if ((mPrivateFlags & PRESSED) != 0) { // Remove any future long press/tap checks removeLongPressCallback(); // Need to switch from pressed to not pressed mPrivateFlags &= ~PRESSED; refreshDrawableState(); } } break; } return true; } return false; }
private final class PerformClick implements Runnable { public void run() { performClick(); } }
/** * Call this view's OnClickListener, if it is defined. * * @return True there was an assigned OnClickListener that was called, false * otherwise is returned. */ public boolean performClick() { sendAccessibilityEvent(AccessibilityEvent.TYPE_VIEW_CLICKED); if (mOnClickListener != null) { playSoundEffect(SoundEffectConstants.CLICK); mOnClickListener.onClick(this); return true; } return false; }
理解了这些其实就不难想象ANR是如何实现的了。当用户执行操作(比如点击了一个按钮)系统会生成一个Message对象,把用户操作的信息写入Message对象,并把这个Message对象压入MessageQueue队列的头部。系统过一段时间(一般是五秒)后会再来检查,刚刚放入的信息是不是已经被处理了,如果信息还在队列中就表明。处理前面信息的过程当中发生的阻塞,用户的操作没有及时得到响应。系统弹出ANR对话框。
作个总结:
因为UI线程需要保持一直运行的状态,所以要有一个循环保持这个线程不会死掉,但这个线程又必需阻塞,以减少cpu的消耗。android中的这个循环就是通过Looper实现的。有了这个 Looper,Looper就占据了整个线程,导致所有的方法想在些线程中运行就必需通过这个Looper,所以要有个方法可以进入这个Looper的内部。MessageQueue就担当了这个通道 的角色。Message担当了集合的角色。所有在UI线程中运行的方法都必需通过MessageQueue进入Looper内部,不管 是用户定义的方法还是系统事件包括onCreate(),onStop(),用户点击事件etc..
final Message next() { boolean tryIdle = true; while (true) { long now; Object[] idlers = null; // Try to retrieve the next message, returning if found. synchronized (this) { now = SystemClock.uptimeMillis(); Message msg = pullNextLocked(now); if (msg != null) return msg; if (tryIdle && mIdleHandlers.size() > 0) { idlers = mIdleHandlers.toArray(); } } // There was no message so we are going to wait... but first, // if there are any idle handlers let them know. boolean didIdle = false; if (idlers != null) { for (Object idler : idlers) { boolean keep = false; try { didIdle = true; keep = ((IdleHandler)idler).queueIdle(); } catch (Throwable t) { Log.wtf("MessageQueue", "IdleHandler threw exception", t); } if (!keep) { synchronized (this) { mIdleHandlers.remove(idler); } } } } // While calling an idle handler, a new message could have been // delivered... so go back and look again for a pending message. if (didIdle) { tryIdle = false; continue; } synchronized (this) { // No messages, nobody to tell about it... time to wait! try { if (mMessages != null) { if (mMessages.when-now > 0) { Binder.flushPendingCommands(); this.wait(mMessages.when-now); } } else { Binder.flushPendingCommands(); this.wait(); } } catch (InterruptedException e) { } } } }
final boolean enqueueMessage(Message msg, long when) { if (msg.when != 0) { throw new AndroidRuntimeException(msg + " This message is already in use."); } if (msg.target == null && !mQuitAllowed) { throw new RuntimeException("Main thread not allowed to quit"); } synchronized (this) { if (mQuiting) { RuntimeException e = new RuntimeException( msg.target + " sending message to a Handler on a dead thread"); Log.w("MessageQueue", e.getMessage(), e); return false; } else if (msg.target == null) { mQuiting = true; } msg.when = when; //Log.d("MessageQueue", "Enqueing: " + msg); Message p = mMessages; if (p == null || when == 0 || when < p.when) { msg.next = p; mMessages = msg; this.notify(); } else { Message prev = null; while (p != null && p.when <= when) { prev = p; p = p.next; } msg.next = prev.next; prev.next = msg; this.notify(); } } return true; }在enqueueMessage()中,this.notify(),将UI线程唤醒
/** * Runs the specified action on the UI thread. If the current thread is the UI * thread, then the action is executed immediately. If the current thread is * not the UI thread, the action is posted to the event queue of the UI thread. * * @param action the action to run on the UI thread */ public final void runOnUiThread(Runnable action) { if (Thread.currentThread() != mUiThread) { mHandler.post(action); } else { action.run(); } }又如:
private Button mButton; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); mButton = (Button) findViewById(R.id.btn); mButton.setOnClickListener(new Button.OnClickListener(){ @Override public void onClick(View v) { // TODO Auto-generated method stub Log.i("TAG","button.onclick"); Thread thread1 = new Thread(runnable1); thread1.start(); }}); } private Handler mHandler = new Handler(){ @Override public void handleMessage(Message msg) { // TODO Auto-generated method stub super.handleMessage(msg); } @Override public void dispatchMessage(Message msg) { // TODO Auto-generated method stub Thread thread = Thread.currentThread(); Log.i("TAG","dispatchMessage(); threadName = " + thread.getName()); super.dispatchMessage(msg); } @Override public boolean sendMessageAtTime(Message msg, long uptimeMillis) { // TODO Auto-generated method stub Thread thread = Thread.currentThread(); Log.i("TAG","sendMessageAtTime(); threadName = " + thread.getName()); return super.sendMessageAtTime(msg, uptimeMillis); } }; private Runnable runnable1 = new Runnable(){ @Override public void run() { Thread thread = Thread.currentThread(); Log.i("TAG","runnable1.run(); threadName = " + thread.getName()); try { Thread.sleep(3000); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } mHandler.sendEmptyMessage(1); } };
public boolean sendMessageAtTime(Message msg, long uptimeMillis) { boolean sent = false; MessageQueue queue = mQueue; if (queue != null) { msg.target = this; sent = queue.enqueueMessage(msg, uptimeMillis); } else { RuntimeException e = new RuntimeException( this + " sendMessageAtTime() called with no mQueue"); Log.w("Looper", e.getMessage(), e); } return sent; }
很显然,在thread-8中,mHandler将msg发送到主线程的Message Queue,主线程被notify,然后取出msg,由mHandler dispatchMessage,然后在主线程 handle msg.
其实在handler中,有一个mLooper,mQueue,其在默认状态下,是对应于定义handler那个的线程的