1.為啥 說是Android ThreadLocal ,而不是java ThreadLocal,因為Android 對它進行了 優化.優化地方:記憶體複用,使用弱引用解決記憶體洩漏.而且他們處理方式也不同Java 使用類來包裹 key和value的.使用魔數0x61c88647, 計算得到的索引值偶數和奇數之間不斷切換.而Android 隻是在偶數索引index 存放key ,index+1來存放值.魔數為0x61c88647*2 得到的索引值都是偶數,非常适合它的處理方式.
2.從使用來分析源碼.
ThreadLocal<Object> local=new ThreadLocal<>();
Object data= local.get();
if (data==null){
data=new Object();
local.set(data);
}
//拿到對象來處理一下問題
}
3.ThreadLocal對象的建立:
public ThreadLocal() {}
就一個空構造 ,那麼建立對象都做了什麼呢,那就看它成員屬性了.
/** Weak reference to this thread local instance. */
private final Reference<ThreadLocal<T>> reference
= new WeakReference<ThreadLocal<T>>(this);
//弱引用持有它,有利于回收,防止記憶體洩漏.如果他為null時它所在的存放數組索引的地方将被設定為TOMBSTONE 對象,value所在的地方設定為null,不在持有它對象也有利于回收.下一個ThreadLocal 對象set時.如果找到數組存放的索引,而且在這個索引數組裡面的對象為TOMBSTONE将會被替換成這個.進而達到記憶體複用.
/** Hash counter. */
private static AtomicInteger hashCounter = new AtomicInteger(0);
/**
* Internal hash. We deliberately don't bother with #hashCode().
* Hashes must be even. This ensures that the result of
* (hash & (table.length - 1)) points to a key and not a value.
*
* We increment by Doug Lea's Magic Number(TM) (*2 since keys are in
* every other bucket) to help prevent clustering.
*/
private final int hash = hashCounter.getAndAdd(0x61c88647 * 2);
為啥使用0x61c88647 防止集中,為啥*2 因為key 所在的索引為偶數.第一次計算時hash 為零.也就是第一次建立ThreadLocal key 必然在0索引.然後系統已經使用了n次(hashCounter 為靜态...).
主線程存放的對象
其中Looper最為熟悉.
3.get()方法
public T get() {
// Optimized for the fast path.
Thread currentThread = Thread.currentThread();
//value 是從線程對象 localValues 成員屬性取出來的中,是以不同線程有不同value, 就是有不同的副本.
Values values = values(currentThread);
if (values != null) {
Object[] table = values.table;
int index = hash & values.mask;
// 嘗試從第一次計算hash 得到索引取值,如果key 等于 将執行getAfterMiss 方法.一般都存在第一次計算得到索引的地方
if (this.reference == table[index]) {
return (T) table[index + 1];
}
} else {
//初始化數組
values = initializeValues(currentThread);
}
return (T) values.getAfterMiss(this);
}
Object getAfterMiss(ThreadLocal<?> key) {
Object[] table = this.table;
int index = key.hash & mask;
// If the first slot is empty, the search is over.
//如果第一次存放的索引都為null ,那麼必然沒有set過資料
if (table[index] == null) {
Object value = key.initialValue();//預設是null
// If the table is still the same and the slot is still empty...
// 看到這裡挺懵圈的,為啥這樣判斷呢.在同一個線程是串行執行的,不應該table 發生變化才對(并發問題)
// 直到看 這句話The table changed during initialValue() 就突然明白,如果繼承重寫initialValue方法在裡面set 是不是有可能發生擴容,擴容時索引可能發生偏移.
if (this.table == table && table[index] == null) {
table[index] = key.reference;
table[index + 1] = value;
size++;
//擴容或者檢查key 是否被回收
cleanUp();
return value;
}
// The table changed during initialValue().
// 當發生擴容時 就要重新周遊索引了
put(key, value);
return value;
}
// Keep track of first tombstone. That's where we want to go back
// and add an entry if necessary.
int firstTombstone = -1;
// Continue search.
// 如果不為空 那就繼續周遊 而周遊的範圍永遠都在0-table.length-1 之間,而且必然是偶數
for (index = next(index);; index = next(index)) {
Object reference = table[index];
if (reference == key.reference) {
return table[index + 1]; //找到就傳回
}
// If no entry was found...
// 這裡的邏輯跟上面差不多的
if (reference == null) {
Object value = key.initialValue();
// If the table is still the same...
if (this.table == table) {
// If we passed a tombstone and that slot still
// contains a tombstone...
if (firstTombstone > -1
&& table[firstTombstone] == TOMBSTONE) {
//這裡記憶體複用
table[firstTombstone] = key.reference;
table[firstTombstone + 1] = value;
tombstones--;
size++;
// No need to clean up here. We aren't filling
// in a null slot.
return value;
}
// If this slot is still empty...
if (table[index] == null) {
table[index] = key.reference;
table[index + 1] = value;
size++;
cleanUp();
return value;
}
}
// The table changed during initialValue().
put(key, value);
return value;
}
if (firstTombstone == -1 && reference == TOMBSTONE) {
// Keep track of this tombstone so we can overwrite it.
// 為啥不把 table[firstTombstone] = key.reference...這些語句 放到這裡來執行呢.萬一後面還有 //reference ==key.reference就不就重複了嗎
firstTombstone = index;
}
}
}
4.cleanUp():擴容或者回收标記(設定TOMBSTONE)
private void cleanUp() {
// 檢查是否擴容
if (rehash()) {
// If we rehashed, we needn't clean up (clean up happens as
// a side effect).
return;
}
//數量為0 那就沒有必要進行回收标記了
if (size == 0) {
// No live entries == nothing to clean.
return;
}
// Clean log(table.length) entries picking up where we left off
// last time.
//這裡要從上一次的位置開始檢查,為什麼呢 因為周遊次數為log2Table.length ,不能完全周遊完,索引需要記錄上一次位置才能 完全周遊完.
int index = clean;
Object[] table = this.table;
for (int counter = table.length; counter > 0; counter >>= 1,
index = next(index)) {
Object k = table[index];
if (k == TOMBSTONE || k == null) { //已經标記跳過
continue; // on to next entry
}
// The table can only contain null, tombstones and references.
@SuppressWarnings("unchecked")
Reference<ThreadLocal<?>> reference
= (Reference<ThreadLocal<?>>) k;
if (reference.get() == null) {
// This thread local was reclaimed by the garbage collector.
table[index] = TOMBSTONE; //有利于回收
table[index + 1] = null;
tombstones++;
size--;
}
}
// Point cursor to next index.
clean = index;//記錄
}
private boolean rehash() {
if (tombstones + size < maximumLoad) {
return false;
}
int capacity = table.length >> 1;
int newCapacity = capacity;
//當數量大于四分之一時 在擴容兩倍 .而當數量大于2分之1 getAndAdd() 才會獲得 0索引,後面擷取的索引會跟之前一樣(測試過).是以1/3 或者1/4 擴容都可以.也就是說在1/3 或者1/4之前擷取 索引值是不沖突 ,在set 時用周遊有點想不通.
if (size > (capacity >> 1)) {
// More than 1/2 filled w/ live entries.
// Double size.
newCapacity = capacity * 2;
}
Object[] oldTable = this.table;
// Allocate new table.
initializeTable(newCapacity);
// We won't have any tombstones after this.
this.tombstones = 0;
// If we have no live entries, we can quit here.
if (size == 0) {
return true;
}
// Move over entries.
//既然索引不沖突 向後或者向前周遊都沒有關系
for (int i = oldTable.length - 2; i >= 0; i -= 2) {
Object k = oldTable[i];
if (k == null || k == TOMBSTONE) {
// Skip this entry.
continue; //這裡回收标記已經不用管了,因為建立了新的數組,是以上面this.tombstones = 0
}
// The table can only contain null, tombstones and references.
@SuppressWarnings("unchecked")
Reference<ThreadLocal<?>> reference
= (Reference<ThreadLocal<?>>) k;
ThreadLocal<?> key = reference.get();
if (key != null) {
// Entry is still live. Move it over.
add(key, oldTable[i + 1]); // 找到位置添加進去就行了
} else {
// The key was reclaimed.
size--;
}
}
return true;
}
5.set(...) 方法:
直接貼vaules.put..
void put(ThreadLocal<?> key, Object value) {
cleanUp();//說過
int firstTombstone = -1;
//getAfter 部分代碼差不多 ,唯一比較不了解的是既然索引不沖突 ,是否直接用 key.hash & mask就得了?為啥還周遊?
for (int index = key.hash & mask;; index = next(index)) {
Object k = table[index];
if (k == key.reference) {
// Replace existing entry.
table[index + 1] = value;
return;
}
if (k == null) {
if (firstTombstone == -1) {
// Fill in null slot.
table[index] = key.reference;
table[index + 1] = value;
size++;
return;
}
// Go back and replace first tombstone.
table[firstTombstone] = key.reference;
table[firstTombstone + 1] = value;
tombstones--;
size++;
return;
}
// Remember first tombstone.
if (firstTombstone == -1 && k == TOMBSTONE) {
firstTombstone = index;
}
}
}
ps.終于知道為啥要周遊了,因為 static AtomicInteger hashCounter 那麼 在另一個線程建立多個Threadlocal 對象,在傳回主線程建立就可能出現索引沖突.怪不得自己計算的索引值跟上面的圖不一樣.