CountDownLatch的原理
上次大概说了CountDownLatch的使用,今天说下实现的原理,CountDownLatch的使用效果和Join差不多,实现起来也比较简单。
大体的思路就是一个死循环阻塞,等到某个条件满足后就跳出循环,继续执行后面的代码。执行逻辑如下:
源码分析
我们下面分析下CountDownLatch的源码:
创建CountDownLatch对象
public CountDownLatch(int count) {
if (count < 0) throw new IllegalArgumentException("count < 0");
this.sync = new Sync(count);
}
创建CountDownLatch 对象很简单,就是创建一个Sync对象。 Sync的对应的代码
Sync(int count) {
setState(count);
}
protected final void setState(int newState) {
state = newState;
}
这个可以确定给state设置了一个值。
await 方法 阻塞等待
public void await() throws InterruptedException {
sync.acquireSharedInterruptibly(1);
}
public final void acquireSharedInterruptibly(int arg)
throws InterruptedException {
if (Thread.interrupted())
throw new InterruptedException();
if (tryAcquireShared(arg) < 0)
doAcquireSharedInterruptibly(arg);
}
protected int tryAcquireShared(int acquires) {
return (getState() == 0) ? 1 : -1;
}
private void doAcquireSharedInterruptibly(int arg)
throws InterruptedException {
final Node node = addWaiter(Node.SHARED);
boolean failed = true;
try {
for (;;) {
final Node p = node.predecessor();
if (p == head) {
int r = tryAcquireShared(arg);
if (r >= 0) {
setHeadAndPropagate(node, r);
p.next = null; // help GC
failed = false;
return;
}
}
if (shouldParkAfterFailedAcquire(p, node) &&
parkAndCheckInterrupt())
throw new InterruptedException();
}
} finally {
if (failed)
cancelAcquire(node);
}
}
doAcquireSharedInterruptibly 这个方法中有一个for(;;),这个是一个死循环, 直到tryAcquireShared 返回的r>=0.也就是state==0。
countDown 方法
public void countDown() {
sync.releaseShared(1);
}
public final boolean releaseShared(int arg) {
if (tryReleaseShared(arg)) {
doReleaseShared();
return true;
}
return false;
}
protected boolean tryReleaseShared(int releases) {
// Decrement count; signal when transition to zero
for (;;) {
int c = getState();
if (c == 0)
return false;
int nextc = c-1;
if (compareAndSetState(c, nextc))
return nextc == 0;
}
}
private void doReleaseShared() {
/*
* Ensure that a release propagates, even if there are other
* in-progress acquires/releases. This proceeds in the usual
* way of trying to unparkSuccessor of head if it needs
* signal. But if it does not, status is set to PROPAGATE to
* ensure that upon release, propagation continues.
* Additionally, we must loop in case a new node is added
* while we are doing this. Also, unlike other uses of
* unparkSuccessor, we need to know if CAS to reset status
* fails, if so rechecking.
*/
for (;;) {
Node h = head;
if (h != null && h != tail) {
int ws = h.waitStatus;
if (ws == Node.SIGNAL) {
if (!compareAndSetWaitStatus(h, Node.SIGNAL, 0))
continue; // loop to recheck cases
unparkSuccessor(h);
}
else if (ws == 0 &&
!compareAndSetWaitStatus(h, 0, Node.PROPAGATE))
continue; // loop on failed CAS
}
if (h == head) // loop if head changed
break;
}
}
compareAndSetWaitStatus(h, 0, Node.PROPAGATE)这个是用CAS的方法改变state的值。