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Donald_Draper:
Donald_Draper 写道刘落落cici 写道能给我发一 ...
DatagramChannelImpl 解析三(多播) -
Donald_Draper:
刘落落cici 写道能给我发一份这个类的源码吗Datagram ...
DatagramChannelImpl 解析三(多播) -
lyfyouyun:
请问楼主,执行消息发送的时候,报错:Transport sch ...
ActiveMQ连接工厂、连接详解 -
ezlhq:
关于 PollArrayWrapper 状态含义猜测:参考 S ...
WindowsSelectorImpl解析一(FdMap,PollArrayWrapper) -
flyfeifei66:
打算使用xmemcache作为memcache的客户端,由于x ...
Memcached分布式客户端(Xmemcached)
Queue接口定义:http://donald-draper.iteye.com/blog/2363491
AbstractQueue简介:http://donald-draper.iteye.com/blog/2363608
来看添加队列元素:
检查是否为null
poll操作:
更新头节点:
peek操作:
//返回队列第一个节点
获取节点的后继节点
移除元素
//查询队列是否包含某元素
//获取队列size
//根据C构造ConcurrentLinkedQueue
添加集合元素到队列
序列化:
总结:
ConcurrentLinkedQueue一个基于链接节点线程安全的单向无界队列。队列的元素顺序为FIFO。队列的头部,是在队列上时间最久的元素。队列的尾元素是在队列中时间最短的元素。新元素添加到队列的尾部,队列获取元素,从队列头部获取ConcurrentLinkedQueue适用于多个线程需要同时访问一个相同集合的场景。与大多数并发集合一样,不允许插入null元素。Iterators是弱一致性,只反映了队列在某一点的状态,比如创建iterator的时间点。
Iterators不会抛出异常,可以处理其他的并发操作。在队列创建Iterators时,队列中的元素,全都在Iterators中。不像大多数的集合,size操作时间复杂度不是一个常量,因为队列异步操作的天性,决定了遍历队列元素时,有可能其他线程修改队列,导致最终size的数量可能不准确。另外addAll,removeAll,retainAll,containsAll,equals,toArray都不能保证原子性。比如遍历操作和addAll操作同时发生,可能会看到一些相同的新增元素。
AbstractQueue简介:http://donald-draper.iteye.com/blog/2363608
package java.util.concurrent; import java.util.AbstractQueue; import java.util.ArrayList; import java.util.Collection; import java.util.Iterator; import java.util.NoSuchElementException; import java.util.Queue; /** * An unbounded thread-safe {@linkplain Queue queue} based on linked nodes. * This queue orders elements FIFO (first-in-first-out). * The [i]head[/i] of the queue is that element that has been on the * queue the longest time. ConcurrentLinkedQueue一个基于链接节点线程安全的无界队列。队列的元素顺序为FIFO。 队列的头部,是在队列上时间最久的元素。 * The [i]tail[/i] of the queue is that element that has been on the * queue the shortest time. New elements * are inserted at the tail of the queue, and the queue retrieval * operations obtain elements at the head of the queue. * A {@code ConcurrentLinkedQueue} is an appropriate choice when * many threads will share access to a common collection. * Like most other concurrent collection implementations, this class * does not permit the use of {@code null} elements. * 队列的尾元素是在队列中时间最短的元素。新元素添加到队列的尾部,队列获取元素,从 队列头部获取。ConcurrentLinkedQueue适用于多个线程需要同时访问一个相同集合的场景。 与大多数并发集合一样,不允许插入null元素。 * <p>This implementation employs an efficient "wait-free" * algorithm based on one described in <a * href="http://www.cs.rochester.edu/u/michael/PODC96.html"> Simple, * Fast, and Practical Non-Blocking and Blocking Concurrent Queue * Algorithms</a> by Maged M. Michael and Michael L. Scott. * 队列的实现是基于一个有效的wait-free算法,具体参见链接:简单快速实用的并发 阻塞与非阻塞算法 * <p>Iterators are <i>weakly consistent</i>, returning elements * reflecting the state of the queue at some point at or since the * creation of the iterator. They do [i]not[/i] throw {@link * java.util.ConcurrentModificationException}, and may proceed concurrently * with other operations. Elements contained in the queue since the creation * of the iterator will be returned exactly once. * Iterators是弱一致性,只反映了队列在某一点的状态,比如创建iterator的时间点。 Iterators不会抛出异常,可以处理其他的并发操作。在队列创建Iterators时,队列中的 元素,全都在Iterators中。 * <p>Beware that, unlike in most collections, the {@code size} method * is [i]NOT[/i] a constant-time operation. Because of the * asynchronous nature of these queues, determining the current number * of elements requires a traversal of the elements, and so may report * inaccurate results if this collection is modified during traversal. * Additionally, the bulk operations {@code addAll}, * {@code removeAll}, {@code retainAll}, {@code containsAll}, * {@code equals}, and {@code toArray} are [i]not[/i] guaranteed * to be performed atomically. For example, an iterator operating * concurrently with an {@code addAll} operation might view only some * of the added elements. * 不像大多数的集合,size操作时间复杂度不是一个常量,因为队列异步操作的天性, 决定了遍历队列元素时,有可能其他线程修改队列,导致最终size的数量可能不准确。 另外addAll,removeAll,retainAll,containsAll,equals,toArray都不能保证原子性。 不如遍历操作和addAll操作同时发生,可能会看到一些相同的新增元素。 * <p>This class and its iterator implement all of the [i]optional[/i] * methods of the {@link Queue} and {@link Iterator} interfaces. * ConcurrentLinkedQueue实现了所有Queue和Iterator接口的所有方法。 * <p>Memory consistency effects: As with other concurrent * collections, actions in a thread prior to placing an object into a * {@code ConcurrentLinkedQueue} * [url=package-summary.html#MemoryVisibility]<i>happen-before</i>[/url] * actions subsequent to the access or removal of that element from * the {@code ConcurrentLinkedQueue} in another thread. * 内存一致性:与其他并发线程集合一样,线程添加一个元素到队列发生在其他线程访问 或移除队列元素之前。 * <p>This class is a member of the * <a href="{@docRoot}/../technotes/guides/collections/index.html"> * Java Collections Framework</a>. * * @since 1.5 * @author Doug Lea * @param <E> the type of elements held in this collection * */ public class ConcurrentLinkedQueue<E> extends AbstractQueue<E> implements Queue<E>, java.io.Serializable { private static final long serialVersionUID = 196745693267521676L; /* * This is a modification of the Michael & Scott algorithm, * adapted for a garbage-collected environment, with support for * interior node deletion (to support remove(Object)). For * explanation, read the paper. * 这是一个Michael & Scott 算法的修改,以适应内部节点的删除,引起的垃圾回收。 * Note that like most non-blocking algorithms in this package, * this implementation relies on the fact that in garbage * collected systems, there is no possibility of ABA problems due * to recycled nodes, so there is no need to use "counted * pointers" or related techniques seen in versions used in * non-GC'ed settings. * 像其他非阻塞算法一样,本队列的实现依赖于实际的系统垃圾回收器, 由于会回收节点,所以不可能发生ABA问题,所以不需要用,计数指针和non-GC 设置的相关技术。 * The fundamental invariants are: * - There is exactly one (last) Node with a null next reference, * which is CASed when enqueueing. This last Node can be * reached in O(1) time from tail, but tail is merely an * optimization - it can always be reached in O(N) time from * head as well. 基本原理是不变的:当以CAS方式入队列时,队尾的元素的next指针为null。 我们用tail节点可,以常量1的速度到达尾部元素,tail仅仅是一个优化,也可从 对头以时间 O(N) 到达队尾。 * - The elements contained in the queue are the non-null items in * Nodes that are reachable from head. CASing the item * reference of a Node to null atomically removes it from the * queue. Reachability of all elements from head must remain * true even in the case of concurrent modifications that cause * head to advance. A dequeued Node may remain in use * indefinitely due to creation of an Iterator or simply a * poll() that has lost its time slice. * 队列中的元素都是非null的,同时可以从队列头到达。CAS操作一个元素为null, 则直接从队列移除元素。队列头到队列中的其他元素,必须可达,以防并发修改, 导致的队列头前移。一个已经出队列的元素可能仍在被用,比如创建Iterator, 或poll操作失去的时间片。 * The above might appear to imply that all Nodes are GC-reachable * from a predecessor dequeued Node. That would cause two problems: * - allow a rogue Iterator to cause unbounded memory retention * - cause cross-generational linking of old Nodes to new Nodes if * a Node was tenured while live, which generational GCs have a * hard time dealing with, causing repeated major collections. * However, only non-deleted Nodes need to be reachable from * dequeued Nodes, and reachability does not necessarily have to * be of the kind understood by the GC. We use the trick of * linking a Node that has just been dequeued to itself. Such a * self-link implicitly means to advance to head. * 以上情况的出现,预示着所有节点从前驱的出队列元素都GC可达。这样 可能会引起来个问题:运行一个无赖Iterator引起内存垃圾;当节点存活在 老年代,可能存在旧节点到新节点的交叉代连接,新生和老年的垃圾回收器 很难处理,这样就会引起重复的FULL GC。然而,已删除的节点,可以从出队列 节点达到,可达性不需要到达GC可以理解的那种。为了避免这种情况的发生, 我们出队列的节点只会连接到它自己。自连接意味着促使队列头元素前进。 * Both head and tail are permitted to lag. In fact, failing to * update them every time one could is a significant optimization * (fewer CASes). As with LinkedTransferQueue (see the internal * documentation for that class), we use a slack threshold of two; * that is, we update head/tail when the current pointer appears * to be two or more steps away from the first/last node. * 对头和队尾都允许滞后,最优化的更新队头和队尾可能会失败,不如fewer CASes。 对于LinkedTransferQueue,我们用一个非严谨的临界条件2,我们从当前节点 更新head/tail,至少需要2步以上。 * Since head and tail are updated concurrently and independently, * it is possible for tail to lag behind head (why not)? * 由于head and tail是并发独立更新的,队尾的更新可能在队头后面。 * CASing a Node's item reference to null atomically removes the * element from the queue. Iterators skip over Nodes with null * items. Prior implementations of this class had a race between * poll() and remove(Object) where the same element would appear * to be successfully removed by two concurrent operations. The * method remove(Object) also lazily unlinks deleted Nodes, but * this is merely an optimization. * CAS操作一个节点引用为null,将自动从队列中删除。Iterators将会跳过 null元素。当poll和remove操作并发时,优先移除元素。remove也为懒操作 去除链接,这样一个优化。 * When constructing a Node (before enqueuing it) we avoid paying * for a volatile write to item by using Unsafe.putObject instead * of a normal write. This allows the cost of enqueue to be * "one-and-a-half" CASes. * 在节点入队列前,构造节点时,要避免用可见性的Unsafe.putObject, 而是用正常的write。进队列的消耗允许是CAS操作的1.5倍。 * Both head and tail may or may not point to a Node with a * non-null item. If the queue is empty, all items must of course * be null. Upon creation, both head and tail refer to a dummy * Node with null item. Both head and tail are only updated using * CAS, so they never regress, although again this is merely an * optimization. */ head and tail可能,也可能不指向一个非null元素。当队列为null时, 所有的元素自然为null。当队列创建时,head and tail引用一个null的 傀儡节点。head and tail仅仅用CAS操作更新,所以不会后退,这是一个优化。 //队列节点元素 private static class Node<E> { volatile E item;节点 volatile Node<E> next;后继 /** * Constructs a new node. Uses relaxed write because item can * only be seen after publication via casNext. */ //构造节点 Node(E item) { UNSAFE.putObject(this, itemOffset, item); } //比较旧元素,相等则更新,CAS boolean casItem(E cmp, E val) { return UNSAFE.compareAndSwapObject(this, itemOffset, cmp, val); } //懒设置节点后继 void lazySetNext(Node<E> val) { UNSAFE.putOrderedObject(this, nextOffset, val); } //CAS节点的next boolean casNext(Node<E> cmp, Node<E> val) { return UNSAFE.compareAndSwapObject(this, nextOffset, cmp, val); } // Unsafe mechanics private static final sun.misc.Unsafe UNSAFE; private static final long itemOffset; private static final long nextOffset; static { try { UNSAFE = sun.misc.Unsafe.getUnsafe(); Class k = Node.class; itemOffset = UNSAFE.objectFieldOffset (k.getDeclaredField("item")); nextOffset = UNSAFE.objectFieldOffset (k.getDeclaredField("next")); } catch (Exception e) { throw new Error(e); } } } /** * A node from which the first live (non-deleted) node (if any) * can be reached in O(1) time. 队头元素,队列中第一个存活元素,可以,以常量1的速度到达 * Invariants: 不变的是:所以的节点都可以通过succ,到达头部 * - all live nodes are reachable from head via succ() * - head != null * - (tmp = head).next != tmp || tmp != head * Non-invariants: 可变的是,头结点元素可能为null,也可能不为null * - head.item may or may not be null. * - it is permitted for tail to lag behind head, that is, for tail * to not be reachable from head! */ 允许tail的更新晚于head,意味着队尾到队头不可达。 private transient volatile Node<E> head; /** * A node from which the last node on list (that is, the unique * node with node.next == null) can be reached in O(1) time. 队列中最后一个元素,后继为null,以常量1的速度到达 * Invariants: 不变的是:所以的节点都可以通过succ,从队尾到 * - the last node is always reachable from tail via succ() * - tail != null * Non-invariants: 可变的是:允许tail的更新晚于head,意味着队尾到队头不可达。 * - tail.item may or may not be null. * - it is permitted for tail to lag behind head, that is, for tail * to not be reachable from head! * - tail.next may or may not be self-pointing to tail. */ tail可能也可能不会指向自己。 private transient volatile Node<E> tail; /** * Creates a {@code ConcurrentLinkedQueue} that is initially empty. */ 构造ConcurrentLinkedQueue public ConcurrentLinkedQueue() { head = tail = new Node<E>(null); } }
来看添加队列元素:
/** * Inserts the specified element at the tail of this queue. * As the queue is unbounded, this method will never throw * {@link IllegalStateException} or return {@code false}. * * @return {@code true} (as specified by {@link Collection#add}) * @throws NullPointerException if the specified element is null */ public boolean add(E e) { 委托给Offer return offer(e); } /** * Inserts the specified element at the tail of this queue. * As the queue is unbounded, this method will never return {@code false}. * * @return {@code true} (as specified by {@link Queue#offer}) * @throws NullPointerException if the specified element is null */ public boolean offer(E e) { //检查是否为null checkNotNull(e); //根据元素创建节点 final Node<E> newNode = new Node<E>(e); for (Node<E> t = tail, p = t;;) { Node<E> q = p.next; if (q == null) { //如果为最后一个元素,且后继为null,则以CAS设置新节点为tail的后继 // p is last node if (p.casNext(null, newNode)) { // Successful CAS is the linearization point // for e to become an element of this queue, // and for newNode to become "live". if (p != t) // hop two nodes at a time //将新节点设为尾元素 casTail(t, newNode); // Failure is OK. return true; } // Lost CAS race to another thread; re-read next } else if (p == q) // We have fallen off list. If tail is unchanged, it // will also be off-list, in which case we need to // jump to head, from which all live nodes are always // reachable. Else the new tail is a better bet. //当tail指向自己,则不在队列中,则需要调到队头,以使其他节点可达 p = (t != (t = tail)) ? t : head; else // Check for tail updates after two hops.在两步之后,检查队尾是否更新 p = (p != t && t != (t = tail)) ? t : q; } }
检查是否为null
/** * Throws NullPointerException if argument is null. * * @param v the element */ private static void checkNotNull(Object v) { if (v == null) throw new NullPointerException(); }
poll操作:
public E poll() { restartFromHead: for (;;) { for (Node<E> h = head, p = h, q;;) { //检查队头节点,如果不为null,则设置为null E item = p.item; if (item != null && p.casItem(item, null)) { // Successful CAS is the linearization point // for item to be removed from this queue. if (p != h) // hop two nodes at a time,更新头部为其后继 updateHead(h, ((q = p.next) != null) ? q : p); return item; } else if ((q = p.next) == null) { //更新头部为p,队列为空 updateHead(h, p); return null; } else if (p == q) continue restartFromHead; else p = q; } } }
更新头节点:
/** * Try to CAS head to p. If successful, repoint old head to itself * as sentinel for succ(), below. */ final void updateHead(Node<E> h, Node<E> p) { //懒设置队头节点为其后继,并将旧的节点指向自己,以便垃圾回收 if (h != p && casHead(h, p)) h.lazySetNext(h); }
peek操作:
public E peek() { restartFromHead: for (;;) { for (Node<E> h = head, p = h, q;;) { E item = p.item; if (item != null || (q = p.next) == null) { //返回队头元素,更新头结点 updateHead(h, p); return item; } else if (p == q) continue restartFromHead; else p = q; } } }
//返回队列第一个节点
Node<E> first() { restartFromHead: for (;;) { for (Node<E> h = head, p = h, q;;) { boolean hasItem = (p.item != null); if (hasItem || (q = p.next) == null) { updateHead(h, p); return hasItem ? p : null; } else if (p == q) continue restartFromHead; else p = q; } } }
获取节点的后继节点
final Node<E> succ(Node<E> p) { Node<E> next = p.next; return (p == next) ? head : next; }
移除元素
public boolean remove(Object o) { if (o == null) return false; Node<E> pred = null; //遍历队列,找到节点数据与o相等的节点,更新节点后继为null,更新前驱的后继 for (Node<E> p = first(); p != null; p = succ(p)) { E item = p.item; if (item != null && o.equals(item) && p.casItem(item, null)) { Node<E> next = succ(p); if (pred != null && next != null) pred.casNext(p, next); return true; } pred = p; } return false; }
//查询队列是否包含某元素
public boolean contains(Object o) { if (o == null) return false; for (Node<E> p = first(); p != null; p = succ(p)) { E item = p.item; if (item != null && o.equals(item)) return true; } return false; }
//获取队列size
public int size() { int count = 0; for (Node<E> p = first(); p != null; p = succ(p)) if (p.item != null) // Collection.size() spec says to max out if (++count == Integer.MAX_VALUE) break; return count; }
//根据C构造ConcurrentLinkedQueue
public ConcurrentLinkedQueue(Collection<? extends E> c) { Node<E> h = null, t = null; //遍历集合,将元素组装成节点链 for (E e : c) { checkNotNull(e); Node<E> newNode = new Node<E>(e); if (h == null) h = t = newNode; else { t.lazySetNext(newNode); t = newNode; } } if (h == null) h = t = new Node<E>(null); //初始化队列与队尾 head = h; tail = t; }
添加集合元素到队列
public boolean addAll(Collection<? extends E> c) { if (c == this) // As historically specified in AbstractQueue#addAll throw new IllegalArgumentException(); // Copy c into a private chain of Nodes Node<E> beginningOfTheEnd = null, last = null; //将集合元素组装成节点链 for (E e : c) { checkNotNull(e); Node<E> newNode = new Node<E>(e); if (beginningOfTheEnd == null) beginningOfTheEnd = last = newNode; else { last.lazySetNext(newNode); last = newNode; } } if (beginningOfTheEnd == null) return false; // Atomically append the chain at the tail of this collection //将节点链,挂到队列尾 for (Node<E> t = tail, p = t;;) { Node<E> q = p.next; if (q == null) { // p is last node if (p.casNext(null, beginningOfTheEnd)) { // Successful CAS is the linearization point // for all elements to be added to this queue. if (!casTail(t, last)) { // Try a little harder to update tail, // since we may be adding many elements. t = tail; if (last.next == null) casTail(t, last); } return true; } // Lost CAS race to another thread; re-read next } else if (p == q) // We have fallen off list. If tail is unchanged, it // will also be off-list, in which case we need to // jump to head, from which all live nodes are always // reachable. Else the new tail is a better bet. p = (t != (t = tail)) ? t : head; else // Check for tail updates after two hops. p = (p != t && t != (t = tail)) ? t : q; } }
序列化:
private void writeObject(java.io.ObjectOutputStream s) throws java.io.IOException { // Write out any hidden stuff s.defaultWriteObject(); // Write out all elements in the proper order. //序列化所有元素 for (Node<E> p = first(); p != null; p = succ(p)) { Object item = p.item; if (item != null) s.writeObject(item); } // Use trailing null as sentinel s.writeObject(null); } /** * Reconstitutes the instance from a stream (that is, deserializes it). * @param s the stream */ private void readObject(java.io.ObjectInputStream s) throws java.io.IOException, ClassNotFoundException { s.defaultReadObject(); // Read in elements until trailing null sentinel found Node<E> h = null, t = null; Object item; //反序列化所有元素到队列 while ((item = s.readObject()) != null) { @SuppressWarnings("unchecked") Node<E> newNode = new Node<E>((E) item); if (h == null) h = t = newNode; else { t.lazySetNext(newNode); t = newNode; } } if (h == null) h = t = new Node<E>(null); head = h; tail = t; }
总结:
ConcurrentLinkedQueue一个基于链接节点线程安全的单向无界队列。队列的元素顺序为FIFO。队列的头部,是在队列上时间最久的元素。队列的尾元素是在队列中时间最短的元素。新元素添加到队列的尾部,队列获取元素,从队列头部获取ConcurrentLinkedQueue适用于多个线程需要同时访问一个相同集合的场景。与大多数并发集合一样,不允许插入null元素。Iterators是弱一致性,只反映了队列在某一点的状态,比如创建iterator的时间点。
Iterators不会抛出异常,可以处理其他的并发操作。在队列创建Iterators时,队列中的元素,全都在Iterators中。不像大多数的集合,size操作时间复杂度不是一个常量,因为队列异步操作的天性,决定了遍历队列元素时,有可能其他线程修改队列,导致最终size的数量可能不准确。另外addAll,removeAll,retainAll,containsAll,equals,toArray都不能保证原子性。比如遍历操作和addAll操作同时发生,可能会看到一些相同的新增元素。
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-
Executors解析
2017-04-07 14:38 1244ThreadPoolExecutor解析一(核心线程池数量、线 ... -
ScheduledThreadPoolExecutor解析三(关闭线程池)
2017-04-06 20:52 4450ScheduledThreadPoolExecutor解析一( ... -
ScheduledThreadPoolExecutor解析二(任务调度)
2017-04-06 12:56 2116ScheduledThreadPoolExecutor解析一( ... -
ScheduledThreadPoolExecutor解析一(调度任务,任务队列)
2017-04-04 22:59 4986Executor接口的定义:http://donald-dra ... -
ThreadPoolExecutor解析四(线程池关闭)
2017-04-03 23:02 9096Executor接口的定义:http: ... -
ThreadPoolExecutor解析三(线程池执行提交任务)
2017-04-03 12:06 6079Executor接口的定义:http://donald-dra ... -
ThreadPoolExecutor解析二(线程工厂、工作线程,拒绝策略等)
2017-04-01 17:12 3036Executor接口的定义:http://donald-dra ... -
ThreadPoolExecutor解析一(核心线程池数量、线程池状态等)
2017-03-31 22:01 20513Executor接口的定义:http://donald-dra ... -
ScheduledExecutorService接口定义
2017-03-29 12:53 1501Executor接口的定义:http://donald-dra ... -
AbstractExecutorService解析
2017-03-29 08:27 1071Executor接口的定义:http: ... -
ExecutorCompletionService解析
2017-03-28 14:27 1586Executor接口的定义:http://donald-dra ... -
CompletionService接口定义
2017-03-28 12:39 1061Executor接口的定义:http://donald-dra ... -
FutureTask解析
2017-03-27 12:59 1324package java.util.concurrent; ... -
Future接口定义
2017-03-26 09:40 1190/* * Written by Doug Lea with ... -
ExecutorService接口定义
2017-03-25 22:14 1158Executor接口的定义:http://donald-dra ... -
Executor接口的定义
2017-03-24 23:24 1671package java.util.concurrent; ... -
简单测试线程池拒绝执行任务策略
2017-03-24 22:37 2023线程池多余任务的拒绝执行策略有四中,分别是直接丢弃任务Disc ... -
JAVA集合类简单综述
2017-03-23 22:51 920Queue接口定义:http://donald-draper. ... -
DelayQueue解析
2017-03-23 11:00 1732Queue接口定义:http://donald-draper. ... -
SynchronousQueue解析下-TransferQueue
2017-03-22 22:20 2133Queue接口定义:http://donald-draper. ...
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