在iOS開發中若是咱們想給一個對象動態添加屬性或者給category
添加屬性的時候,都是經過runtime的關聯對象去實現,那咱們添加的屬性究竟是如何存取的呢?是直接添加到了對象自身的內存中了去嗎?帶着這些疑問讓咱們看一runtime的源碼,解開關聯對象的神祕面紗。ide
void objc_setAssociatedObject(id object, const void *key, id value, objc_AssociationPolicy policy) {
_object_set_associative_reference(object, (void *)key, value, policy);
}
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咱們調用此方法的時候,一共傳遞了四個參數:函數
參數名稱 | 解釋 |
---|---|
id object | 須要關聯的對象 |
void *key | 對應的key |
id value | 對應的值 |
objc_AssociationPolicy policy | 內存管理策略 |
內存管理策略:ui
typedef OBJC_ENUM(uintptr_t, objc_AssociationPolicy) {
OBJC_ASSOCIATION_ASSIGN = 0, /**< Specifies a weak reference to the associated object. */
OBJC_ASSOCIATION_RETAIN_NONATOMIC = 1, /**< Specifies a strong reference to the associated object. * The association is not made atomically. */
OBJC_ASSOCIATION_COPY_NONATOMIC = 3, /**< Specifies that the associated object is copied. * The association is not made atomically. */
OBJC_ASSOCIATION_RETAIN = 01401, /**< Specifies a strong reference to the associated object. * The association is made atomically. */
OBJC_ASSOCIATION_COPY = 01403 /**< Specifies that the associated object is copied. * The association is made atomically. */
};
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對於四個參數理解完了以後讓咱們看看它真正的實現函數_object_set_associative_reference
atom
void _object_set_associative_reference(id object, void *key, id value, uintptr_t policy) {
// retain the new value (if any) outside the lock.
ObjcAssociation old_association(0, nil);
id new_value = value ? acquireValue(value, policy) : nil;
{
AssociationsManager manager;
AssociationsHashMap &associations(manager.associations());
disguised_ptr_t disguised_object = DISGUISE(object);//獲得對象地址
if (new_value) {
// break any existing association.
AssociationsHashMap::iterator i = associations.find(disguised_object);//首先經過對象的地址獲取對象的hashmap
if (i != associations.end()) {//判斷是否已經存在,已經存在
// secondary table exists
ObjectAssociationMap *refs = i->second;//取值,對應的map
ObjectAssociationMap::iterator j = refs->find(key);//經過key查找
if (j != refs->end()) {//若是已經存在
old_association = j->second;//取到原來老的值,以便後邊對其釋放
j->second = ObjcAssociation(policy, new_value);//存儲新的值
} else {//不存在
(*refs)[key] = ObjcAssociation(policy, new_value);
}
} else {//若是不存在,建立一個
// create the new association (first time).
ObjectAssociationMap *refs = new ObjectAssociationMap;
associations[disguised_object] = refs;
(*refs)[key] = ObjcAssociation(policy, new_value);
object->setHasAssociatedObjects();
}
} else {//不存在則建立一個
// setting the association to nil breaks the association.
AssociationsHashMap::iterator i = associations.find(disguised_object);
if (i != associations.end()) {
ObjectAssociationMap *refs = i->second;
ObjectAssociationMap::iterator j = refs->find(key);
if (j != refs->end()) {
old_association = j->second;
refs->erase(j);
}
}
}
}
// release the old value (outside of the lock).
if (old_association.hasValue()) ReleaseValue()(old_association);
}
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經過以上代碼咱們能夠看出其實關聯對象在存儲的時候在,生成了一個AssociationsManager
單例對象,因此應用中全部的管理對象都存儲於此AssociationsManager
中。spa
具體存儲的實現是藉助了C++的關聯容器unordered_map
實現的。具體能夠參看代碼中我加的註釋。code
整個過程就是經過object
對象的地址存儲了一個相似hashmap
的東西;取到此hashmap,而後經過鍵值對的方式將咱們須要存儲的值存儲到此hashmap
中,這個過程當中若是有舊值,則最後會將舊值就行釋放對象
取值的過程其實就比較簡單了,就至關於從一個hashmap中取值內存
id objc_getAssociatedObject(id object, const void *key) {
return _object_get_associative_reference(object, (void *)key);
}
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id _object_get_associative_reference(id object, void *key) {
id value = nil;
uintptr_t policy = OBJC_ASSOCIATION_ASSIGN;
{
AssociationsManager manager;
AssociationsHashMap &associations(manager.associations());
disguised_ptr_t disguised_object = DISGUISE(object);
AssociationsHashMap::iterator i = associations.find(disguised_object);
if (i != associations.end()) {
ObjectAssociationMap *refs = i->second;
ObjectAssociationMap::iterator j = refs->find(key);
if (j != refs->end()) {
ObjcAssociation &entry = j->second;
value = entry.value();
policy = entry.policy();
if (policy & OBJC_ASSOCIATION_GETTER_RETAIN) {
objc_retain(value);
}
}
}
}
if (value && (policy & OBJC_ASSOCIATION_GETTER_AUTORELEASE)) {
objc_autorelease(value);
}
return value;
}
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