引言

之前其实并未关注过Choreographer,在一次调试App demo的过程中,偶然发现出现了一条这样的日志:

I/Choreographer: Skipped 1201 frames! The application may be doing too much work on its main thread.

这是一条系统日志,意思很明确:主线程的工作可能过多,导致了掉帧。突然发现Choreographer很有用,可以用来监控App性能、卡顿、帧率等,于是决定花点时间学习一下。

简介

Choreographer类位于android.view包下,是一个final类,是从Android 4.1(API level=16)开始加入的一种机制。Choreographer字面意为“编舞、编导”,从官方文档可以得到以下重要信息:

  • 协调动画、输入和绘图的时间。
  • Choreographer从显示子系统接收定时脉冲,如VSYNC信号,然后调度安排下一帧的渲染工作。
  • 应用程序一般不与Choreographer直接交互,而是在动画框架或视图层次架构中使用更高层的抽象API来调用。
  • 也有一些在App中直接使用Choreographer的场景,如App在不同的线程进行渲染,可能使用GL,没有使用动画框架或视图层次架构,当需要确保能够和显示同步的时候,可以调用Choreographer的 postFrameCallback(Choreographer.FrameCallback)方法。
  • 每一个Looper线程都有自己的Choreographer,其他线程发送的回调只能运行在对应Choreographer所属的Looper线程上。

源码分析

Choreographer源码基于Android 7.1.1,不同版本源码可能有所不同。

  1. 类声明

    public final class Choreographer{}
  2. 构造函数

    private Choreographer(Looper looper) {   mLooper = looper;   mHandler = new FrameHandler(looper);   // 根据是否使用了VSYNC来创建一个FrameDisplayEventReceiver对象   mDisplayEventReceiver = USE_VSYNC ? new FrameDisplayEventReceiver(looper) : null;   mLastFrameTimeNanos = Long.MIN_VALUE;   // 1秒=1000毫秒=1000000微秒=1000000000纳秒,mFrameIntervalNanos为帧时间间隔,单位纳秒   mFrameIntervalNanos = (long)(1000000000 / getRefreshRate());   // CALLBACK_LAST + 1 = 4,创建一个容量为4的CallbackQueue数组,用来存放4种不同的Callback   mCallbackQueues = new CallbackQueue[CALLBACK_LAST + 1];   for (int i = 0; i <= CALLBACK_LAST; i++) {       mCallbackQueues[i] = new CallbackQueue();   }}

    Choreographer类中有一个Looper和一个FrameHandler变量。FrameHandler继承自Handler,了解Android消息机制的自然知道Handler需要Looper来调度消息进行处理。

    FrameHandler是Choreographer的一个内部类,其定义如下:

    private final class FrameHandler extends Handler {   public FrameHandler(Looper looper) {       super(looper);   }   @Override   public void handleMessage(Message msg) {       switch (msg.what) {           case MSG_DO_FRAME:               doFrame(System.nanoTime(), 0);               break;           case MSG_DO_SCHEDULE_VSYNC:               // 请求VSYNC信号               doScheduleVsync();               break;           case MSG_DO_SCHEDULE_CALLBACK:               doScheduleCallback(msg.arg1);               break;       }   }}

    FrameHandler的实现非常简单,只处理三类消息,具体的常量标识为:

    private static final int MSG_DO_FRAME = 0;private static final int MSG_DO_SCHEDULE_VSYNC = 1;private static final int MSG_DO_SCHEDULE_CALLBACK = 2;

    下面代码创建一个容量为4的CallbackQueue数组,用来存放4种不同的Callback。

    mCallbackQueues = new CallbackQueue[CALLBACK_LAST + 1];for (int i = 0; i <= CALLBACK_LAST; i++) {   mCallbackQueues[i] = new CallbackQueue();}

    具体是哪四种CallBack,通过如下代码可知即Input callback、Animation callback、Traversal callback、Commit callback,分别表示输入、动画、布局绘制、提交操作。

    /*** Callback type: Input callback.  Runs first.* @hide*/public static final int CALLBACK_INPUT = 0;/*** Callback type: Animation callback.  Runs before traversals.* @hide*/public static final int CALLBACK_ANIMATION = 1;/*** Callback type: Traversal callback.  Handles layout and draw.  Runs last* after all other asynchronous messages have been handled.* @hide*/public static final int CALLBACK_TRAVERSAL = 2;/*** Callback type: Commit callback.  Handles post-draw operations for the frame.* Runs after traversal completes.  The {@link #getFrameTime() frame time} reported* during this callback may be updated to reflect delays that occurred while* traversals were in progress in case heavy layout operations caused some frames* to be skipped.  The frame time reported during this callback provides a better* estimate of the start time of the frame in which animations (and other updates* to the view hierarchy state) actually took effect.* @hide*/public static final int CALLBACK_COMMIT = 3; // 这一类型是在API level=23的时候添加的
  3. 获取Choreographer实例

    /**    * Gets the choreographer for the calling thread.  Must be called from    * a thread that already has a {@link android.os.Looper} associated with it.    *    * @return The choreographer for this thread.    * @throws IllegalStateException if the thread does not have a looper.    */   public static Choreographer getInstance() {       return sThreadInstance.get();   }

    注释写的很清楚,前文也提过,每个线程都有自己的Choreographer,因此此处使用了ThreadLocal机制,另外要求此线程必须拥有Looper,否则消息机制无法执行。

    关于ThreadLocal这块的实现,代码如下:

    // Thread local storage for the choreographer.private static final ThreadLocal sThreadInstance =       new ThreadLocal() {   @Override   protected Choreographer initialValue() {       Looper looper = Looper.myLooper();       if (looper == null) {           throw new IllegalStateException("The current thread must have a looper!");       }       return new Choreographer(looper);   }};

    代码逻辑很清楚,就是利用Choreographer构造函数,为每个线程创建了一个不同的Choreographer对象。

  4. 内部类CallbackRecord

    private static final class CallbackRecord {   public CallbackRecord next;   public long dueTime;   public Object action; // Runnable or FrameCallback   public Object token;   public void run(long frameTimeNanos) {       if (token == FRAME_CALLBACK_TOKEN) {           ((FrameCallback)action).doFrame(frameTimeNanos);       } else {           ((Runnable)action).run();       }   }}

    首先采用了链表实现来封装Callback,用作CallbackRecord的对象池,类似消息机制中Message对象的设计。另外会根据token来区分Callback是Runnable还是FrameCallback,区分条件为token == FRAME_CALLBACK_TOKEN,因为规定所有FrameCallback必须持有如下token:

    // All frame callbacks posted by applications have this token.private static final Object FRAME_CALLBACK_TOKEN = new Object() {   public String toString() { return "FRAME_CALLBACK_TOKEN"; }};
  5. 内部类CallbackQueue

    简单来讲,CallbackQueue是一个CallbackRecord的操作类,提供读取、添加、删除CallbackRecord的系列方法,方便操作,具体如下

    • public CallbackRecord extractDueCallbacksLocked(long now)
    • public void addCallbackLocked(long dueTime, Object action, Object token)
    • public void removeCallbacksLocked(Object action, Object token)
  6. 内部类FrameDisplayEventReceiver

    在上文Choreographer的构造函数中提到过,当使用了VSYNC机制时,则会创建一个FrameDisplayEventReceiver对象,主要用来接收VSYNC信号。

    VSYNC信号频率为60HZ,即约每隔16.6ms发出一次VSYNC信号,触发UI渲染,如果每次渲染都能在这个时间间隔内完成,则帧率就能达到60FPS(Frame per second),基于人眼视觉暂留理论,60FPS能达到一种画面流畅的效果。

    当帧率正常时,如下图:

    Android Choreographer_第1张图片

    如果某一帧无法在16.6ms内完成渲染(通常由于布局复杂、耗时操作、过度绘制等),将导致画面无法刷新,对于用户的感觉就是卡顿,假如此帧占用了接下来的N个16.6ms的时间,则造成所谓的丢帧,这里表示丢了N帧。示意图如下:

    Android Choreographer_第2张图片

    回到正题,FrameDisplayEventReceiver继承自DisplayEventReceiver并实现Runnable,定义如下

    private final class FrameDisplayEventReceiver extends DisplayEventReceiver       implements Runnable {}

    当收到VSYNC信号时,会触发如下回调

    @Overridepublic void onVsync(long timestampNanos, int builtInDisplayId, int frame) {}

    其中timestampNanos表示收到信号的时间,单位纳秒;frame表示帧数,随着每收到一次VSYNC信号而增加。

    在onVsync回调中最主要的逻辑就是将FrameDisplayEventReceiver封装进Message,然后通过Android消息机制发送出去。

    由于FrameDisplayEventReceiver是一个Runnable,其对应的Run实现为

    @Overridepublic void run() {   mHavePendingVsync = false;   doFrame(mTimestampNanos, mFrame);}

    mHavePendingVsync是一个标志变量,标明同一时刻只能有一个VSYNC信号事件。

    doFrame(mTimestampNanos, mFrame);是收到VSYNC信号后的真正处理逻辑,后面会细说。

  7. 接口FrameCallback

    /*** Implement this interface to receive a callback when a new display frame is* being rendered.  The callback is invoked on the {@link Looper} thread to* which the {@link Choreographer} is attached.*/public interface FrameCallback {   /**    * Called when a new display frame is being rendered.    * 

    * This method provides the time in nanoseconds when the frame started being rendered. * The frame time provides a stable time base for synchronizing animations * and drawing. It should be used instead of {@link SystemClock#uptimeMillis()} * or {@link System#nanoTime()} for animations and drawing in the UI. Using the frame * time helps to reduce inter-frame jitter because the frame time is fixed at the time * the frame was scheduled to start, regardless of when the animations or drawing * callback actually runs. All callbacks that run as part of rendering a frame will * observe the same frame time so using the frame time also helps to synchronize effects * that are performed by different callbacks. *

    * Please note that the framework already takes care to process animations and * drawing using the frame time as a stable time base. Most applications should * not need to use the frame time information directly. *

    * * @param frameTimeNanos The time in nanoseconds when the frame started being rendered, * in the {@link System#nanoTime()} timebase. Divide this value by {@code 1000000} * to convert it to the {@link SystemClock#uptimeMillis()} time base. */
    public void doFrame(long frameTimeNanos);}

    此接口会在新的一帧渲染时回调,参数为纳秒,表示当这一帧开始渲染时的时间,注意此回调会在Choreographer所属的Looper线程上触发。

  8. 提交一个Callback,让它在下一帧执行,最简单的调用为:

    public void postCallback(int callbackType, Runnable action, Object token) {   postCallbackDelayed(callbackType, action, token, 0);}

    注意这里第二个参数表示提交一个Runnable,前文CallbackRecord中分析过会根据token来区分是Runnable或FrameCallback。接下来postCallbackDelayed的实现如下:

    public void postCallbackDelayed(int callbackType,       Runnable action, Object token, long delayMillis) {   if (action == null) {       throw new IllegalArgumentException("action must not be null");   }   if (callbackType < 0 || callbackType > CALLBACK_LAST) {       throw new IllegalArgumentException("callbackType is invalid");   }   postCallbackDelayedInternal(callbackType, action, token, delayMillis);}

    主要是对action和Callback类型做校验,callbackType前文说过只有四种类型(CALLBACK_INPUT、CALLBACK_ANIMATION、CALLBACK_TRAVERSAL、CALLBACK_COMMIT),常量值分别定义为0、1、2、3,其他均为非法类型。这里提前说一句,FrameCallback的回调类型使用CALLBACK_ANIMATION。

    接下来postCallbackDelayedInternal的实现为:

    private void postCallbackDelayedInternal(int callbackType,       Object action, Object token, long delayMillis) {   if (DEBUG) {       Log.d(TAG, "PostCallback: type=" + callbackType               + ", action=" + action + ", token=" + token               + ", delayMillis=" + delayMillis);   }   synchronized (mLock) {       // 当前时间       final long now = SystemClock.uptimeMillis();       // 回调执行时间,为当前时间加上延迟的时间       final long dueTime = now + delayMillis;       // obtainCallbackLocked(long dueTime, Object action, Object token)会将传入的3个参数转换为CallbackRecord(具体请看源码,非主要部分,此处略过),然后CallbackQueue根据回调类型将CallbackRecord添加到链表上。       mCallbackQueues[callbackType].addCallbackLocked(dueTime, action, token);       if (dueTime <= now) {           // 如果delayMillis=0的话,dueTime=now,则会马上执行           scheduleFrameLocked(now);       } else {           // 如果dueTime>now,则发送一个what为MSG_DO_SCHEDULE_CALLBACK类型的定时消息,等时间到了再处理,其最终处理也是执行scheduleFrameLocked(long now)方法           Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_CALLBACK, action);           msg.arg1 = callbackType;           msg.setAsynchronous(true);           mHandler.sendMessageAtTime(msg, dueTime);       }   }}

    上面主要逻辑在注释里已经写得很清楚了,来看scheduleFrameLocked的实现:

    private void scheduleFrameLocked(long now) {   if (!mFrameScheduled) {       mFrameScheduled = true;       if (USE_VSYNC) {           // 如果使用了VSYNC,由系统值确定           if (DEBUG_FRAMES) {               Log.d(TAG, "Scheduling next frame on vsync.");           }           // If running on the Looper thread, then schedule the vsync immediately,           // otherwise post a message to schedule the vsync from the UI thread           // as soon as possible.           if (isRunningOnLooperThreadLocked()) {               // 请求VSYNC信号,最终会调到Native层,Native处理完成后触发FrameDisplayEventReceiver的onVsync回调,回调中最后也会调用doFrame(long frameTimeNanos, int frame)方法,前文分析FrameDisplayEventReceiver时已说明               scheduleVsyncLocked();           } else {               // 在UI线程上直接发送一个what=MSG_DO_SCHEDULE_VSYNC的消息,最终也会调到scheduleVsyncLocked()去请求VSYNC信号               Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_VSYNC);               msg.setAsynchronous(true);               mHandler.sendMessageAtFrontOfQueue(msg);           }       } else {           // 没有使用VSYNC           final long nextFrameTime = Math.max(                   mLastFrameTimeNanos / TimeUtils.NANOS_PER_MS + sFrameDelay, now);           if (DEBUG_FRAMES) {               Log.d(TAG, "Scheduling next frame in " + (nextFrameTime - now) + " ms.");           }           // 直接发送一个what=MSG_DO_FRAME的消息,消息处理时调用doFrame(long frameTimeNanos, int frame)方法           Message msg = mHandler.obtainMessage(MSG_DO_FRAME);           msg.setAsynchronous(true);           mHandler.sendMessageAtTime(msg, nextFrameTime);       }   }}

    具体流程请看注释,接下来看doFrame的流程:

    void doFrame(long frameTimeNanos, int frame) {   final long startNanos;   synchronized (mLock) {       if (!mFrameScheduled) {           return; // no work to do       }       if (DEBUG_JANK && mDebugPrintNextFrameTimeDelta) {           mDebugPrintNextFrameTimeDelta = false;           Log.d(TAG, "Frame time delta: "                   + ((frameTimeNanos - mLastFrameTimeNanos) * 0.000001f) + " ms");       }       long intendedFrameTimeNanos = frameTimeNanos;       startNanos = System.nanoTime();       // 计算抖动时间,startNanos为真正开始时间,frameTimeNanos为预计回调时间       final long jitterNanos = startNanos - frameTimeNanos;       if (jitterNanos >= mFrameIntervalNanos) {           // 时间差除以每帧时间间隔,来计算丢掉了几帧。其中mFrameIntervalNanos = (long)(1000000000 / getRefreshRate());一般刷新率为60,时间间隔为16.6ms           final long skippedFrames = jitterNanos / mFrameIntervalNanos;           // SKIPPED_FRAME_WARNING_LIMIT默认为30,如果丢帧超过30,则输出日志提醒。引言中的日志即是这里输出的           if (skippedFrames >= SKIPPED_FRAME_WARNING_LIMIT) {               Log.i(TAG, "Skipped " + skippedFrames + " frames!  "                       + "The application may be doing too much work on its main thread.");           }           // 取余数,作为帧偏移时间           final long lastFrameOffset = jitterNanos % mFrameIntervalNanos;           if (DEBUG_JANK) {               Log.d(TAG, "Missed vsync by " + (jitterNanos * 0.000001f) + " ms "                       + "which is more than the frame interval of "                       + (mFrameIntervalNanos * 0.000001f) + " ms!  "                       + "Skipping " + skippedFrames + " frames and setting frame "                       + "time to " + (lastFrameOffset * 0.000001f) + " ms in the past.");           }           // 减去偏移时间,来纠正帧时间,以便和VSYNC信号时间保持同步(注意之间可能丢了N个整数帧)            frameTimeNanos = startNanos - lastFrameOffset;       }       // 此情况可能不太常见,解释可参考源码中的Log,大意是可能由于之前的丢帧导致帧回退,继续等待下一次VSYNC信号       if (frameTimeNanos < mLastFrameTimeNanos) {           if (DEBUG_JANK) {               Log.d(TAG, "Frame time appears to be going backwards.  May be due to a "                       + "previously skipped frame.  Waiting for next vsync.");           }           // 请求VSYNC信号           scheduleVsyncLocked();           return;       }       mFrameInfo.setVsync(intendedFrameTimeNanos, frameTimeNanos);       mFrameScheduled = false;       mLastFrameTimeNanos = frameTimeNanos;   }   // 上面只是一些日志输出及时间纠正,doCallbacks才是真正的回调执行,注意回调是按以下顺序执行的   try {       Trace.traceBegin(Trace.TRACE_TAG_VIEW, "Choreographer#doFrame");       AnimationUtils.lockAnimationClock(frameTimeNanos / TimeUtils.NANOS_PER_MS);       mFrameInfo.markInputHandlingStart();       doCallbacks(Choreographer.CALLBACK_INPUT, frameTimeNanos);       mFrameInfo.markAnimationsStart();       doCallbacks(Choreographer.CALLBACK_ANIMATION, frameTimeNanos);       mFrameInfo.markPerformTraversalsStart();       doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameTimeNanos);       doCallbacks(Choreographer.CALLBACK_COMMIT, frameTimeNanos);   } finally {       AnimationUtils.unlockAnimationClock();       Trace.traceEnd(Trace.TRACE_TAG_VIEW);   }   if (DEBUG_FRAMES) {       final long endNanos = System.nanoTime();       Log.d(TAG, "Frame " + frame + ": Finished, took "               + (endNanos - startNanos) * 0.000001f + " ms, latency "               + (startNanos - frameTimeNanos) * 0.000001f + " ms.");   }}

    再来看doCallbacks的源码:

    void doCallbacks(int callbackType, long frameTimeNanos) {   CallbackRecord callbacks;   synchronized (mLock) {       // We use "now" to determine when callbacks become due because it's possible       // for earlier processing phases in a frame to post callbacks that should run       // in a following phase, such as an input event that causes an animation to start.       final long now = System.nanoTime();       callbacks = mCallbackQueues[callbackType].extractDueCallbacksLocked(               now / TimeUtils.NANOS_PER_MS);       if (callbacks == null) {           return;       }       mCallbacksRunning = true;       // Update the frame time if necessary when committing the frame.       // We only update the frame time if we are more than 2 frames late reaching       // the commit phase.  This ensures that the frame time which is observed by the       // callbacks will always increase from one frame to the next and never repeat.       // We never want the next frame's starting frame time to end up being less than       // or equal to the previous frame's commit frame time.  Keep in mind that the       // next frame has most likely already been scheduled by now so we play it       // safe by ensuring the commit time is always at least one frame behind.       if (callbackType == Choreographer.CALLBACK_COMMIT) {           final long jitterNanos = now - frameTimeNanos;           Trace.traceCounter(Trace.TRACE_TAG_VIEW, "jitterNanos", (int) jitterNanos);           if (jitterNanos >= 2 * mFrameIntervalNanos) {               final long lastFrameOffset = jitterNanos % mFrameIntervalNanos                       + mFrameIntervalNanos;               if (DEBUG_JANK) {                   Log.d(TAG, "Commit callback delayed by " + (jitterNanos * 0.000001f)                           + " ms which is more than twice the frame interval of "                           + (mFrameIntervalNanos * 0.000001f) + " ms!  "                           + "Setting frame time to " + (lastFrameOffset * 0.000001f)                           + " ms in the past.");                   mDebugPrintNextFrameTimeDelta = true;               }               frameTimeNanos = now - lastFrameOffset;               mLastFrameTimeNanos = frameTimeNanos;           }       }   }   try {       Trace.traceBegin(Trace.TRACE_TAG_VIEW, CALLBACK_TRACE_TITLES[callbackType]);       for (CallbackRecord c = callbacks; c != null; c = c.next) {           if (DEBUG_FRAMES) {               Log.d(TAG, "RunCallback: type=" + callbackType                       + ", action=" + c.action + ", token=" + c.token                       + ", latencyMillis=" + (SystemClock.uptimeMillis() - c.dueTime));           }           c.run(frameTimeNanos);       }   } finally {       synchronized (mLock) {           mCallbacksRunning = false;           do {               final CallbackRecord next = callbacks.next;               recycleCallbackLocked(callbacks);               callbacks = next;           } while (callbacks != null);       }       Trace.traceEnd(Trace.TRACE_TAG_VIEW);   }}

    大致流程是根据回调类型callbackType找到对应的CallbackQueue,然后遍历链表,取出每个CallbackRecord并执行其run方法:

    public void run(long frameTimeNanos) {   if (token == FRAME_CALLBACK_TOKEN) {       ((FrameCallback)action).doFrame(frameTimeNanos);   } else {       ((Runnable)action).run();   }}

    run中会真正执行回调处理。回调全部执行完之后,会回收CallbackRecord,具体实现在recycleCallbackLocked(callbacks)中。

    另外对于CALLBACK_COMMIT类型有一大段注释,大意是如果当前帧的渲染时间超过两帧的时间间隔(2*16.6ms),则将时间回移到上一个VSYNC信号时间。举个例子,下图表示一个时间轴,其中16、32、48、64等表示一帧的时间间隔,也是VSYNC信号的时间间隔。

    ———16————32————48—52———64————80————>

    假如某帧应该在16时处理回调,但由于渲染超时,一直延迟到52才响应。则时间间隔为36(52-16),超过了两帧的标准时间,则将此帧的时间修正为32。至于原因,据说是为了解决ValueAnimator的问题,有待深究。

  9. 前面提到Choreographer提供了一个FrameCallback接口,来看一下它是如何提交和处理的:

    首先提交一个FrameCallback:

    public void postFrameCallback(FrameCallback callback) {   postFrameCallbackDelayed(callback, 0);}

    继续调用postFrameCallbackDelayed

    public void postFrameCallbackDelayed(FrameCallback callback, long delayMillis) {   if (callback == null) {       throw new IllegalArgumentException("callback must not be null");   }   postCallbackDelayedInternal(CALLBACK_ANIMATION,           callback, FRAME_CALLBACK_TOKEN, delayMillis);}

    注意FrameCallback使用了回调类型为CALLBACK_ANIMATION,并使用一个特殊token(FRAME_CALLBACK_TOKEN)来标识是FrameCallback。postCallbackDelayedInternal在前文普通的Callback时已经分析过了,接下来的流程就是相同的了,只是在最终处理时区分一下。

  10. 上面从源码角度分析了一个Callback(普通Callback和FrameCallback)从提交到处理的过程,可能还是有点混乱,下面是一个流程图,可以清晰地了解其处理流程:

    Android Choreographer_第3张图片

    对应Choreographer还对外提供了两个移除Callback的方法:

    public void removeCallbacks(int callbackType, Runnable action, Object token)public void removeFrameCallback(FrameCallback callback)

Choreographer跟View绘制的关联

  1. 在ViewRootImpl的构造函数中会实例化一个Choreographer对象:

    mChoreographer = Choreographer.getInstance();

    它是运行在主线程中的。

  2. scheduleTraversals()方法中Choreographer发送一个CALLBACK_TRAVERSAL类型的Callback:

    void scheduleTraversals() {   if (!mTraversalScheduled) {       mTraversalScheduled = true;       mTraversalBarrier = mHandler.getLooper().postSyncBarrier();       mChoreographer.postCallback(               Choreographer.CALLBACK_TRAVERSAL, mTraversalRunnable, null);       if (!mUnbufferedInputDispatch) {           scheduleConsumeBatchedInput();       }       notifyRendererOfFramePending();   }}
  3. 再来看mTraversalRunnable的实现

    final class TraversalRunnable implements Runnable {   @Override   public void run() {       doTraversal();   }}final TraversalRunnable mTraversalRunnable = new TraversalRunnable();
  4. 在doTraversal()中会调用performTraversals(),在这个函数中会执行View以及子View的测量、布局、绘制流程。

  5. 因此Choreographer可以用来监控View绘制的性能。

应用场景

Choreographer的原理了解了,来说说其用途,最常见的是使用它来监控App性能、卡顿和帧率。

还记得Choreographer提供的FrameCallback接口吗?可以自定义一个类FPSMonitor继承自FrameCallback,用于监控丢帧情况。

public class FPSMonitor implements Choreographer.FrameCallback {    @Override    public void doFrame(long frameTimeNanos) {        // do monitor    }}

然后利用Choreographer的postFrameCallback(FrameCallback callback)方法将其post出去,这样在下一帧渲染时就会回调我们自定义的FrameCallback,在doFrame就可以实现一些检测逻辑。

Github上有一个利用Choreographer原理实现的开源库TinyDancer,感兴趣的可以去学习一下。

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