runtime添加屬性

??運(yùn)行期不能對(duì)類對(duì)象添加ivar,因?yàn)樵诰幾g期類的內(nèi)存大小布局已經(jīng)確定,在運(yùn)行期不能修改類對(duì)象的內(nèi)存空間,所以不能在運(yùn)行期為對(duì)象添加ivar,比如不能在category中添加ivar,而category是運(yùn)行期技術(shù),但可以添加方法,因?yàn)轭悓?duì)象內(nèi)的方法列表是指針,添加方法改變的是指針指向的方法列表,沒有改變指針本身,不會(huì)改變類對(duì)象內(nèi)存大小,所以category可以添加方法。
??有一點(diǎn)需要說明雖然category添加屬性,但不會(huì)為這個(gè)屬性自動(dòng)添加ivar,只會(huì)生成settergetter方法的聲明。
??所以添加屬性的方法只能用objc_setAssociatedObject方式,下面重點(diǎn)講述objc_setAssociatedObjectobjc_getAssociatedObject實(shí)現(xiàn)原理。
先看看objc_setAssociatedObject方法參數(shù)說明。

/** 
 * Sets an associated value for a given object using a given key and association policy.
 * 
 * @param object The source object for the association.
 * @param key The key for the association.
 * @param value The value to associate with the key key for object. Pass nil to clear an existing association.
 * @param policy The policy for the association. For possible values, see “Associative Object Behaviors.”
 * 
 * @see objc_setAssociatedObject
 * @see objc_removeAssociatedObjects
 */

這里要講的是key這個(gè)參數(shù)其實(shí)是個(gè)指針值,只要保證指針值不一樣就行,就算指針指向的對(duì)象值相等也沒關(guān)系,有一種很優(yōu)雅的寫法:

objc_setAssociatedObject(self, _cmd, object, OBJC_ASSOCIATION_RETAIN_NONATOMIC);

_cmd代表當(dāng)前方法的SEL,相當(dāng)于這么寫@selector(currentMethod),SEL其實(shí)就是個(gè)指針,而且能保證唯一。
現(xiàn)在看一下objc_setAssociatedObject的實(shí)現(xiàn)

void objc_setAssociatedObject(id object, const void *key, id value, objc_AssociationPolicy policy) {
    _object_set_associative_reference(object, (void *)key, value, policy);
}

直接調(diào)用了_object_set_associative_reference,往下看吧:

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);
        if (new_value) {
            // break any existing association.
            AssociationsHashMap::iterator i = associations.find(disguised_object);
            if (i != associations.end()) {
                // secondary table exists
                ObjectAssociationMap *refs = i->second;
                ObjectAssociationMap::iterator j = refs->find(key);
                if (j != refs->end()) {
                    old_association = j->second;
                    j->second = ObjcAssociation(policy, new_value);
                } else {
                    (*refs)[key] = ObjcAssociation(policy, new_value);
                }
            } else {
                // create the new association (first time).
                ObjectAssociationMap *refs = new ObjectAssociationMap;
                associations[disguised_object] = refs;
                (*refs)[key] = ObjcAssociation(policy, new_value);
                object->setHasAssociatedObjects();
            }
        } else {
            // 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);
}

AssociationsManager manager是個(gè)c++對(duì)象,維護(hù)一個(gè)全局唯一單例hashmap,并且在構(gòu)造函數(shù)加鎖和析構(gòu)函數(shù)解鎖保證hashmap操作時(shí)的安全性,全局hashmap先根據(jù)當(dāng)前object(key:DISGUISE(object))查找ObjectAssociationMap,ObjectAssociationMap存放的是ObjcAssociation對(duì)象,其實(shí)是對(duì)要存放的valuepolicy的簡單封裝,可以看下ObjcAssociation的定義;

class ObjcAssociation {
        uintptr_t _policy;
        id _value;
    public:
        ObjcAssociation(uintptr_t policy, id value) : _policy(policy), _value(value) {}
        ObjcAssociation() : _policy(0), _value(nil) {}

        uintptr_t policy() const { return _policy; }
        id value() const { return _value; }
        
        bool hasValue() { return _value != nil; }
    };

哎,也是class;

所以全局hashmap是個(gè)二維的map,ObjectAssociationMap如果沒找到創(chuàng)建一個(gè)新的ObjectAssociationMap然后將new_value添加到map里,找到了ObjectAssociationMap再根據(jù)參數(shù)key找舊值,找到了更新舊值為新的值,沒找到將new_value添加到map里。

整個(gè)查找過程是個(gè)兩層的遍歷。
看懂這塊代碼就明白:
通過objc_setAssociatedObject添加屬性實(shí)際上是系統(tǒng)維護(hù)了一個(gè)全局的二維map,將對(duì)象與要添加的屬性進(jìn)行map的鍵值綁定。

_policy的作用在于是否需要在方法開始retain value,如果是retain policy則需要retain objc_retain(value)如果是copy則調(diào)用value的copy方法((id(*)(id, SEL))objc_msgSend)(value, SEL_copy);并且需要在方法結(jié)束時(shí)Relase,看下面的方法

static id acquireValue(id value, uintptr_t policy) {
    switch (policy & 0xFF) {
    case OBJC_ASSOCIATION_SETTER_RETAIN:
        return objc_retain(value);
    case OBJC_ASSOCIATION_SETTER_COPY:
        return ((id(*)(id, SEL))objc_msgSend)(value, SEL_copy);
    }
    return value;
}

看完objc_setAssociatedObject就知道objc_getAssociatedObject是怎么實(shí)現(xiàn)的了,不多說了。

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;
}

最后在說一個(gè)小問題代碼中 disguised_ptr_t disguised_object = DISGUISE(object),disguised_object作為全局map的key值,并不是吧object作為key值,disguised_object是怎么得來的需要看下代碼DISGUISE方法實(shí)現(xiàn)

    inline disguised_ptr_t DISGUISE(id value) { return ~uintptr_t(value); }

哦很簡單,object是個(gè)指針地址,把它強(qiáng)轉(zhuǎn)成uintptr_t(實(shí)際上是long類型)然后進(jìn)行取反操作。

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