简介

先说Future, 它用来描述一个异步计算的结果。isDone方法可以用来检查计算是否完成,get方法可以用来获取结果,直到完成前一直阻塞当前线程,cancel方法可以取消任务。而对于结果的获取,只能通过阻塞(get())或者轮询的方式[while(!isDone)]. 阻塞的方式违背了异步编程的理念,轮询的方式耗费无谓的CPU资源(CPU空转)。于是,CompletableFuture应运而生。

样例

后面介绍的源码都会以下面的用例为切入点,循着调用轨迹理解源码。如果任务很耗时,记得传Executor, 或者方法末尾加上future.get(); 因为CompletableFuture默认使用ForkJoinPool, 而ForkJoinPool里面的线程都是daemon线程,主线程跑完了,虚拟机也就over了。

     public void whenComplete() {
CompletableFuture<Integer> future = CompletableFuture.supplyAsync(() -> 100);
future.whenComplete((l, r) -> System.out.println(l));
} public void thenApply() {
CompletableFuture<Integer> future = CompletableFuture.supplyAsync(() -> 100);
future.thenApply(i -> -i);
} public void thenAccept() {
CompletableFuture<Integer> future = CompletableFuture.supplyAsync(() -> 100);
future.thenAccept(System.out::println);
} public void thenRun() {
CompletableFuture<Integer> future = CompletableFuture.supplyAsync(() -> 100);
future.thenRun(() -> System.out.println("Done"));
} public void thenAcceptBoth() {
CompletableFuture<Integer> future = CompletableFuture.supplyAsync(() -> 100);
CompletableFuture<Integer> other = CompletableFuture.supplyAsync(() -> 200);
future.thenAcceptBoth(other, (x, y) -> System.out.println(x + y));
} public void acceptEither() {
CompletableFuture<Integer> future = CompletableFuture.supplyAsync(() -> 100);
CompletableFuture<Integer> other = CompletableFuture.supplyAsync(() -> 200);
future.acceptEither(other, System.out::println); } public void allOf() {
CompletableFuture<Integer> future = CompletableFuture.supplyAsync(() -> 100);
CompletableFuture<Integer> second = CompletableFuture.supplyAsync(() -> 200);
CompletableFuture<Integer> third = CompletableFuture.supplyAsync(() -> 300);
CompletableFuture.allOf(future, second, third); } public void anyOf() throws InterruptedException, ExecutionException {
CompletableFuture<Integer> future = CompletableFuture.supplyAsync(() -> 100);
CompletableFuture<Integer> second = CompletableFuture.supplyAsync(() -> 200);
CompletableFuture<Integer> third = CompletableFuture.supplyAsync(() -> 300);
CompletableFuture.anyOf(future, second, third);
}

源码分析

supplyAsync

supplyAsync(Supplier<U> supplier)

     public static <U> CompletableFuture<U> supplyAsync(Supplier<U> supplier) {
return asyncSupplyStage(asyncPool, supplier); // asyncPool, ForkJoinPool.commonPool()或者ThreadPerTaskExecutor(实现了Executor接口,里面的内容是{new Thread(r).start();})
}

asyncSupplyStage(Executor e, Supplier<U> f)

     static <U> CompletableFuture<U> asyncSupplyStage(Executor e, Supplier<U> f) {
if (f == null)
throw new NullPointerException();
CompletableFuture<U> d = new CompletableFuture<U>(); // 构建一个新的CompletableFuture, 以此构建AsyncSupply作为Executor的执行参数
e.execute(new AsyncSupply<U>(d, f)); // AsyncSupply继承了ForkJoinTask, 实现了Runnable, AsynchronousCompletionTask接口
return d; // 返回d,立返
}

AsyncSupply

     // CompletableFuture的静态内部类,作为一个ForkJoinTask
static final class AsyncSupply<T> extends ForkJoinTask<Void> implements Runnable, AsynchronousCompletionTask {
CompletableFuture<T> dep; // AsyncSupply作为一个依赖Task,dep作为这个Task的Future
Supplier<T> fn; // fn作为这个Task的具体执行逻辑,函数式编程 AsyncSupply(CompletableFuture<T> dep, Supplier<T> fn) {
this.dep = dep;
this.fn = fn;
} public final Void getRawResult() {
return null;
} public final void setRawResult(Void v) {
} public final boolean exec() {
run();
return true;
} public void run() {
CompletableFuture<T> d;
Supplier<T> f;
if ((d = dep) != null && (f = fn) != null) { // 非空判断
dep = null;
fn = null;
if (d.result == null) { // 查看任务是否结束,如果已经结束(result != null),直接调用postComplete()方法
try {
d.completeValue(f.get()); // 等待任务结束,并设置结果
} catch (Throwable ex) {
d.completeThrowable(ex); // 异常
}
}
d.postComplete(); // 任务结束后,会执行所有依赖此任务的其他任务,这些任务以一个无锁并发栈的形式存在
}
}
}

postComplete()

     final void postComplete() {
CompletableFuture<?> f = this; // 当前CompletableFuture
Completion h; // 无锁并发栈,(Completion next), 保存的是依靠当前的CompletableFuture一串任务,完成即触发(回调)
while ((h = f.stack) != null || (f != this && (h = (f = this).stack) != null)) { // 当f的stack为空时,使f重新指向当前的CompletableFuture,继续后面的结点
CompletableFuture<?> d;
Completion t;
if (f.casStack(h, t = h.next)) { // 从头遍历stack,并更新头元素
if (t != null) {
if (f != this) { // 如果f不是当前CompletableFuture,则将它的头结点压入到当前CompletableFuture的stack中,使树形结构变成链表结构,避免递归层次过深
pushStack(h);
continue; // 继续下一个结点,批量压入到当前栈中
}
h.next = null; // 如果是当前CompletableFuture, 解除头节点与栈的联系
}
f = (d = h.tryFire(NESTED)) == null ? this : d; // 调用头节点的tryFire()方法,该方法可看作Completion的钩子方法,执行完逻辑后,会向后传播的
}
}
}

示意图

每个CompletableFuture持有一个Completion栈stack, 每个Completion持有一个CompletableFuture -> dep, 如此递归循环下去,是层次很深的树形结构,所以想办法将其变成链表结构。

首先取出头结点,下图中灰色Completion结点,它会返回一个CompletableFuture, 同样也拥有一个stack,策略是遍历这个CompletableFuture的stack的每个结点,依次压入到当前CompletableFuture的stack中,关系如下箭头所示,灰色结点指的是处理过的结点。

第一个Completion结点返回的CompletableFuture, 将拥有的stack里面的所有结点都压入了当前CompletableFuture的stack里面

后续的Completion结点返回的CompletableFuture, 将拥有的stack里面的所有结点都压入了当前CompletableFuture的stack里面,重新构成了一个链表结构,后续也按照前面的逻辑操作,如此反复,便会遍历完所有的CompletableFuture, 这些CompletableFuture(叶子结点)的stack为空,也是结束条件。

postComplete()最后调用的是Completion#tryFire()方法,先看下Completion的数据结构

Completion

     abstract static class Completion extends ForkJoinTask<Void> implements Runnable, AsynchronousCompletionTask {
volatile Completion next; // 无锁并发栈 /**
* 钩子方法,有三种模式,postComplete()方法里面使用的是NESTED模式,避免过深的递归调用 SYNC, ASYNC, or NESTED
*/
abstract CompletableFuture<?> tryFire(int mode); // run()和exec()都调用了这个钩子方法 /** cleanStack()方法里有用到 */
abstract boolean isLive(); public final void run() {
tryFire(ASYNC);
} public final boolean exec() {
tryFire(ASYNC);
return true;
} public final Void getRawResult() {
return null;
} public final void setRawResult(Void v) {
}
}

static final int SYNC = 0;       同步
static final int ASYNC = 1;    异步
static final int NESTED = -1; 嵌套

继承了ForkJoinTask, 实现了Runnable, AsynchronousCompletionTask接口,它有诸多子类,如下图

后面的方法都对应着不同的子类。

先看一个子类UniCompletion

     abstract static class UniCompletion<T,V> extends Completion {
Executor executor; // 执行器
CompletableFuture<V> dep; // 依赖的任务
CompletableFuture<T> src; // 被依赖的任务 UniCompletion(Executor executor, CompletableFuture<V> dep,
CompletableFuture<T> src) {
this.executor = executor; this.dep = dep; this.src = src;
} final boolean claim() { // 如果当前任务可以被执行,返回true,否则,返回false; 保证任务只被执行一次
Executor e = executor;
if (compareAndSetForkJoinTaskTag((short)0, (short)1)) {
if (e == null)
return true;
executor = null; // 设置为不可用
e.execute(this);
}
return false;
} final boolean isLive() { return dep != null; }
}

claim()方法保证任务只被执行一次。

whenComplete

whenComplete()/whenCompleteAsync()

     public CompletableFuture<T> whenComplete(BiConsumer<? super T, ? super Throwable> action) {
return uniWhenCompleteStage(null, action);
} public CompletableFuture<T> whenCompleteAsync(BiConsumer<? super T, ? super Throwable> action) {
return uniWhenCompleteStage(asyncPool, action);
}

xxx和xxxAsync方法的区别是,有没有asyncPool作为入参,有的话,任务直接入参,不检查任务是否完成。uniWhenCompleteStage方法有说明。

uniWhenCompleteStage(Executor e, BiConsumer<? super T, ? super Throwable> f)

     private CompletableFuture<T> uniWhenCompleteStage(Executor e, BiConsumer<? super T, ? super Throwable> f) {
if (f == null)
throw new NullPointerException();
CompletableFuture<T> d = new CompletableFuture<T>(); // 构建future
if (e != null || !d.uniWhenComplete(this, f, null)) { // 如果线程池不为空,直接构建任务入栈,并调用tryFire()方法;否则,调用uniWhenComplete()方法,检查依赖的那个任务是否完成,没有完成返回false,
// 完成了返回true, 以及后续一些操作。
UniWhenComplete<T> c = new UniWhenComplete<T>(e, d, this, f); // UniWhenComplete继承了UniCompletion
push(c);
c.tryFire(SYNC); // 先调一下钩子方法,检查一下任务是否结束
}
return d;
}

uniWhenComplete(CompletableFuture<T> a, BiConsumer<? super T, ? super Throwable> f, UniWhenComplete<T> c)

     final boolean uniWhenComplete(CompletableFuture<T> a, BiConsumer<? super T, ? super Throwable> f, UniWhenComplete<T> c) {
Object r;
T t;
Throwable x = null;
if (a == null || (r = a.result) == null || f == null) // 被依赖的任务还未完成
return false;
if (result == null) { // 被依赖的任务完成了
try {
if (c != null && !c.claim()) // 判断任务是否能被执行
return false;
if (r instanceof AltResult) { // 判断异常,AltResult类型很简单,里面只有一个属性Throwable ex;
x = ((AltResult) r).ex;
t = null;
} else {
@SuppressWarnings("unchecked")
T tr = (T) r; // 正常的结果
t = tr;
}
f.accept(t, x); // 执行任务
if (x == null) {
internalComplete(r); // 任务的结果设置为被依赖任务的结果
return true;
}
} catch (Throwable ex) {
if (x == null)
x = ex; // 记录异常
}
completeThrowable(x, r); // 设置异常和结果
}
return true;
}

push()

     final void push(UniCompletion<?, ?> c) {
if (c != null) {
while (result == null && !tryPushStack(c))
lazySetNext(c, null); // 失败重置c的next域
}
} final boolean tryPushStack(Completion c) {
Completion h = stack;
lazySetNext(c, h);
return UNSAFE.compareAndSwapObject(this, STACK, h, c);
} static void lazySetNext(Completion c, Completion next) {
UNSAFE.putOrderedObject(c, NEXT, next);
}

UniWhenComplete

     static final class UniWhenComplete<T> extends UniCompletion<T, T> {
BiConsumer<? super T, ? super Throwable> fn; UniWhenComplete(Executor executor, CompletableFuture<T> dep, CompletableFuture<T> src,
BiConsumer<? super T, ? super Throwable> fn) {
super(executor, dep, src);
this.fn = fn;
} final CompletableFuture<T> tryFire(int mode) { // 钩子方法
CompletableFuture<T> d; // 依赖的任务
CompletableFuture<T> a; // 被依赖的任务
if ((d = dep) == null || !d.uniWhenComplete(a = src, fn, mode > 0 ? null : this)) // 如果是异步模式(mode = 1),就不判断任务是否结束
return null; // dep为空,说明已经调用过了
dep = null;
src = null;
fn = null;
return d.postFire(a, mode); // 钩子方法之后的处理
}
}

postFire(CompletableFuture<?> a, int mode)

     final CompletableFuture<T> postFire(CompletableFuture<?> a, int mode) {
if (a != null && a.stack != null) { // 被依赖的任务存在,且stack不为空,先处理它
if (mode < 0 || a.result == null) // 如果是嵌套模式(mode = -1), 或者任务的结果为空,直接清空栈
a.cleanStack();
else
a.postComplete(); // 否则,调用postComplete()方法
}
if (result != null && stack != null) { // 再处理当前任务
if (mode < 0) // 嵌套模式,直接返回自身(树 -> 链表,避免过深的递归调用)
return this;
else
postComplete(); // 调用postComplete()方法
}
return null;
}

cleanStack()

     final void cleanStack() { // 过滤掉已经死掉的结点(Not isLive)
for (Completion p = null, q = stack; q != null;) { // q指针从头节点开始,向右移动,s一直执行q的下一个结点,p要么为空,要么指向遍历过的最后一个活着的结点,一旦发现q死掉了,就断开q, 连接p, s
Completion s = q.next;
if (q.isLive()) { // 还活着,p指向遍历过的最后一个结点,q向右移动
p = q;
q = s;
} else if (p == null) { // 说明第一个结点就是死掉的,cas stack, q指向stack
casStack(q, s);
q = stack;
} else { // 否则的话,连接p, s
p.next = s;
if (p.isLive()) // 再次判断p结点是否还或者(在这期间是否有别的线程改动了)
q = s; // 还活着,q继续向右移动
else {
p = null; // 过期的值,从新开始
q = stack;
}
}
}
}

如下图

1. 第1个结点是无效结点,更新stack,更新指针

2. 第2个结点是有效结点,更新指针

3. 第3个结点是无效结点,更新指针

4. 第4个结点是有效结点,更新指针

thenApply

     public <U> CompletableFuture<U> thenApply(Function<? super T, ? extends U> fn) {
return uniApplyStage(null, fn);
} public <U> CompletableFuture<U> thenApplyAsync(Function<? super T, ? extends U> fn) {
return uniApplyStage(asyncPool, fn);
} private <V> CompletableFuture<V> uniApplyStage(Executor e, Function<? super T, ? extends V> f) {
if (f == null)
throw new NullPointerException();
CompletableFuture<V> d = new CompletableFuture<V>();
if (e != null || !d.uniApply(this, f, null)) {
UniApply<T, V> c = new UniApply<T, V>(e, d, this, f);
push(c);
c.tryFire(SYNC);
}
return d;
} final <S> boolean uniApply(CompletableFuture<S> a, Function<? super S, ? extends T> f, UniApply<S, T> c) {
Object r;
Throwable x;
if (a == null || (r = a.result) == null || f == null)
return false;
tryComplete: if (result == null) {
if (r instanceof AltResult) {
if ((x = ((AltResult) r).ex) != null) {
completeThrowable(x, r); // 有异常,直接跳出
break tryComplete;
}
r = null;
}
try {
if (c != null && !c.claim())
return false;
@SuppressWarnings("unchecked")
S s = (S) r;
completeValue(f.apply(s));
} catch (Throwable ex) {
completeThrowable(ex);
}
}
return true;
} static final class UniApply<T, V> extends UniCompletion<T, V> {
Function<? super T, ? extends V> fn; UniApply(Executor executor, CompletableFuture<V> dep, CompletableFuture<T> src,
Function<? super T, ? extends V> fn) {
super(executor, dep, src);
this.fn = fn;
} final CompletableFuture<V> tryFire(int mode) {
CompletableFuture<V> d;
CompletableFuture<T> a;
if ((d = dep) == null || !d.uniApply(a = src, fn, mode > 0 ? null : this))
return null;
dep = null;
src = null;
fn = null;
return d.postFire(a, mode);
}
}

一样的套路,thenApply/thenApplyAsync -> uniApplyStage -> uniApply -> tryFire -> postFire

thenAccept

     public CompletableFuture<Void> thenAccept(Consumer<? super T> action) {
return uniAcceptStage(null, action);
} public CompletableFuture<Void> thenAcceptAsync(Consumer<? super T> action) {
return uniAcceptStage(asyncPool, action);
} private CompletableFuture<Void> uniAcceptStage(Executor e, Consumer<? super T> f) {
if (f == null)
throw new NullPointerException();
CompletableFuture<Void> d = new CompletableFuture<Void>();
if (e != null || !d.uniAccept(this, f, null)) {
UniAccept<T> c = new UniAccept<T>(e, d, this, f);
push(c);
c.tryFire(SYNC);
}
return d;
} final <S> boolean uniAccept(CompletableFuture<S> a, Consumer<? super S> f, UniAccept<S> c) {
Object r;
Throwable x;
if (a == null || (r = a.result) == null || f == null)
return false;
tryComplete: if (result == null) {
if (r instanceof AltResult) {
if ((x = ((AltResult) r).ex) != null) {
completeThrowable(x, r); // 有异常直接跳出
break tryComplete;
}
r = null;
}
try {
if (c != null && !c.claim())
return false;
@SuppressWarnings("unchecked")
S s = (S) r;
f.accept(s);
completeNull();
} catch (Throwable ex) {
completeThrowable(ex);
}
}
return true;
} static final class UniAccept<T> extends UniCompletion<T, Void> {
Consumer<? super T> fn; UniAccept(Executor executor, CompletableFuture<Void> dep, CompletableFuture<T> src, Consumer<? super T> fn) {
super(executor, dep, src);
this.fn = fn;
} final CompletableFuture<Void> tryFire(int mode) {
CompletableFuture<Void> d;
CompletableFuture<T> a;
if ((d = dep) == null || !d.uniAccept(a = src, fn, mode > 0 ? null : this))
return null;
dep = null;
src = null;
fn = null;
return d.postFire(a, mode);
}
}

thenAccept/thenAcceptAsync -> uniAcceptStage -> uniAccept -> tryFire -> postFire

thenRun

     public CompletableFuture<Void> thenRun(Runnable action) {
return uniRunStage(null, action);
} public CompletableFuture<Void> thenRunAsync(Runnable action) {
return uniRunStage(asyncPool, action);
} private CompletableFuture<Void> uniRunStage(Executor e, Runnable f) {
if (f == null)
throw new NullPointerException();
CompletableFuture<Void> d = new CompletableFuture<Void>();
if (e != null || !d.uniRun(this, f, null)) {
UniRun<T> c = new UniRun<T>(e, d, this, f);
push(c);
c.tryFire(SYNC);
}
return d;
} final boolean uniRun(CompletableFuture<?> a, Runnable f, UniRun<?> c) {
Object r;
Throwable x;
if (a == null || (r = a.result) == null || f == null)
return false;
if (result == null) {
if (r instanceof AltResult && (x = ((AltResult) r).ex) != null)
completeThrowable(x, r);
else
try {
if (c != null && !c.claim())
return false;
f.run();
completeNull();
} catch (Throwable ex) {
completeThrowable(ex);
}
}
return true;
} static final class UniRun<T> extends UniCompletion<T, Void> {
Runnable fn; UniRun(Executor executor, CompletableFuture<Void> dep, CompletableFuture<T> src, Runnable fn) {
super(executor, dep, src);
this.fn = fn;
} final CompletableFuture<Void> tryFire(int mode) {
CompletableFuture<Void> d;
CompletableFuture<T> a;
if ((d = dep) == null || !d.uniRun(a = src, fn, mode > 0 ? null : this))
return null;
dep = null;
src = null;
fn = null;
return d.postFire(a, mode);
}
}

thenRun/thenRunAsync -> uniRunStage -> uniRun -> tryFire -> postFire

thenAcceptBoth

thenAcceptBoth

    public <U> CompletableFuture<Void> thenAcceptBoth(CompletionStage<? extends U> other,
BiConsumer<? super T, ? super U> action) {
return biAcceptStage(null, other, action);
} public <U> CompletableFuture<Void> thenAcceptBothAsync(CompletionStage<? extends U> other,
BiConsumer<? super T, ? super U> action) {
return biAcceptStage(asyncPool, other, action);
}

biAcceptStage

    private <U> CompletableFuture<Void> biAcceptStage(Executor e, CompletionStage<U> o,
BiConsumer<? super T, ? super U> f) {
CompletableFuture<U> b;
if (f == null || (b = o.toCompletableFuture()) == null)
throw new NullPointerException();
CompletableFuture<Void> d = new CompletableFuture<Void>();
if (e != null || !d.biAccept(this, b, f, null)) {
BiAccept<T, U> c = new BiAccept<T, U>(e, d, this, b, f);
bipush(b, c);
c.tryFire(SYNC);
}
return d;
}

bipush

     final void bipush(CompletableFuture<?> b, BiCompletion<?, ?, ?> c) {
if (c != null) {
Object r;
while ((r = result) == null && !tryPushStack(c)) // a的result还没准备好,c压入栈
lazySetNext(c, null); // 失败重置c的next域
if (b != null && b != this && b.result == null) { // b的result也还没准备好
Completion q = (r != null) ? c : new CoCompletion(c); // 根据a的result决定是否构建CoCompletion, 如果a未结束,则构建一个CoCompletion, CoCompletion最后调用的也是BiCompletion的tryFire
while (b.result == null && !b.tryPushStack(q)) // 将q压入栈
lazySetNext(q, null); // 失败重置q的next域
}
}
}

CoCompletion

     static final class CoCompletion extends Completion {
BiCompletion<?, ?, ?> base; CoCompletion(BiCompletion<?, ?, ?> base) {
this.base = base;
} final CompletableFuture<?> tryFire(int mode) {
BiCompletion<?, ?, ?> c;
CompletableFuture<?> d;
if ((c = base) == null || (d = c.tryFire(mode)) == null) // 调用的还是BiCompletion的tryFire方法
return null;
base = null;
return d;
} final boolean isLive() {
BiCompletion<?, ?, ?> c;
return (c = base) != null && c.dep != null;
}
}

biAccept

     final <R, S> boolean biAccept(CompletableFuture<R> a, CompletableFuture<S> b, BiConsumer<? super R, ? super S> f,
BiAccept<R, S> c) {
Object r, s;
Throwable x;
if (a == null || (r = a.result) == null || b == null || (s = b.result) == null || f == null)
return false; // a和b都完成了,才会往下走
tryComplete: if (result == null) {
if (r instanceof AltResult) {
if ((x = ((AltResult) r).ex) != null) { // a的异常检查
completeThrowable(x, r);
break tryComplete;
}
r = null;
}
if (s instanceof AltResult) {
if ((x = ((AltResult) s).ex) != null) { // b的异常检查
completeThrowable(x, s);
break tryComplete;
}
s = null;
}
try {
if (c != null && !c.claim())
return false;
@SuppressWarnings("unchecked")
R rr = (R) r;
@SuppressWarnings("unchecked")
S ss = (S) s;
f.accept(rr, ss); // 执行任务
completeNull();
} catch (Throwable ex) {
completeThrowable(ex);
}
}
return true;
}

BiAccept

     static final class BiAccept<T, U> extends BiCompletion<T, U, Void> {
BiConsumer<? super T, ? super U> fn; BiAccept(Executor executor, CompletableFuture<Void> dep, CompletableFuture<T> src, CompletableFuture<U> snd,
BiConsumer<? super T, ? super U> fn) {
super(executor, dep, src, snd);
this.fn = fn;
} final CompletableFuture<Void> tryFire(int mode) {
CompletableFuture<Void> d;
CompletableFuture<T> a;
CompletableFuture<U> b;
if ((d = dep) == null || !d.biAccept(a = src, b = snd, fn, mode > 0 ? null : this))
return null;
dep = null;
src = null;
snd = null;
fn = null;
return d.postFire(a, b, mode);
}
} abstract static class BiCompletion<T, U, V> extends UniCompletion<T, V> {
CompletableFuture<U> snd; // second source for action BiCompletion(Executor executor, CompletableFuture<V> dep, CompletableFuture<T> src, CompletableFuture<U> snd) {
super(executor, dep, src);
this.snd = snd;
}
}

thenAcceptBoth/thenAcceptBothAsync -> biAcceptStage -> biAccept -> tryFire -> postFire

acceptEither

     public CompletableFuture<Void> acceptEither(CompletionStage<? extends T> other, Consumer<? super T> action) {
return orAcceptStage(null, other, action);
} public CompletableFuture<Void> acceptEitherAsync(CompletionStage<? extends T> other, Consumer<? super T> action) {
return orAcceptStage(asyncPool, other, action);
} private <U extends T> CompletableFuture<Void> orAcceptStage(Executor e, CompletionStage<U> o,
Consumer<? super T> f) {
CompletableFuture<U> b;
if (f == null || (b = o.toCompletableFuture()) == null)
throw new NullPointerException();
CompletableFuture<Void> d = new CompletableFuture<Void>();
if (e != null || !d.orAccept(this, b, f, null)) {
OrAccept<T, U> c = new OrAccept<T, U>(e, d, this, b, f);
orpush(b, c);
c.tryFire(SYNC);
}
return d;
} final <R, S extends R> boolean orAccept(CompletableFuture<R> a, CompletableFuture<S> b, Consumer<? super R> f,
OrAccept<R, S> c) {
Object r;
Throwable x;
if (a == null || b == null || ((r = a.result) == null && (r = b.result) == null) || f == null)
return false; // a和b有一个完成了就往下走
tryComplete: if (result == null) {
try {
if (c != null && !c.claim())
return false;
if (r instanceof AltResult) { // 异常
if ((x = ((AltResult) r).ex) != null) {
completeThrowable(x, r);
break tryComplete;
}
r = null;
}
@SuppressWarnings("unchecked")
R rr = (R) r;
f.accept(rr); // 执行
completeNull();
} catch (Throwable ex) {
completeThrowable(ex);
}
}
return true;
} static final class OrAccept<T, U extends T> extends BiCompletion<T, U, Void> {
Consumer<? super T> fn; OrAccept(Executor executor, CompletableFuture<Void> dep, CompletableFuture<T> src, CompletableFuture<U> snd,
Consumer<? super T> fn) {
super(executor, dep, src, snd);
this.fn = fn;
} final CompletableFuture<Void> tryFire(int mode) {
CompletableFuture<Void> d;
CompletableFuture<T> a;
CompletableFuture<U> b;
if ((d = dep) == null || !d.orAccept(a = src, b = snd, fn, mode > 0 ? null : this))
return null;
dep = null;
src = null;
snd = null;
fn = null;
return d.postFire(a, b, mode);
}
} final void orpush(CompletableFuture<?> b, BiCompletion<?, ?, ?> c) {
if (c != null) {
while ((b == null || b.result == null) && result == null) { // a和b的result都没好,才会考虑入栈
if (tryPushStack(c)) { // 先入a的栈
if (b != null && b != this && b.result == null) { // 入a的栈成功,b的result还没好
Completion q = new CoCompletion(c); // a还未结束,用c构建CoCompletion
while (result == null && b.result == null && !b.tryPushStack(q)) // 再次判断,a和b的result都没好,才会考虑入栈
lazySetNext(q, null); // 失败置空q的next域
}
break;
}
lazySetNext(c, null); // 失败置空c的next域
}
}
}

acceptEither/acceptEitherAsync -> orAcceptStage -> orAccept -> tryFire -> postFire

allOf

     public static CompletableFuture<Void> allOf(CompletableFuture<?>... cfs) {
return andTree(cfs, 0, cfs.length - 1);
} static CompletableFuture<Void> andTree(CompletableFuture<?>[] cfs, int lo, int hi) { // 将一个数组构建成一棵树,二叉树,动态规划
CompletableFuture<Void> d = new CompletableFuture<Void>();
if (lo > hi) // empty
d.result = NIL;
else {
CompletableFuture<?> a, b;
int mid = (lo + hi) >>> 1;
if ((a = (lo == mid ? cfs[lo] : andTree(cfs, lo, mid))) == null
|| (b = (lo == hi ? a : (hi == mid + 1) ? cfs[hi] : andTree(cfs, mid + 1, hi))) == null)
throw new NullPointerException();
if (!d.biRelay(a, b)) {
BiRelay<?, ?> c = new BiRelay<>(d, a, b);
a.bipush(b, c); // both
c.tryFire(SYNC);
}
}
return d;
} static final class BiRelay<T, U> extends BiCompletion<T, U, Void> { // for And
BiRelay(CompletableFuture<Void> dep, CompletableFuture<T> src, CompletableFuture<U> snd) {
super(null, dep, src, snd);
} final CompletableFuture<Void> tryFire(int mode) {
CompletableFuture<Void> d;
CompletableFuture<T> a;
CompletableFuture<U> b;
if ((d = dep) == null || !d.biRelay(a = src, b = snd))
return null;
src = null;
snd = null;
dep = null;
return d.postFire(a, b, mode);
}
} boolean biRelay(CompletableFuture<?> a, CompletableFuture<?> b) {
Object r, s;
Throwable x;
if (a == null || (r = a.result) == null || b == null || (s = b.result) == null)
return false; // a和b都结束了才往下执行
if (result == null) {
if (r instanceof AltResult && (x = ((AltResult) r).ex) != null)
completeThrowable(x, r);
else if (s instanceof AltResult && (x = ((AltResult) s).ex) != null)
completeThrowable(x, s);
else
completeNull(); // 辅助结点,什么都不做
}
return true;
}

allOf -> andTree -> biRelay -> tryFire -> postFire

anyOf

     public static CompletableFuture<Object> anyOf(CompletableFuture<?>... cfs) {
return orTree(cfs, 0, cfs.length - 1);
} static CompletableFuture<Object> orTree(CompletableFuture<?>[] cfs, int lo, int hi) { // 将一个数组构建成一棵树,二叉树,动态规划
CompletableFuture<Object> d = new CompletableFuture<Object>();
if (lo <= hi) {
CompletableFuture<?> a, b;
int mid = (lo + hi) >>> 1;
if ((a = (lo == mid ? cfs[lo] : orTree(cfs, lo, mid))) == null
|| (b = (lo == hi ? a : (hi == mid + 1) ? cfs[hi] : orTree(cfs, mid + 1, hi))) == null)
throw new NullPointerException();
if (!d.orRelay(a, b)) {
OrRelay<?, ?> c = new OrRelay<>(d, a, b);
a.orpush(b, c);
c.tryFire(SYNC);
}
}
return d;
} static final class OrRelay<T, U> extends BiCompletion<T, U, Object> { // for Or
OrRelay(CompletableFuture<Object> dep, CompletableFuture<T> src, CompletableFuture<U> snd) {
super(null, dep, src, snd);
} final CompletableFuture<Object> tryFire(int mode) {
CompletableFuture<Object> d;
CompletableFuture<T> a;
CompletableFuture<U> b;
if ((d = dep) == null || !d.orRelay(a = src, b = snd))
return null;
src = null;
snd = null;
dep = null;
return d.postFire(a, b, mode);
}
} final boolean orRelay(CompletableFuture<?> a, CompletableFuture<?> b) {
Object r;
if (a == null || b == null || ((r = a.result) == null && (r = b.result) == null))
return false; // a和b有一个结束就往下进行
if (result == null)
completeRelay(r);
return true;
}

anyOf -> orTree -> orRelay -> tryFire -> postFire

数组构建树

allOf和anyOf都用到了数组构建成树的策略。

假设有一个任务Z(虚拟的,什么都不做),依赖一组任务[A, B, C, D, E, F, G, H]

对于allOf, 当这组任务都完成时,才会执行Z;对于anyOf, 当这组任务中有任何一个完成,就执行任务Z。

如果这组任务是数组结构或者链表结构,我们该如何解决呢?遍历数组或者是链表,当任务都完成或者有一个完成时,就执行Z,需要不停地遍历,这是轮询的方法,不合适。

整个基调是回调,是指,当一个任务完成时,会接着执行所有依赖于它的任务。

作为一个数组或者链表,该如何应用回调呢?谁在先,谁在后呢?因为不知道哪个任务会先完成,所以没法确定次序。而且这组任务之间也不应该相互依赖,它们只不过都是被Z依赖。

如果这组任务只有一个的话,那就演变成了X.thenXXX(Z), 如果这组任务有两个的话,allOf -> Both,anyOf -> Either

如果Z依赖Z1,Z2两个个任务,Z1和Z2依赖Z11,Z12和Z21,Z22四个任务,依次类推,当虚拟的任务的个数达到真实任务的个数的一半时,就让虚拟任务监听真实的任务,动态规划加二叉树,时间复杂度也只是logn级别的。

     static String array2Tree(String[] cfs, int lo, int hi) {
String d = new String(cfs[lo] + cfs[hi]);
if (lo <= hi) {
String a, b;
int mid = (lo + hi) >>> 1; // 二分
if (lo == mid) { // a作为左半部分的的结果
a = cfs[lo]; // 当只有不超过两个元素时,a直接取第一个值
} else {
a = array2Tree(cfs, lo, mid);
}
if (lo == hi) { // 当只有一个元素的时候,b取a的值
b = a;
} else {
if (hi == mid + 1) { // 右半部分只有两个元素时,b取第二个元素的值
b = cfs[hi];
} else {
b = array2Tree(cfs, mid + 1, hi);
}
}
if (a == null || b == null) {
throw new NullPointerException();
}
System.out.println("[" + a + "][" + b + "]->[" + d + "]");
}
return d;
}

Console

[A][B]->[AB]
[C][D]->[CD]
[AB][CD]->[AD]
[E][F]->[EF]
[G][H]->[GH]
[EF][GH]->[EH]
[AD][EH]->[AH]

如下图

对于allOf, Z只要保证Z1和Z2都完成了就行,Z1和Z2分别保证Z11,Z12 和 Z21,Z22都完成了就像,而Z11,Z12,Z21,Z22则分别保证了A-H任务都完成。

对应anyOf, Z 只要保证Z1和Z2有一个完成了就像,Z1和Z2联合保证了Z11,Z12,Z21,Z22这4个任务只要有一个完成了就行,同理,Z11,Z12,Z21,Z22则联合保证了A-H中有一个任务完成了就行。

然后,Z就可以执行了,其实Z什么也没做,只是从这组任务里得出一个结果。

行文至此结束。

尊重他人的劳动,转载请注明出处:http://www.cnblogs.com/aniao/p/aniao_cf.html

 

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