悲催,放到 Map 中的元素取不出来了
阿里妹导读
本文通过一个程序员小明遇到的实际问题,深入探讨了在使用 HashMap 时由于键对象的可变性导致的数据访问异常。
如果你只想看结论,给你上个一句话省流版:
一、前言
师兄说:“莫慌,你且慢慢说来”
程序员小明说道:“我放到 Map 中的数据还在,但是怎么也取不出来了...”
师兄,于是帮小明看了他的代码,发现了很多不为人知的秘密....
二、场景复现
public class Player {private String name;public Player(String name) {this.name = name;}// 省略了getter和setter方法@Overridepublic boolean equals(Object o) {if (this == o) {return true;}if (!(o instanceof Player)) {return false;}Player player = (Player) o;return name.equals(player.name);}@Overridepublic int hashCode() {return name.hashCode();}}
此时,有懂行的小伙伴已经看出了一点端倪
Map<Player, Integer> myMap = new HashMap<>();Player kai = new Player("Kai");Player tom = new Player("Tom");Player amanda = new Player("Amanda");myMap.put(kai, 42);myMap.put(amanda, 88);myMap.put(tom, 200);assertTrue(myMap.containsKey(kai));
// 将Kai的名字更改为Erickai.setName("Eric");assertEquals("Eric", kai.getName());Player eric = new Player("Eric");assertEquals(eric, kai);// 现在,map中既不包含Kai也不包含Eric:assertFalse(myMap.containsKey(kai));assertFalse(myMap.containsKey(eric));assertNull(myMap.get(kai));assertNull(myMap.get(eric));
// 然而 Player("Eric") 以依然存在:long ericCount = myMap.keySet().stream().filter(player -> player.getName().equals("Eric")).count();assertEquals(1, ericCount);
三、源码浅析
3.1 put 方法
3.1.1 put 方法概述
/*** Associates the specified value with the specified key in this map.* If the map previously contained a mapping for the key, the old* value is replaced.** @param key key with which the specified value is to be associated* @param value value to be associated with the specified key* @return the previous value associated with <tt>key</tt>, or* <tt>null</tt> if there was no mapping for <tt>key</tt>.* (A <tt>null</tt> return can also indicate that the map* previously associated <tt>null</tt> with <tt>key</tt>.)*/public V put(K key, V value) {return putVal(hash(key), key, value, false, true);}
3.1.2 hash 方法
/*** Computes key.hashCode() and spreads (XORs) higher bits of hash* to lower. Because the table uses power-of-two masking, sets of* hashes that vary only in bits above the current mask will* always collide. (Among known examples are sets of Float keys* holding consecutive whole numbers in small tables.) So we* apply a transform that spreads the impact of higher bits* downward. There is a tradeoff between speed, utility, and* quality of bit-spreading. Because many common sets of hashes* are already reasonably distributed (so don't benefit from* spreading), and because we use trees to handle large sets of* collisions in bins, we just XOR some shifted bits in the* cheapest possible way to reduce systematic lossage, as well as* to incorporate impact of the highest bits that would otherwise* never be used in index calculations because of table bounds.*/static final int hash(Object key) {int h;return (key == null) ? 0 : (h = key.hashCode()) ^ (h >>> 16);}
3.1.3 putVal 方法
/*** Implements Map.put and related methods.** @param hash hash for key* @param key the key* @param value the value to put* @param onlyIfAbsent if true, don't change existing value* @param evict if false, the table is in creation mode.* @return previous value, or null if none*/final V putVal(int hash, K key, V value, boolean onlyIfAbsent,boolean evict) {//定义了一个用于表示哈希表的数组 tab,一个节点 p 用于指向特定的哈希桶,// 以及两个整型变量 n 和 i 用于存储哈希表的大小和计算的索引位置。Node<K,V>[] tab; Node<K,V> p; int n, i;//如果哈希表未初始化或其长度为0,它将调用 resize() 方法来初始化或扩容哈希表。if ((tab = table) == null || (n = tab.length) == 0)n = (tab = resize()).length;//计算键的哈希值应该映射到的索引,并检查该位置是否为空。//如果为空,则创建一个新节点并将其置于该位置。if ((p = tab[i = (n - 1) & hash]) == null)tab[i] = newNode(hash, key, value, null);else {//如果找到了一个非空桶,我们进入一个更复杂的流程来找到正确的节点或创建一个新节点。Node<K,V> e; K k;//检查第一个节点是否有相同的哈希和键。if (p.hash == hash && ((k = p.key) == key || (key != null && key.equals(k))))e = p;//如果首个节点是一个红黑树节点,则调用 putTreeVal 方法来处理。else if (p instanceof TreeNode)e = ((TreeNode<K,V>)p).putTreeVal(this, tab, hash, key, value);else {//如果桶中的节点是链表结构,这部分代码将遍历链表,寻找一个具有相同哈希和键的节点//或者在链表的尾部添加一个新节点。for (int binCount = 0; ; ++binCount) {if ((e = p.next) == null) {p.next = newNode(hash, key, value, null);if (binCount >= TREEIFY_THRESHOLD - 1) // -1 for 1sttreeifyBin(tab, hash);break;}if (e.hash == hash &&((k = e.key) == key || (key != null && key.equals(k))))break;p = e;}}//如果找到了一个存在的节点,则根据 onlyIfAbsent 参数来决定是否要更新值,然后返回旧值。if (e != null) { // existing mapping for keyV oldValue = e.value;if (!onlyIfAbsent || oldValue == null)e.value = value;afterNodeAccess(e);return oldValue;}}//增加 modCount 来表示 HashMap 被修改了,并检查当前大小是否超过了阈值来决定是否要调整大小++modCount;if (++size > threshold)resize();//最后调用 afterNodeInsertion 方法(它在 HashMap 中是一个空方法,但在其子类 LinkedHashMap 中是有定义的),//然后返回 null 来表示没有旧值。afterNodeInsertion(evict);return null;}
3.2 containsKey 方法
3.2.1 containsKey 概览
java.util.HashMap#containsKey
/*** Returns <tt>true</tt> if this map contains a mapping for the* specified key.** @param key The key whose presence in this map is to be tested* @return <tt>true</tt> if this map contains a mapping for the specified* key.*/public boolean containsKey(Object key) {return getNode(hash(key), key) != null;}
3.2.2 hash 方法
3.2.3 getNode 方法
/*** Implements Map.get and related methods.** @param hash hash for key* @param key the key* @return the node, or null if none*/final Node<K,V> getNode(int hash, Object key) {//首先定义了一些变量,包括哈希表数组 tab、要查找的首个节点 first、//一个辅助节点 e、数组的长度 n 和一个泛型类型的 k 用于暂存 key。Node<K,V>[] tab; Node<K,V> first, e; int n; K k;//这里首先检查哈希表是否为空或长度是否大于 0 ,然后根据 hash 值找到对应的桶。//(n - 1) & hash 这段代码是为了将 hash 值限制在数组的边界内,确保它能找到一个有效的桶。if ((tab = table) != null && (n = tab.length) > 0 &&(first = tab[(n - 1) & hash]) != null) {//检查第一个节点是否就是我们要找的节点,这里比较了 hash 值和 key。//注意这里首先通过 == 来比较引用,如果失败了再通过 equals 方法来比较值,这样可以提高效率。if (first.hash == hash && // always check first node((k = first.key) == key || (key != null && key.equals(k))))return first;// 如果第一个节点不是我们要找的,就检查下一个节点是否存在。if ((e = first.next) != null) {//如果首个节点是一个树节点(即这个桶已经转换为红黑树结构),则调用 getTreeNode 方法来获取节点。if (first instanceof TreeNode)return ((TreeNode<K,V>)first).getTreeNode(hash, key);//这是一个 do-while 循环,用来遍历链表结构的桶中的每一个节点,直到找到匹配的节点或到达链表的尾部。do {if (e.hash == hash &&((k = e.key) == key || (key != null && key.equals(k))))return e;} while ((e = e.next) != null);}}//如果没有找到匹配的节点,则返回 null。return null;}
3.3 get 方法
/*** Returns the value to which the specified key is mapped,* or {@code null} if this map contains no mapping for the key.** <p>More formally, if this map contains a mapping from a key* {@code k} to a value {@code v} such that {@code (key==null ? k==null :* key.equals(k))}, then this method returns {@code v}; otherwise* it returns {@code null}. (There can be at most one such mapping.)** <p>A return value of {@code null} does not <i>necessarily</i>* indicate that the map contains no mapping for the key; it's also* possible that the map explicitly maps the key to {@code null}.* The {@link #containsKey containsKey} operation may be used to* distinguish these two cases.** @see #put(Object, Object)*/public V get(Object key) {Node<K,V> e;return (e = getNode(hash(key), key)) == null ? null : e.value;}
逻辑和 containsKey 一致,只是 getNode 之后,如果为 null 返回 null, 否则返回 e.value。
四、回归问题
注:下面的作图可能并不严谨,只是帮助理解,如有偏差请勿较真。
4.1 三次 put 后的效果
Map<Player, Integer> myMap = new HashMap<>();Player kai = new Player("Kai");Player tom = new Player("Tom");Player amanda = new Player("Amanda");myMap.put(kai, 42);myMap.put(tom, 200);myMap.put(amanda, 88);assertTrue(myMap.containsKey(kai));
4.2 修改后
// 将Kai的名字更改为Erickai.setName("Eric");assertEquals("Eric", kai.getName());
4.3 执行判断
Player eric = new Player("Eric");assertEquals(eric, kai);// 现在,map中既不包含Kai也不包含Eric:assertFalse(myMap.containsKey(kai));assertFalse(myMap.containsKey(eric));
五、启示
5.1 永不修改 HashMap 中的键
哈希码更改
当你修改一个 HashMap 中的键时,该键的哈希码可能会更改,导致该键的哈希值不再与它当前所在的桶匹配。这将导致在使用该键进行查找时找不到相关的条目。导致数据不一致
由于键的哈希码已更改,这将导致数据结构的不一致。这意味着,即使你能够以某种方式访问修改后的键,你也将得到一个不一致的映射,其中键不再映射到正确的值。违反映射的契约
修改 HashMap 中的键实际上违反了 Map 接口的基本契约,即每个键都应该映射到一个值。通过更改键,你实际上是在不通过 put 或 remove 方法的情况下更改映射,这是不允许的。可能导致内存泄漏
修改 HashMap 中的键可能还会导致内存泄漏问题。因为如果你失去了访问修改后的键的方式,那么该键及其对应的值将无法从 Map 中删除,从而导致内存泄漏。破坏哈希表的性能
HashMap 依赖于均匀的哈希分布来实现其期望的时间复杂度。修改键可以破坏哈希分布,从而大大降低哈希表的性能。
5.2 防御性编程
public final class Player {// 不允许修改private final String name;public Player(String name) {this.name = name;}public String getName() {return name;}// 注意,我们没有提供setter方法@Overridepublic boolean equals(Object o) {if (this == o) {return true;}if (!(o instanceof Player)) {return false;}Player player = (Player) o;return name.equals(player.name);}@Overridepublic int hashCode() {return name.hashCode();}}
5.3 自定义键类时谨慎重写 equals 和 hashCode 方法
public class Player {private String name;public Player(String name) {this.name = name;}// 省略了getter和setter方法@Overridepublic boolean equals(Object o) {if (this == o) {return true;}if (!(o instanceof Player)) {return false;}Player player = (Player) o;return name.equals(player.name);}@Overridepublic int hashCode() {return name.hashCode();}}
Map<Player, Integer> myMap = new HashMap<>();Player kai1 = new Player("Kai");Player kai2 = new Player("Kai");myMap.put(kai1, 42);// 此时 kai2 覆盖了 kai1 的值myMap.put(kai2, 88);assertEquals(88,(int)myMap.get(kai1));assertEquals(88,(int)myMap.get(kai2));
public class Player {private String name;public Player(String name) {this.name = name;}// 省略了getter和setter方法}
验证:
Map<Player, Integer> myMap = new HashMap<>();Player kai1 = new Player("Kai");Player kai2 = new Player("Kai");myMap.put(kai1, 42);myMap.put(kai2, 88);assertEquals(42,(int)myMap.get(kai1));assertEquals(88,(int)myMap.get(kai2));
六、总结
每一个问题背后都是一个绝佳的学习机会。每一个奇奇怪怪的问题背后都有很多知识盲点。
希望大家可以抓住每一个问题知其然,知其所然,不断精进技术。
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