Maybe it would be easier to just have a look at what actually happens. Here is the source for ThreadLocal.get()
which is also called for the ThreadLocalRandom.current()
.
public T get() {
Thread t = Thread.currentThread();
ThreadLocalMap map = getMap(t);
if (map != null) {
ThreadLocalMap.Entry e = map.getEntry(this);
if (e != null)
return (T)e.value;
}
return setInitialValue();
}
Where ThreadLocalMap is a specialized HashMap-like implementation with optimizations.
So what basically happens is that ThreadLocal holds a map Thread->Object - or in this case Thread->Random - which is then looked up and either returned or created. As this is nothing 'magical', the timing will be equal to a HashMap-lookup + the initial creation overhead of the actual Object to be returned. Since a HashMap lookup (in this optimized case) is linear, the cost for a lookup is k, where k is the calculation cost of the hash function.
So you can make some assumptions:
ThreadLocal will be faster than creating the object each time in each Runnable, unless the creation cost is much smaller than k. So looking up Random is a good thing, putting an int inside might not be so smart.
ThreadLocal will be better than using your own HashMap, as such a generic implementation can be assumed to be equal to k or worse.
ThreadLocal will be slower than using any lookup with a cost < k. Example: store everything in an array first, then do myRandoms[threadID]
.
But then this assumes that you know which threads will be processing your work in the first place, so this isn't a real candidate for ThreadLocal anyways.