This doc covers some groundwork on rationalizing existing translation of switch as we move towards pattern-enabled switches.

# Switch Translation, Part 1
#### Maurizio Cimadamore and Brian Goetz
#### December 2017

This document examines the current translation of `switch` constructs by `javac`, and proposes a more general translation for switching on primitives, boxes, strings, and enums, with the goals of:

 - Unify the treatment of `switch` variants, simplifying the compiler implementation and reducing the static footprint of generated code;  - Move responsibility for target classification from compile time to run time, allowing us to more freely update the logic without updating the compiler;
 - Lay the groundwork for patterns in `switch`.

Part 2 of this document will focus on the challenges of translating pattern `switch`.

## Current translation

Switches on `int` (and the smaller integer primitives) are translated in one of two ways.  If the labels are relatively dense, we translate an `int` switch to a `tableswitch`; if they are sparse, we translate to a `lookupswitch`.  The current heuristic appears to be that we use a `tableswitch` if it results in a smaller bytecode than a `lookupswitch` (which uses twice as many bytes per entry), which is a reasonable heuristic.

#### Switches on boxes

Switches on primitive boxes are currently implemented as if they were primitive switches, unconditionally unboxing the target before entry (possibly throwing NPE).

#### Switches on strings

Switches on strings are implemented as a two-step process, exploiting the fact that strings cache their `hashCode()` and that hash codes are reasonably spread out. Given a switch on strings like the one below:

    switch (s) {
        case "Hello": ...
        case "World": ...
        default: ...
    }

The compiler desugar this into two separate switches, where the first switch maps the input strings into a range of numbers [0..1], as shown below, which can then be used in a subsequent plain switch on ints.  The generated code unconditionally calls `hashCode()`, again possibly throwing NPE.

    int index=-1;
    switch (s.hashCode()) {
        case 12345: if (!s.equals("Hello")) break; index = 1; break;
        case 6789: if (!s.equals("World")) break; index = 0; break;
        default: index = -1;
    }
    switch (index) {
        case 0: ...
        case 1: ...
        default: ...
    }

If there are hash collisions between the strings, the first switch must try all possible matching strings.

#### Switches on enums

Switches on `enum` constants exploit the fact that enums have (usually dense) integral ordinal values.  Unfortunately, because an ordinal value can change between compilation time and runtime, we cannot rely on this mapping directly, but instead need to do an extra layer of mapping.  Given a switch like:

    switch(color) {
        case RED: ...
        case GREEN: ...
    }

The compiler numbers the cases starting a 1 (as with string switch), and creates a synthetic class that maps the runtime values of the enum ordinals to the statically numbered cases:

    class Outer$0 {
        synthetic final int[] $EnumMap$Color = new int[Color.values().length];
        static {
            try { $EnumMap$Color[RED.ordinal()] = 1; } catch (NoSuchFieldError ex) {}             try { $EnumMap$Color[GREEN.ordinal()] = 2; } catch (NoSuchFieldError ex) {}
        }
    }

Then, the switch is translated as follows:

    switch(Outer$0.$EnumMap$Color[color.ordinal()]) {
        case 1: stmt1;
        case 2: stmt2
    }

In other words, we construct an array whose size is the cardinality of the enum, and then the element at position *i* of such array will contain the case index corresponding to the enum constant with whose ordinal is *i*.

## A more general scheme

The handling of strings and enums give us a hint of how to create a more regular scheme; for `switch` targets more complex than `int`, we lower the `switch` to an `int` switch with consecutive `case` labels, and use a separate process to map the target into the range of synthetic case labels.

Now that we have `invokedynamic` in our toolbox, we can reduce all of the non-`int` cases to a single form, where we number the cases with consecutive integers, and perform case selection via an `invokedynamic`-based classifier function, whose static argument list receives a description of the actual targets, and which returns an `int` identifying what `case` to select.

This approach has several advantages:
 - Reduced compiler complexity -- all switches follow a common pattern;
 - Reduced static code size;
 - The classification function can select from a wide range of strategies (linear search, binary search, building a `HashMap`, constructing a perfect hash function, etc), which can vary over time or from situation to situation;  - We are free to improve the strategy or select an alternate strategy (say, to optimize for startup time) without having to recompile the code;  - Hopefully at least, if not more, JIT-friendly than the existing translation.

We can also use this approach in preference to `lookupswitch` for non-dense `int` switches, as well as use it to extend `switch` to handle `long`, `float`, and `double` targets (which were surely excluded in part because the JVM didn't provide a convenient translation target for these types.)

#### Bootstrap design

When designing the `invokedynamic` bootstraps to support this translation, we face the classic lumping-vs-splitting decision. For now, we'll bias towards splitting.  In the following example, `BOOTSTRAP_PREAMBLE` indicates the usual leading arguments for an indy bootstrap.  We assume the compiler has numbered the case values densely from 0..N, and the bootstrap will return [0,n) for success, or N for "no match".

A strawman design might be:

    // Numeric switches for P, accepts invocation as P -> I or Box(P) -> I
    CallSite intSwitch(BOOTSTRAP_PREAMBLE, int... caseValues)

    // Switch for String, invocation descriptor is String -> I
    CallSite stringSwitch(BOOTSTRAP_PREAMBLE, String... caseValues)

    // Switch for Enum, invocation descriptor is E -> I
    CallSite enumSwitch(BOOTSTRAP_PREAMBLE, Class<Enum<E extends Enum<E>>> clazz,
                        String... caseNames)

It might be possible to encode all of these into a single bootstrap, but given that the compiler already treats each type slightly differently, it seems there is little value in this sort of lumping for non-pattern switches.

The `enumSwitch` bootstrap as proposed uses `String` values to describe the enum constants, rather than encoding the enum constants directly via condy.  This allows us to be more robust to enums disappearing after compilation.

This strategy is also dependent on having broken the limitation on 253 bootstrap arguments in indy/condy.

#### Extending to other primitive types

This approach extends naturally to other primitive types (long, double, float), by the addition of some more bootstraps (which need to deal with the additional complexities of infinity, NaN, etc):

    CallSite longSwitch(BOOTSTRAP_PREAMBLE, long... caseValues)
    CallSite floatSwitch(BOOTSTRAP_PREAMBLE, float... caseValues)
    CallSite doubleSwitch(BOOTSTRAP_PREAMBLE, double... caseValues)

#### Extending to null

The scheme as proposed above does not explicitly handle nulls, which is a feature we'd like to have in `switch`.  There are a few ways we could add null handling into the API:

 - Split entry points into null-friendly or null-hostile switches;
 - Find a way to encode nulls in the array of case values (which can be done with condy);  - Always treat null as a possible input and a distinguished output, and have the compiler ensure the switch can handle this distinguished output.

The last strategy is appealing and straightforward; assign a sentinel value (-1) to `null`, and always return this sentinel when the input is null.  The compiler ensures that some case handles `null`, and if no case handles `null` then it inserts an implicit

    case -1: throw new NullPointerException();

into the generated code.

#### General example

If we have a string switch:

    switch (x) {
        case "Foo": m(); break;
        case "Bar": n(); // fall through
        case "Baz": r(); break;
        default: p();
    }

we translate into:

    int t = indy[bsm=stringSwitch["Foo", "Bar", "Baz"]](x)
    switch (t) {
        case -1: throw new NullPointerException();  // implicit null case
        case 0: m(); break;
        case 1: n(); // fall through
        case 2: r(); break;
        case 3: p();                                // default case
    }

All switches, with the exception of `int` switches (and maybe not even non-dense `int` switches), follow this exact pattern.  If the target type is not a reference type, the `null` case is not needed.

## Patterns in narrow-target switches

When we add patterns to the language, we may encounter switches whose targets are tightly typed (e.g., `String` or `int`) but still use some patterns in their expression.  For switches whose target type is a primitive, primitive box, `String`, or `enum`, we'd like to use the optimized translation strategy outlined here, but the following kinds of patterns might still show up in a switch on, say, `Integer`:

    case var x:
    case _:
    case Integer x:
    case Integer(var x):

The first three (if supported at all) can be translated away by the source compiler, as they are semantically equivalent to `default`.  If any nontrivial patterns are present (including deconstruction patterns), we will need to translate as a pattern switch scheme -- details coming in Part 2.  (While the language may not distinguish between "legacy" and "pattern" switches -- in that all switches are pattern switches -- we'd like to avoid giving up obvious optimizations if we can.)

## Looking ahead -- patterns

A key motivation for reexamining switch translation is the impending arrival of patterns in switch.  We expect switch translation for the pattern case to follow a similar structure -- lower to an `int` switch and use an indy-based classifier to select an index.  However, there are a few additional complexities.  One is that pattern cases may have guards, which means we need to be able to re-enter the bootstrap with an indication to "continue matching from case N", in the event of a failed guard.

Translating pattern switches is more complicated because there are more options for how to divide the work between the statically generated code and the switch classifier, and different choices have different performance side-effects (are binding variables "boxed" into a tuple to be returned, or do they need to be redundantly calculated).  These will be explored in Part 2.






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