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<ol class="chapter"><li class="chapter-item expanded "><a href="Chapter_0.html"><strong aria-hidden="true">1.</strong> Updates</a></li><li class="chapter-item expanded "><a href="Chapter_1.html"><strong aria-hidden="true">2.</strong> Introduction</a></li><li class="chapter-item expanded "><a href="Chapter_2.html"><strong aria-hidden="true">3.</strong> Who am I?</a></li><li class="chapter-item expanded "><a href="Chapter_3.html"><strong aria-hidden="true">4.</strong> Writing Rust in Easy English</a></li><li class="chapter-item expanded "><a href="Chapter_4.html"><strong aria-hidden="true">5.</strong> Rust Playground</a></li><li class="chapter-item expanded "><a href="Chapter_5.html"><strong aria-hidden="true">6.</strong> 🚧 and ⚠️</a></li><li class="chapter-item expanded "><a href="Chapter_6.html"><strong aria-hidden="true">7.</strong> Comments</a></li><li class="chapter-item expanded "><a href="Chapter_7.html"><strong aria-hidden="true">8.</strong> Types</a></li><li class="chapter-item expanded "><a href="Chapter_8.html"><strong aria-hidden="true">9.</strong> Type inference</a></li><li class="chapter-item expanded "><a href="Chapter_9.html"><strong aria-hidden="true">10.</strong> Printing 'hello, world!'</a></li><li class="chapter-item expanded "><a href="Chapter_10.html"><strong aria-hidden="true">11.</strong> Display and debug</a></li><li class="chapter-item expanded "><a href="Chapter_11.html"><strong aria-hidden="true">12.</strong> Mutability (changing)</a></li><li class="chapter-item expanded "><a href="Chapter_12.html"><strong aria-hidden="true">13.</strong> The stack, the heap, and pointers</a></li><li class="chapter-item expanded "><a href="Chapter_13.html"><strong aria-hidden="true">14.</strong> More about printing</a></li><li class="chapter-item expanded "><a href="Chapter_14.html"><strong aria-hidden="true">15.</strong> Strings</a></li><li class="chapter-item expanded "><a href="Chapter_15.html"><strong aria-hidden="true">16.</strong> const and static</a></li><li class="chapter-item expanded "><a href="Chapter_16.html"><strong aria-hidden="true">17.</strong> More on references</a></li><li class="chapter-item expanded "><a href="Chapter_17.html"><strong aria-hidden="true">18.</strong> Mutable references</a></li><li class="chapter-item expanded "><a href="Chapter_18.html"><strong aria-hidden="true">19.</strong> Giving references to functions</a></li><li class="chapter-item expanded "><a href="Chapter_19.html"><strong aria-hidden="true">20.</strong> Copy types</a></li><li class="chapter-item expanded "><a href="Chapter_20.html"><strong aria-hidden="true">21.</strong> Collection types</a></li><li class="chapter-item expanded "><a href="Chapter_21.html"><strong aria-hidden="true">22.</strong> Vectors</a></li><li class="chapter-item expanded "><a href="Chapter_22.html"><strong aria-hidden="true">23.</strong> Tuples</a></li><li class="chapter-item expanded "><a href="Chapter_23.html" class="active"><strong aria-hidden="true">24.</strong> Control flow</a></li><li class="chapter-item expanded "><a href="Chapter_24.html"><strong aria-hidden="true">25.</strong> Structs</a></li><li class="chapter-item expanded "><a href="Chapter_25.html"><strong aria-hidden="true">26.</strong> Enums</a></li><li class="chapter-item expanded "><a href="Chapter_26.html"><strong aria-hidden="true">27.</strong> Loops</a></li><li class="chapter-item expanded "><a href="Chapter_27.html"><strong aria-hidden="true">28.</strong> Implementing structs and enums</a></li><li class="chapter-item expanded "><a href="Chapter_28.html"><strong aria-hidden="true">29.</strong> Destructuring</a></li><li class="chapter-item expanded "><a href="Chapter_29.html"><strong aria-hidden="true">30.</strong> References and the dot operator</a></li><li class="chapter-item expanded "><a href="Chapter_30.html"><strong aria-hidden="true">31.</strong> Generics</a></li><li class="chapter-item expanded "><a href="Chapter_31.html"><strong aria-hidden="true">32.</strong> Option and Result</a></li><li class="chapter-item expanded "><a href="Chapter_32.html"><strong aria-hidden="true">33.</strong> Other collections</a></li><li class="chapter-item expanded "><a href="Chapter_33.html"><strong aria-hidden="true">34.</strong> The ? operator</a></li><li class="chapter-item expanded "><a href="Chapter_34.html"><strong aria-hidden="true">35.</strong> Traits</a></li><li class="chapter-item expanded "><a href="Chapter_35.html"><strong aria-hidden="true">36.</strong> Chaining methods</a></li><li class="chapter-item expanded "><a href="Chapter_36.html"><strong aria-hidden="true">37.</strong> Iterators</a></li><li class="chapter-item expanded "><a href="Chapter_37.html"><strong aria-hidden="true">38.</strong> Closures</a></li><li class="chapter-item expanded "><a href="Chapter_38.html"><strong aria-hidden="true">39.</strong> The dbg! macro and .inspect</a></li><li class="chapter-item expanded "><a href="Chapter_39.html"><strong aria-hidden="true">40.</strong> Types of &amp;str</a></li><li class="chapter-item expanded "><a href="Chapter_40.html"><strong aria-hidden="true">41.</strong> Lifetimes</a></li><li class="chapter-item expanded "><a href="Chapter_41.html"><strong aria-hidden="true">42.</strong> Interior mutability</a></li><li class="chapter-item expanded "><a href="Chapter_42.html"><strong aria-hidden="true">43.</strong> Cow</a></li><li class="chapter-item expanded "><a href="Chapter_43.html"><strong aria-hidden="true">44.</strong> Type aliases</a></li><li class="chapter-item expanded "><a href="Chapter_44.html"><strong aria-hidden="true">45.</strong> The todo! macro</a></li><li class="chapter-item expanded "><a href="Chapter_45.html"><strong aria-hidden="true">46.</strong> Rc</a></li><li class="chapter-item expanded "><a href="Chapter_46.html"><strong aria-hidden="true">47.</strong> Multiple threads</a></li><li class="chapter-item expanded "><a href="Chapter_47.html"><strong aria-hidden="true">48.</strong> Closures in functions</a></li><li class="chapter-item expanded "><a href="Chapter_48.html"><strong aria-hidden="true">49.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="Chapter_49.html"><strong aria-hidden="true">50.</strong> Arc</a></li><li class="chapter-item expanded "><a href="Chapter_50.html"><strong aria-hidden="true">51.</strong> Channels</a></li><li class="chapter-item expanded "><a href="Chapter_51.html"><strong aria-hidden="true">52.</strong> Reading Rust documentation</a></li><li class="chapter-item expanded "><a href="Chapter_52.html"><strong aria-hidden="true">53.</strong> Attributes</a></li><li class="chapter-item expanded "><a href="Chapter_53.html"><strong aria-hidden="true">54.</strong> Box</a></li><li class="chapter-item expanded "><a href="Chapter_54.html"><strong aria-hidden="true">55.</strong> Box around traits</a></li><li class="chapter-item expanded "><a href="Chapter_55.html"><strong aria-hidden="true">56.</strong> Default and the builder pattern</a></li><li class="chapter-item expanded "><a href="Chapter_56.html"><strong aria-hidden="true">57.</strong> Deref and DerefMut</a></li><li class="chapter-item expanded "><a href="Chapter_57.html"><strong aria-hidden="true">58.</strong> Crates and modules</a></li><li class="chapter-item expanded "><a href="Chapter_58.html"><strong aria-hidden="true">59.</strong> Testing</a></li><li class="chapter-item expanded "><a href="Chapter_59.html"><strong aria-hidden="true">60.</strong> External crates</a></li><li class="chapter-item expanded "><a href="Chapter_60.html"><strong aria-hidden="true">61.</strong> A tour of the standard library</a></li><li class="chapter-item expanded "><a href="Chapter_61.html"><strong aria-hidden="true">62.</strong> Writing macros</a></li><li class="chapter-item expanded "><a href="Chapter_62.html"><strong aria-hidden="true">63.</strong> cargo</a></li><li class="chapter-item expanded "><a href="Chapter_63.html"><strong aria-hidden="true">64.</strong> Taking user input</a></li><li class="chapter-item expanded "><a href="Chapter_64.html"><strong aria-hidden="true">65.</strong> Using files</a></li><li class="chapter-item expanded "><a href="Chapter_65.html"><strong aria-hidden="true">66.</strong> cargo doc</a></li><li class="chapter-item expanded "><a href="Chapter_66.html"><strong aria-hidden="true">67.</strong> The end?</a></li></ol>
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<h2 id="control-flow"><a class="header" href="#control-flow">Control flow</a></h2>
<p><strong>See this chapter on YouTube: <a href="https://youtu.be/UAymDOpv_us">Part 1</a> and <a href="https://youtu.be/eqysTfiiQZs">Part 2</a></strong></p>
<p>Control flow means telling your code what to do in different situations. The simplest control flow is <code>if</code>.</p>
<pre><pre class="playground"><code class="language-rust">fn main() {
let my_number = 5;
if my_number == 7 {
println!(&quot;It's seven&quot;);
}
}
</code></pre></pre>
<p>Also note that you use <code>==</code> and not <code>=</code>. <code>==</code> is to compare, <code>=</code> is to <em>assign</em> (to give a value). Also note that we wrote <code>if my_number == 7</code> and not <code>if (my_number == 7)</code>. You don't need brackets with <code>if</code> in Rust.</p>
<p><code>else if</code> and <code>else</code> give you more control:</p>
<pre><pre class="playground"><code class="language-rust">fn main() {
let my_number = 5;
if my_number == 7 {
println!(&quot;It's seven&quot;);
} else if my_number == 6 {
println!(&quot;It's six&quot;)
} else {
println!(&quot;It's a different number&quot;)
}
}
</code></pre></pre>
<p>This prints <code>It's a different number</code> because it's not equal to 7 or 6.</p>
<p>You can add more conditions with <code>&amp;&amp;</code> (and) and <code>||</code> (or).</p>
<pre><pre class="playground"><code class="language-rust">fn main() {
let my_number = 5;
if my_number % 2 == 1 &amp;&amp; my_number &gt; 0 { // % 2 means the number that remains after diving by two
println!(&quot;It's a positive odd number&quot;);
} else if my_number == 6 {
println!(&quot;It's six&quot;)
} else {
println!(&quot;It's a different number&quot;)
}
}
</code></pre></pre>
<p>This prints <code>It's a positive odd number</code> because when you divide it by 2 you have a remainder of 1, and it's greater than 0.</p>
<p>You can see that too much <code>if</code>, <code>else</code>, and <code>else if</code> can be difficult to read. In this case you can use <code>match</code> instead, which looks much cleaner. But you must match for every possible result. For example, this will not work:</p>
<pre><pre class="playground"><code class="language-rust">fn main() {
let my_number: u8 = 5;
match my_number {
0 =&gt; println!(&quot;it's zero&quot;),
1 =&gt; println!(&quot;it's one&quot;),
2 =&gt; println!(&quot;it's two&quot;),
// ⚠️
}
}
</code></pre></pre>
<p>The compiler says:</p>
<pre><code class="language-text">error[E0004]: non-exhaustive patterns: `3u8..=std::u8::MAX` not covered
--&gt; src\main.rs:3:11
|
3 | match my_number {
| ^^^^^^^^^ pattern `3u8..=std::u8::MAX` not covered
</code></pre>
<p>This means &quot;you told me about 0 to 2, but <code>u8</code>s can go up to 255. What about 3? What about 4? What about 5?&quot; And so on. So you can add <code>_</code> which means &quot;anything else&quot;.</p>
<pre><pre class="playground"><code class="language-rust">fn main() {
let my_number: u8 = 5;
match my_number {
0 =&gt; println!(&quot;it's zero&quot;),
1 =&gt; println!(&quot;it's one&quot;),
2 =&gt; println!(&quot;it's two&quot;),
_ =&gt; println!(&quot;It's some other number&quot;),
}
}
</code></pre></pre>
<p>That prints <code>It's some other number</code>.</p>
<p>Remember this for match:</p>
<ul>
<li>You write <code>match</code> and then make a <code>{}</code> code block.</li>
<li>Write the <em>pattern</em> on the left and use a <code>=&gt;</code> fat arrow to say what to do when it matches.</li>
<li>Each line is called an &quot;arm&quot;.</li>
<li>Put a comma between the arms (not a semicolon).</li>
</ul>
<p>You can declare a value with a match:</p>
<pre><pre class="playground"><code class="language-rust">fn main() {
let my_number = 5;
let second_number = match my_number {
0 =&gt; 0,
5 =&gt; 10,
_ =&gt; 2,
};
}
</code></pre></pre>
<p><code>second_number</code> will be 10. Do you see the semicolon at the end? That is because, after the match is over, we actually told the compiler this: <code>let second_number = 10;</code></p>
<p>You can match on more complicated things too. You use a tuple to do it.</p>
<pre><pre class="playground"><code class="language-rust">fn main() {
let sky = &quot;cloudy&quot;;
let temperature = &quot;warm&quot;;
match (sky, temperature) {
(&quot;cloudy&quot;, &quot;cold&quot;) =&gt; println!(&quot;It's dark and unpleasant today&quot;),
(&quot;clear&quot;, &quot;warm&quot;) =&gt; println!(&quot;It's a nice day&quot;),
(&quot;cloudy&quot;, &quot;warm&quot;) =&gt; println!(&quot;It's dark but not bad&quot;),
_ =&gt; println!(&quot;Not sure what the weather is.&quot;),
}
}
</code></pre></pre>
<p>This prints <code>It's dark but not bad</code> because it matches &quot;cloudy&quot; and &quot;warm&quot; for <code>sky</code> and <code>temperature</code>.</p>
<p>You can even put <code>if</code> inside of <code>match</code>. This is called a &quot;match guard&quot;:</p>
<pre><pre class="playground"><code class="language-rust">fn main() {
let children = 5;
let married = true;
match (children, married) {
(children, married) if married == false =&gt; println!(&quot;Not married with {} children&quot;, children),
(children, married) if children == 0 &amp;&amp; married == true =&gt; println!(&quot;Married but no children&quot;),
_ =&gt; println!(&quot;Married? {}. Number of children: {}.&quot;, married, children),
}
}
</code></pre></pre>
<p>This will print <code>Married? true. Number of children: 5.</code></p>
<p>You can use _ as many times as you want in a match. In this match on colours, we have three but only check one at a time.</p>
<pre><pre class="playground"><code class="language-rust">fn match_colours(rbg: (i32, i32, i32)) {
match rbg {
(r, _, _) if r &lt; 10 =&gt; println!(&quot;Not much red&quot;),
(_, b, _) if b &lt; 10 =&gt; println!(&quot;Not much blue&quot;),
(_, _, g) if g &lt; 10 =&gt; println!(&quot;Not much green&quot;),
_ =&gt; println!(&quot;Each colour has at least 10&quot;),
}
}
fn main() {
let first = (200, 0, 0);
let second = (50, 50, 50);
let third = (200, 50, 0);
match_colours(first);
match_colours(second);
match_colours(third);
}
</code></pre></pre>
<p>This prints:</p>
<pre><code class="language-text">Not much blue
Each colour has at least 10
Not much green
</code></pre>
<p>This also shows how <code>match</code> statements work, because in the first example it only printed <code>Not much blue</code>. But <code>first</code> also has not much green. A <code>match</code> statement always stops when it finds a match, and doesn't check the rest. This is a good example of code that compiles well but is not the code you want.</p>
<p>You can make a really big <code>match</code> statement to fix it, but it is probably better to use a <code>for</code> loop. We will talk about loops soon.</p>
<p>A match has to return the same type. So you can't do this:</p>
<pre><pre class="playground"><code class="language-rust">fn main() {
let my_number = 10;
let some_variable = match my_number {
10 =&gt; 8,
_ =&gt; &quot;Not ten&quot;, // ⚠️
};
}
</code></pre></pre>
<p>The compiler tells you that:</p>
<pre><code class="language-text">error[E0308]: `match` arms have incompatible types
--&gt; src\main.rs:17:14
|
15 | let some_variable = match my_number {
| _________________________-
16 | | 10 =&gt; 8,
| | - this is found to be of type `{integer}`
17 | | _ =&gt; &quot;Not ten&quot;,
| | ^^^^^^^^^ expected integer, found `&amp;str`
18 | | };
| |_____- `match` arms have incompatible types
</code></pre>
<p>This will also not work, for the same reason:</p>
<pre><pre class="playground"><code class="language-rust">fn main() {
let some_variable = if my_number == 10 { 8 } else { &quot;something else &quot;}; // ⚠️
}
</code></pre></pre>
<p>But this works, because it's not a <code>match</code> so you have a different <code>let</code> statement each time:</p>
<pre><pre class="playground"><code class="language-rust">fn main() {
let my_number = 10;
if my_number == 10 {
let some_variable = 8;
} else {
let some_variable = &quot;Something else&quot;;
}
}
</code></pre></pre>
<p>You can also use <code>@</code> to give a name to the value of a <code>match</code> expression, and then you can use it. In this example we match an <code>i32</code> input in a function. If it's 4 or 13 we want to use that number in a <code>println!</code> statement. Otherwise, we don't need to use it.</p>
<pre><pre class="playground"><code class="language-rust">fn match_number(input: i32) {
match input {
number @ 4 =&gt; println!(&quot;{} is an unlucky number in China (sounds close to 死)!&quot;, number),
number @ 13 =&gt; println!(&quot;{} is unlucky in North America, lucky in Italy! In bocca al lupo!&quot;, number),
_ =&gt; println!(&quot;Looks like a normal number&quot;),
}
}
fn main() {
match_number(50);
match_number(13);
match_number(4);
}
</code></pre></pre>
<p>This prints:</p>
<pre><code class="language-text">Looks like a normal number
13 is unlucky in North America, lucky in Italy! In bocca al lupo!
4 is an unlucky number in China (sounds close to 死)!
</code></pre>
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