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<ol class="chapter"><li class="expanded affix "><a href="title-page.html">The Rust Programming Language</a></li><li class="expanded affix "><a href="foreword.html">Foreword</a></li><li class="expanded affix "><a href="ch00-00-introduction.html">Introduction</a></li><li class="expanded "><a href="ch01-00-getting-started.html"><strong aria-hidden="true">1.</strong> Getting Started</a></li><li><ol class="section"><li class="expanded "><a href="ch01-01-installation.html"><strong aria-hidden="true">1.1.</strong> Installation</a></li><li class="expanded "><a href="ch01-02-hello-world.html"><strong aria-hidden="true">1.2.</strong> Hello, World!</a></li><li class="expanded "><a href="ch01-03-hello-cargo.html"><strong aria-hidden="true">1.3.</strong> Hello, Cargo!</a></li></ol></li><li class="expanded "><a href="ch02-00-guessing-game-tutorial.html"><strong aria-hidden="true">2.</strong> Programming a Guessing Game</a></li><li class="expanded "><a href="ch03-00-common-programming-concepts.html"><strong aria-hidden="true">3.</strong> Common Programming Concepts</a></li><li><ol class="section"><li class="expanded "><a href="ch03-01-variables-and-mutability.html"><strong aria-hidden="true">3.1.</strong> Variables and Mutability</a></li><li class="expanded "><a href="ch03-02-data-types.html"><strong aria-hidden="true">3.2.</strong> Data Types</a></li><li class="expanded "><a href="ch03-03-how-functions-work.html"><strong aria-hidden="true">3.3.</strong> Functions</a></li><li class="expanded "><a href="ch03-04-comments.html"><strong aria-hidden="true">3.4.</strong> Comments</a></li><li class="expanded "><a href="ch03-05-control-flow.html"><strong aria-hidden="true">3.5.</strong> Control Flow</a></li></ol></li><li class="expanded "><a href="ch04-00-understanding-ownership.html"><strong aria-hidden="true">4.</strong> Understanding Ownership</a></li><li><ol class="section"><li class="expanded "><a href="ch04-01-what-is-ownership.html"><strong aria-hidden="true">4.1.</strong> What is Ownership?</a></li><li class="expanded "><a href="ch04-02-references-and-borrowing.html"><strong aria-hidden="true">4.2.</strong> References and Borrowing</a></li><li class="expanded "><a href="ch04-03-slices.html"><strong aria-hidden="true">4.3.</strong> The Slice Type</a></li></ol></li><li class="expanded "><a href="ch05-00-structs.html"><strong aria-hidden="true">5.</strong> Using Structs to Structure Related Data</a></li><li><ol class="section"><li class="expanded "><a href="ch05-01-defining-structs.html"><strong aria-hidden="true">5.1.</strong> Defining and Instantiating Structs</a></li><li class="expanded "><a href="ch05-02-example-structs.html"><strong aria-hidden="true">5.2.</strong> An Example Program Using Structs</a></li><li class="expanded "><a href="ch05-03-method-syntax.html"><strong aria-hidden="true">5.3.</strong> Method Syntax</a></li></ol></li><li class="expanded "><a href="ch06-00-enums.html"><strong aria-hidden="true">6.</strong> Enums and Pattern Matching</a></li><li><ol class="section"><li class="expanded "><a href="ch06-01-defining-an-enum.html"><strong aria-hidden="true">6.1.</strong> Defining an Enum</a></li><li class="expanded "><a href="ch06-02-match.html"><strong aria-hidden="true">6.2.</strong> The match Control Flow Operator</a></li><li class="expanded "><a href="ch06-03-if-let.html" class="active"><strong aria-hidden="true">6.3.</strong> Concise Control Flow with if let</a></li></ol></li><li class="expanded "><a href="ch07-00-managing-growing-projects-with-packages-crates-and-modules.html"><strong aria-hidden="true">7.</strong> Managing Growing Projects with Packages, Crates, and Modules</a></li><li><ol class="section"><li class="expanded "><a href="ch07-01-packages-and-crates.html"><strong aria-hidden="true">7.1.</strong> Packages and Crates</a></li><li class="expanded "><a href="ch07-02-defining-modules-to-control-scope-and-privacy.html"><strong aria-hidden="true">7.2.</strong> Defining Modules to Control Scope and Privacy</a></li><li class="expanded "><a href="ch07-03-paths-for-referring-to-an-item-in-the-modu
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<main>
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<h2><a class="header" href="#concise-control-flow-with-if-let" id="concise-control-flow-with-if-let">Concise Control Flow with <code>if let</code></a></h2>
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<p>The <code>if let</code> syntax lets you combine <code>if</code> and <code>let</code> into a less verbose way to
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handle values that match one pattern while ignoring the rest. Consider the
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program in Listing 6-6 that matches on an <code>Option<u8></code> value but only wants to
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execute code if the value is 3.</p>
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<pre><pre class="playpen"><code class="language-rust">
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<span class="boring">#![allow(unused_variables)]
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</span><span class="boring">fn main() {
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</span>let some_u8_value = Some(0u8);
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match some_u8_value {
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Some(3) => println!("three"),
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_ => (),
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}
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<span class="boring">}
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</span></code></pre></pre>
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<p><span class="caption">Listing 6-6: A <code>match</code> that only cares about executing
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code when the value is <code>Some(3)</code></span></p>
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<p>We want to do something with the <code>Some(3)</code> match but do nothing with any other
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<code>Some<u8></code> value or the <code>None</code> value. To satisfy the <code>match</code> expression, we
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have to add <code>_ => ()</code> after processing just one variant, which is a lot of
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boilerplate code to add.</p>
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<p>Instead, we could write this in a shorter way using <code>if let</code>. The following
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code behaves the same as the <code>match</code> in Listing 6-6:</p>
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<pre><pre class="playpen"><code class="language-rust">
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<span class="boring">#![allow(unused_variables)]
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</span><span class="boring">fn main() {
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</span><span class="boring">let some_u8_value = Some(0u8);
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</span>if let Some(3) = some_u8_value {
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println!("three");
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}
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<span class="boring">}
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</span></code></pre></pre>
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<p>The syntax <code>if let</code> takes a pattern and an expression separated by an equal
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sign. It works the same way as a <code>match</code>, where the expression is given to the
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<code>match</code> and the pattern is its first arm.</p>
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<p>Using <code>if let</code> means less typing, less indentation, and less boilerplate code.
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However, you lose the exhaustive checking that <code>match</code> enforces. Choosing
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between <code>match</code> and <code>if let</code> depends on what you’re doing in your particular
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situation and whether gaining conciseness is an appropriate trade-off for
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losing exhaustive checking.</p>
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<p>In other words, you can think of <code>if let</code> as syntax sugar for a <code>match</code> that
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runs code when the value matches one pattern and then ignores all other values.</p>
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<p>We can include an <code>else</code> with an <code>if let</code>. The block of code that goes with the
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<code>else</code> is the same as the block of code that would go with the <code>_</code> case in the
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<code>match</code> expression that is equivalent to the <code>if let</code> and <code>else</code>. Recall the
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<code>Coin</code> enum definition in Listing 6-4, where the <code>Quarter</code> variant also held a
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<code>UsState</code> value. If we wanted to count all non-quarter coins we see while also
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announcing the state of the quarters, we could do that with a <code>match</code>
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expression like this:</p>
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<pre><pre class="playpen"><code class="language-rust">
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<span class="boring">#![allow(unused_variables)]
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</span><span class="boring">fn main() {
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</span><span class="boring">#[derive(Debug)]
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</span><span class="boring">enum UsState {
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</span><span class="boring"> Alabama,
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</span><span class="boring"> Alaska,
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</span><span class="boring">}
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</span><span class="boring">
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</span><span class="boring">enum Coin {
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</span><span class="boring"> Penny,
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</span><span class="boring"> Nickel,
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</span><span class="boring"> Dime,
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</span><span class="boring"> Quarter(UsState),
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</span><span class="boring">}
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</span><span class="boring">let coin = Coin::Penny;
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</span>let mut count = 0;
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match coin {
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Coin::Quarter(state) => println!("State quarter from {:?}!", state),
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_ => count += 1,
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}
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<span class="boring">}
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</span></code></pre></pre>
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<p>Or we could use an <code>if let</code> and <code>else</code> expression like this:</p>
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<pre><pre class="playpen"><code class="language-rust">
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<span class="boring">#![allow(unused_variables)]
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</span><span class="boring">fn main() {
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</span><span class="boring">#[derive(Debug)]
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</span><span class="boring">enum UsState {
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</span><span class="boring"> Alabama,
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</span><span class="boring"> Alaska,
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</span><span class="boring">}
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</span><span class="boring">
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</span><span class="boring">enum Coin {
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</span><span class="boring"> Penny,
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</span><span class="boring"> Nickel,
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|
</span><span class="boring"> Dime,
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</span><span class="boring"> Quarter(UsState),
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</span><span class="boring">}
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</span><span class="boring">let coin = Coin::Penny;
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</span>let mut count = 0;
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if let Coin::Quarter(state) = coin {
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println!("State quarter from {:?}!", state);
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} else {
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count += 1;
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}
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<span class="boring">}
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</span></code></pre></pre>
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<p>If you have a situation in which your program has logic that is too verbose to
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express using a <code>match</code>, remember that <code>if let</code> is in your Rust toolbox as well.</p>
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<h2><a class="header" href="#summary" id="summary">Summary</a></h2>
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<p>We’ve now covered how to use enums to create custom types that can be one of a
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set of enumerated values. We’ve shown how the standard library’s <code>Option<T></code>
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type helps you use the type system to prevent errors. When enum values have
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data inside them, you can use <code>match</code> or <code>if let</code> to extract and use those
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values, depending on how many cases you need to handle.</p>
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<p>Your Rust programs can now express concepts in your domain using structs and
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enums. Creating custom types to use in your API ensures type safety: the
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compiler will make certain your functions get only values of the type each
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|
function expects.</p>
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<p>In order to provide a well-organized API to your users that is straightforward
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to use and only exposes exactly what your users will need, let’s now turn to
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Rust’s modules.</p>
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</main>
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