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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" class="active"><strong aria-hidden="true">6.2.</strong> The match Control Flow Operator</a></li><li class="expanded "><a href="ch06-03-if-let.html"><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-module-tree.html"><strong aria-hidden="true">7.3.</strong> Paths for Referring to an Item in the Module Tree</a></li><li class="expanded "><a href="ch07-04-bringing-paths-into-scope-with-the-use-keyword.html"><strong aria-hidden="true">7.4.</strong> Bringing Paths Into Scope with the use Keyword</a></li><li class="expanded "><a href="ch07-05-separating-modules-into-different-files.html"><strong aria-hidden="true">7.5.</strong> Separating Modules into Different Files</a></li></ol></li><li class="expanded "><a href="ch08-00-common-collections.html"><strong aria-hidden="true">8.</strong> Common Collections</a></li><li><ol class="section"><li class="expanded "><a href="ch08-01-vectors.html"><strong aria-hidden="true">8.1.</strong> Storing Lists of Values with Vectors</a></li><li class="expanded "><a href="ch08-02-strings.html"><strong aria-hidden="true">8.2.</strong> Storing UTF-8 Encoded Text with Strings</a></li><li class="expanded "><a href="ch08-03-hash-maps.html"><strong aria-hidden="true">8.3.</strong> Storing Keys with Associated Values in Hash Maps</a></li></ol></li><li class="expanded "><a href="ch09-00-error-handling.html"><strong aria-hidden="true">9.</strong> Error Handling</a></li><li><ol class="section"><li class="expanded "><a href="ch09-01-unrecoverable-errors-with-panic.html"><strong aria-hidden="true">9.1.</strong> Unrecoverable Errors with panic!</a></li><li class="expanded "><a href="ch09-02-recoverable-errors-with-result.html"><strong aria-hidden="true">9.2.</strong> Recoverable Errors with Result</a></li><li class="expanded "><a href="ch09-03-to-panic-or-not-to-panic.html"><strong aria-hidden="true">9.3.</strong> To panic! or Not To panic!</a></li></ol></li><li class="expanded "><a href="ch10-00-generics.html"><strong aria-hidden="true">10.</strong> Generic Types, Traits, and Lifetimes</a></li><li><ol class="section"><li class="expanded "><a href="ch10-01-syntax.html"><strong aria-hidden="true">10.1.</strong> Generic Data Types</a></li><li class="expanded "><a href="ch10-02-traits.html"><strong aria-hidden="true">10.2.</strong> Traits: Defining Shared Behavior</a></li><li class="expanded "><a href="ch10-03-lifetime-syntax.html"><strong aria-hidden="true">10.3.</strong> Validating References with Lifetimes</a></li></ol></li><li class="expanded "><a href="ch11-00-testing.html"><strong aria-hidden="true">11.</strong> Writing Automated Tests</a></li><li><ol class="section"><li class="expanded "><a href="ch11-01-writing-tests.html"><strong aria-hidden="true">11.1.</strong> How to Write Tests</a></li><li class="expanded "><a href="ch11-02-running-tests.html"><strong aria-hidden="true">11.2.</strong> Controlling How Tests Are Run</a></li><li class="expanded "><a href="ch11-03-test-organization.html"><strong aria-hidden="true">11.3.</strong> Test Organization</a></li></ol></li><li class="expanded "><a href="ch12-00-an-io-project.html"><strong aria-hidden="true">12.</strong> An I/O Project: Building a Command Line Program</a></li><li><ol class="section"><li class="expanded "><a href="ch12-01-accepting-command-line-arguments.html"><strong aria-hidden="true">12.1.</strong> Accepting Command Line Arguments</a></li><li class="expanded "><a href="ch12-02-reading-a-file.html"><strong aria-hidden="true">12.2.</strong> Reading a File</a></li><li class="expanded "><a href="ch12-03-improving-error-handling-and-modularity.html"><strong aria-hidden="true">12.3.</strong> Refactoring to Improve Modularity and Error Handling</a></li><li class="expanded "><a href="ch12-04-testing-the-librarys-functionality.html"><strong aria-hidden="true">12.4.</strong> Developing the Library’s Functionality with Test Driven Development</a></li><li class="expanded "><a href="ch12-05-working-with-environment-variables.html"><strong aria-hidden="true">12.5.</strong> Working with Environment Variables</a></li><li class="expanded "><a href="ch12-06-writing-to-stderr-instead-of-stdout.html"><strong aria-hidden="true">12.6.</strong> Writing Error Messages to Standard Error Instead of Standard Output</a></li></ol></li><li class="expanded "><a href="ch13-00-functional-features.html"><strong aria-hidden="true">13.</strong> Functional Language Features: Iterators and Closures</a></li><li><ol class="section"><li class="expanded "><a href="ch13-01-closures.html"><strong aria-hidden="true">13.1.</strong> Closures: Anonymous Functions that Can Capture Their Environment</a></li><li class="expanded "><a href="ch13-02-iterators.html"><strong aria-hidden="true">13.2.</strong> Processing a Series of Items with Iterators</a></li><li class="expanded "><a href="ch13-03-improving-our-io-project.html"><strong aria-hidden="true">13.3.</strong> Improving Our I/O Project</a></li><li class="expanded "><a href="ch13-04-performance.html"><strong aria-hidden="true">13.4.</strong> Comparing Performance: Loops vs. Iterators</a></li></ol></li><li class="expanded "><a href="ch14-00-more-about-cargo.html"><strong aria-hidden="true">14.</strong> More about Cargo and Crates.io</a></li><li><ol class="section"><li class="expanded "><a href="ch14-01-release-profiles.html"><strong aria-hidden="true">14.1.</strong> Customizing Builds with Release Profiles</a></li><li class="expanded "><a href="ch14-02-publishing-to-crates-io.html"><strong aria-hidden="true">14.2.</strong> Publishing a Crate to Crates.io</a></li><li class="expanded "><a href="ch14-03-cargo-workspaces.html"><strong aria-hidden="true">14.3.</strong> Cargo Workspaces</a></li><li class="expanded "><a href="ch14-04-installing-binaries.html"><strong aria-hidden="true">14.4.</strong> Installing Binaries from Crates.io with cargo install</a></li><li class="expanded "><a href="ch14-05-extending-cargo.html"><strong aria-hidden="true">14.5.</strong> Extending Cargo with Custom Commands</a></li></ol></li><li class="expanded "><a href="ch15-00-smart-pointers.html"><strong aria-hidden="true">15.</strong> Smart Pointers</a></li><li><ol class="section"><li class="expanded "><a href="ch15-01-box.html"><strong aria-hidden="true">15.1.</strong> Using Box<T> to Point to Data on the Heap</a></li><li class="expanded "><a href="ch15-02-deref.html"><strong aria-hidden="true">15.2.</strong> Treating Smart Pointers Like Regular References with the Deref Trait</a></li><li class="expanded "><a href="ch15-03-drop.html"><strong aria-hidden="true">15.3.</strong> Running Code on Cleanup with the Drop Trait</a></li><li class="expanded "><a href="ch15-04-rc.html"><strong aria-hidden="true">15.4.</strong> Rc<T>, the Reference Counted Smart Pointer</a></li><li class="expanded "><a href="ch15-05-interior-mutability.html"><strong aria-hidden="true">15.5.</strong> RefCell<T> and the Interior Mutability Pattern</a></li><li class="expanded "><a href="ch15-06-reference-cycles.html"><strong aria-hidden="true">15.6.</strong> Reference Cycles Can Leak Memory</a></li></ol></li><li class="expanded "><a href="ch16-00-concurrency.html"><strong aria-hidden="true">16.</strong> Fearless Concurrency</a></li><li><ol class="section"><li class="expanded "><a href="ch16-01-threads.html"><strong aria-hidden="true">16.1.</strong> Using Threads to Run Code Simultaneously</a></li><li class="expanded "><a href="ch16-02-message-passing.html"><strong aria-hidden="true">16.2.</strong> Using Message Passing to Transfer Data Between Threads</a></li><li class="expanded "><a href="ch16-03-shared-state.html"><strong aria-hidden="true">16.3.</strong> Shared-State Concurrency</a></li><li class="expanded "><a href="ch16-04-extensible-concurrency-sync-and-send.html"><strong aria-hidden="true">16.4.</strong> Extensible Concurrency with the Sync and Send Traits</a></li></ol></li><li class="expanded "><a href="ch17-00-oop.html"><strong aria-hidden="true">17.</strong> Object Oriented Programming Features of Rust</a></li><li><ol class="section"><li class="expanded "><a href="ch17-01-what-is-oo.html"><strong aria-hidden="true">17.1.</strong> Characteristics of Object-Oriented Languages</a></li><li class="expanded "><a href="ch17-02-trait-objects.html"><strong aria-hidden="true">17.2.</strong> Using Trait Objects That Allow for Values of Different Types</a></li><li class="expanded "><a href="ch17-03-oo-design-patterns.html"><strong aria-hidden="true">17.3.</strong> Implementing an Object-Oriented Design Pattern</a></li></ol></li><li class="expanded "><a href="ch18-00-patterns.html"><strong aria-hidden="true">18.</strong> Patterns and Matching</a></li><li><ol class="section"><li class="expanded "><a href="ch18-01-all-the-places-for-patterns.html"><strong aria-hidden="true">18.1.</strong> All the Places Patterns Can Be Used</a></li><li class="expanded "><a href="ch18-02-refutability.html"><strong aria-hidden="true">18.2.</strong> Refutability: Whether a Pattern Might Fail to Match</a></li><li class="expanded "><a href="ch18-03-pattern-syntax.html"><strong aria-hidden="true">18.3.</strong> Pattern Syntax</a></li></ol></li><li class="expanded "><a href="ch19-00-advanced-features.html"><strong aria-hidden="true">19.</strong> Advanced Features</a></li><li><ol class="section"><li class="expanded "><a href="ch19-01-unsafe-rust.html"><strong aria-hidden="true">19.1.</strong> Unsafe Rust</a></li><li class="expanded "><a href="ch19-03-advanced-traits.html"><strong aria-hidden="true">19.2.</strong> Advanced Traits</a></li><li class="expanded "><a href="ch19-04-advanced-types.html"><strong aria-hidden="true">19.3.</strong> Advanced Types</a></li><li class="expanded "><a href="ch19-05-advanced-functions-and-closures.html"><strong aria-hidden="true">19.4.</strong> Advanced Functions and Closures</a></li><li class="expanded "><a href="ch19-06-macros.html"><strong aria-hidden="true">19.5.</strong> Macros</a></li></ol></li><li class="expanded "><a href="ch20-00-final-project-a-web-server.html"><strong aria-hidden="true">20.</strong> Final Project: Building a Multithreaded Web Server</a></li><li><ol class="section"><li class="expanded "><a href="ch20-01-single-threaded.html"><strong aria-hidden="true">20.1.</strong> Building a Single-Threaded Web Server</a></li><li class="expanded "><a href="ch20-02-multithreaded.html"><strong aria-hidden="true">20.2.</strong> Turning Our Single-Threaded Server into a Multithreaded Server</a></li><li class="expanded "><a href="ch20-03-graceful-shutdown-and-cleanup.html"><strong aria-hidden="true">20.3.</strong> Graceful Shutdown and Cleanup</a></li></ol></li><li class="expanded "><a href="appendix-00.html"><strong aria-hidden="true">21.</strong> Appendix</a></li><li><ol class="section"><li class="expanded "><a href="appendix-01-keywords.html"><strong aria-hidden="true">21.1.</strong> A - Keywords</a></li><li class="expanded "><a href="appendix-02-operators.html"><strong aria-hidden="true">21.2.</strong> B - Operators and Symbols</a></li><li class="expanded "><a href="appendix-03-derivable-traits.html"><strong aria-hidden="true">21.3.</strong> C - Derivable Traits</a></li><li class="expanded "><a href="appendix-04-useful-development-tools.html"><strong aria-hidden="true">21.4.</strong> D - Useful Development Tools</a></li><li class="expanded "><a href="appendix-05-editions.html"><strong aria-hidden="true">21.5.</strong> E - Editions</a></li><li class="expanded "><a href="appendix-06-translation.html"><strong aria-hidden="true">21.6.</strong> F - Translations of the Book</a></li><li class="expanded "><a href="appendix-07-nightly-rust.html"><strong aria-hidden="true">21.7.</strong> G - How Rust is Made and “Nightly Rust”</a></li></ol></li></ol>
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<h2><a class="header" href="#the-match-control-flow-operator" id="the-match-control-flow-operator">The <code>match</code> Control Flow Operator</a></h2>
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<p>Rust has an extremely powerful control flow operator called <code>match</code> that allows
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you to compare a value against a series of patterns and then execute code based
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on which pattern matches. Patterns can be made up of literal values, variable
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names, wildcards, and many other things; Chapter 18 covers all the different
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kinds of patterns and what they do. The power of <code>match</code> comes from the
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expressiveness of the patterns and the fact that the compiler confirms that all
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possible cases are handled.</p>
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<p>Think of a <code>match</code> expression as being like a coin-sorting machine: coins slide
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down a track with variously sized holes along it, and each coin falls through
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the first hole it encounters that it fits into. In the same way, values go
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through each pattern in a <code>match</code>, and at the first pattern the value “fits,”
|
||
the value falls into the associated code block to be used during execution.</p>
|
||
<p>Because we just mentioned coins, let’s use them as an example using <code>match</code>! We
|
||
can write a function that can take an unknown United States coin and, in a
|
||
similar way as the counting machine, determine which coin it is and return its
|
||
value in cents, as shown here in Listing 6-3.</p>
|
||
<pre><pre class="playpen"><code class="language-rust">
|
||
<span class="boring">#![allow(unused_variables)]
|
||
</span><span class="boring">fn main() {
|
||
</span>enum Coin {
|
||
Penny,
|
||
Nickel,
|
||
Dime,
|
||
Quarter,
|
||
}
|
||
|
||
fn value_in_cents(coin: Coin) -> u8 {
|
||
match coin {
|
||
Coin::Penny => 1,
|
||
Coin::Nickel => 5,
|
||
Coin::Dime => 10,
|
||
Coin::Quarter => 25,
|
||
}
|
||
}
|
||
<span class="boring">}
|
||
</span></code></pre></pre>
|
||
<p><span class="caption">Listing 6-3: An enum and a <code>match</code> expression that has
|
||
the variants of the enum as its patterns</span></p>
|
||
<p>Let’s break down the <code>match</code> in the <code>value_in_cents</code> function. First, we list
|
||
the <code>match</code> keyword followed by an expression, which in this case is the value
|
||
<code>coin</code>. This seems very similar to an expression used with <code>if</code>, but there’s a
|
||
big difference: with <code>if</code>, the expression needs to return a Boolean value, but
|
||
here, it can be any type. The type of <code>coin</code> in this example is the <code>Coin</code> enum
|
||
that we defined on line 1.</p>
|
||
<p>Next are the <code>match</code> arms. An arm has two parts: a pattern and some code. The
|
||
first arm here has a pattern that is the value <code>Coin::Penny</code> and then the <code>=></code>
|
||
operator that separates the pattern and the code to run. The code in this case
|
||
is just the value <code>1</code>. Each arm is separated from the next with a comma.</p>
|
||
<p>When the <code>match</code> expression executes, it compares the resulting value against
|
||
the pattern of each arm, in order. If a pattern matches the value, the code
|
||
associated with that pattern is executed. If that pattern doesn’t match the
|
||
value, execution continues to the next arm, much as in a coin-sorting machine.
|
||
We can have as many arms as we need: in Listing 6-3, our <code>match</code> has four arms.</p>
|
||
<p>The code associated with each arm is an expression, and the resulting value of
|
||
the expression in the matching arm is the value that gets returned for the
|
||
entire <code>match</code> expression.</p>
|
||
<p>Curly brackets typically aren’t used if the match arm code is short, as it is
|
||
in Listing 6-3 where each arm just returns a value. If you want to run multiple
|
||
lines of code in a match arm, you can use curly brackets. For example, the
|
||
following code would print “Lucky penny!” every time the method was called with
|
||
a <code>Coin::Penny</code> but would still return the last value of the block, <code>1</code>:</p>
|
||
<pre><pre class="playpen"><code class="language-rust">
|
||
<span class="boring">#![allow(unused_variables)]
|
||
</span><span class="boring">fn main() {
|
||
</span><span class="boring">enum Coin {
|
||
</span><span class="boring"> Penny,
|
||
</span><span class="boring"> Nickel,
|
||
</span><span class="boring"> Dime,
|
||
</span><span class="boring"> Quarter,
|
||
</span><span class="boring">}
|
||
</span><span class="boring">
|
||
</span>fn value_in_cents(coin: Coin) -> u8 {
|
||
match coin {
|
||
Coin::Penny => {
|
||
println!("Lucky penny!");
|
||
1
|
||
},
|
||
Coin::Nickel => 5,
|
||
Coin::Dime => 10,
|
||
Coin::Quarter => 25,
|
||
}
|
||
}
|
||
<span class="boring">}
|
||
</span></code></pre></pre>
|
||
<h3><a class="header" href="#patterns-that-bind-to-values" id="patterns-that-bind-to-values">Patterns that Bind to Values</a></h3>
|
||
<p>Another useful feature of match arms is that they can bind to the parts of the
|
||
values that match the pattern. This is how we can extract values out of enum
|
||
variants.</p>
|
||
<p>As an example, let’s change one of our enum variants to hold data inside it.
|
||
From 1999 through 2008, the United States minted quarters with different
|
||
designs for each of the 50 states on one side. No other coins got state
|
||
designs, so only quarters have this extra value. We can add this information to
|
||
our <code>enum</code> by changing the <code>Quarter</code> variant to include a <code>UsState</code> value stored
|
||
inside it, which we’ve done here in Listing 6-4.</p>
|
||
<pre><pre class="playpen"><code class="language-rust">
|
||
<span class="boring">#![allow(unused_variables)]
|
||
</span><span class="boring">fn main() {
|
||
</span>#[derive(Debug)] // so we can inspect the state in a minute
|
||
enum UsState {
|
||
Alabama,
|
||
Alaska,
|
||
// --snip--
|
||
}
|
||
|
||
enum Coin {
|
||
Penny,
|
||
Nickel,
|
||
Dime,
|
||
Quarter(UsState),
|
||
}
|
||
<span class="boring">}
|
||
</span></code></pre></pre>
|
||
<p><span class="caption">Listing 6-4: A <code>Coin</code> enum in which the <code>Quarter</code> variant
|
||
also holds a <code>UsState</code> value</span></p>
|
||
<p>Let’s imagine that a friend of ours is trying to collect all 50 state quarters.
|
||
While we sort our loose change by coin type, we’ll also call out the name of
|
||
the state associated with each quarter so if it’s one our friend doesn’t have,
|
||
they can add it to their collection.</p>
|
||
<p>In the match expression for this code, we add a variable called <code>state</code> to the
|
||
pattern that matches values of the variant <code>Coin::Quarter</code>. When a
|
||
<code>Coin::Quarter</code> matches, the <code>state</code> variable will bind to the value of that
|
||
quarter’s state. Then we can use <code>state</code> in the code for that arm, like so:</p>
|
||
<pre><pre class="playpen"><code class="language-rust">
|
||
<span class="boring">#![allow(unused_variables)]
|
||
</span><span class="boring">fn main() {
|
||
</span><span class="boring">#[derive(Debug)]
|
||
</span><span class="boring">enum UsState {
|
||
</span><span class="boring"> Alabama,
|
||
</span><span class="boring"> Alaska,
|
||
</span><span class="boring">}
|
||
</span><span class="boring">
|
||
</span><span class="boring">enum Coin {
|
||
</span><span class="boring"> Penny,
|
||
</span><span class="boring"> Nickel,
|
||
</span><span class="boring"> Dime,
|
||
</span><span class="boring"> Quarter(UsState),
|
||
</span><span class="boring">}
|
||
</span><span class="boring">
|
||
</span>fn value_in_cents(coin: Coin) -> u8 {
|
||
match coin {
|
||
Coin::Penny => 1,
|
||
Coin::Nickel => 5,
|
||
Coin::Dime => 10,
|
||
Coin::Quarter(state) => {
|
||
println!("State quarter from {:?}!", state);
|
||
25
|
||
},
|
||
}
|
||
}
|
||
<span class="boring">}
|
||
</span></code></pre></pre>
|
||
<p>If we were to call <code>value_in_cents(Coin::Quarter(UsState::Alaska))</code>, <code>coin</code>
|
||
would be <code>Coin::Quarter(UsState::Alaska)</code>. When we compare that value with each
|
||
of the match arms, none of them match until we reach <code>Coin::Quarter(state)</code>. At
|
||
that point, the binding for <code>state</code> will be the value <code>UsState::Alaska</code>. We can
|
||
then use that binding in the <code>println!</code> expression, thus getting the inner
|
||
state value out of the <code>Coin</code> enum variant for <code>Quarter</code>.</p>
|
||
<h3><a class="header" href="#matching-with-optiont" id="matching-with-optiont">Matching with <code>Option<T></code></a></h3>
|
||
<p>In the previous section, we wanted to get the inner <code>T</code> value out of the <code>Some</code>
|
||
case when using <code>Option<T></code>; we can also handle <code>Option<T></code> using <code>match</code> as we
|
||
did with the <code>Coin</code> enum! Instead of comparing coins, we’ll compare the
|
||
variants of <code>Option<T></code>, but the way that the <code>match</code> expression works remains
|
||
the same.</p>
|
||
<p>Let’s say we want to write a function that takes an <code>Option<i32></code> and, if
|
||
there’s a value inside, adds 1 to that value. If there isn’t a value inside,
|
||
the function should return the <code>None</code> value and not attempt to perform any
|
||
operations.</p>
|
||
<p>This function is very easy to write, thanks to <code>match</code>, and will look like
|
||
Listing 6-5.</p>
|
||
<pre><pre class="playpen"><code class="language-rust">
|
||
<span class="boring">#![allow(unused_variables)]
|
||
</span><span class="boring">fn main() {
|
||
</span>fn plus_one(x: Option<i32>) -> Option<i32> {
|
||
match x {
|
||
None => None,
|
||
Some(i) => Some(i + 1),
|
||
}
|
||
}
|
||
|
||
let five = Some(5);
|
||
let six = plus_one(five);
|
||
let none = plus_one(None);
|
||
<span class="boring">}
|
||
</span></code></pre></pre>
|
||
<p><span class="caption">Listing 6-5: A function that uses a <code>match</code> expression on
|
||
an <code>Option<i32></code></span></p>
|
||
<p>Let’s examine the first execution of <code>plus_one</code> in more detail. When we call
|
||
<code>plus_one(five)</code>, the variable <code>x</code> in the body of <code>plus_one</code> will have the
|
||
value <code>Some(5)</code>. We then compare that against each match arm.</p>
|
||
<pre><code class="language-rust ignore">None => None,
|
||
</code></pre>
|
||
<p>The <code>Some(5)</code> value doesn’t match the pattern <code>None</code>, so we continue to the
|
||
next arm.</p>
|
||
<pre><code class="language-rust ignore">Some(i) => Some(i + 1),
|
||
</code></pre>
|
||
<p>Does <code>Some(5)</code> match <code>Some(i)</code>? Why yes it does! We have the same variant. The
|
||
<code>i</code> binds to the value contained in <code>Some</code>, so <code>i</code> takes the value <code>5</code>. The
|
||
code in the match arm is then executed, so we add 1 to the value of <code>i</code> and
|
||
create a new <code>Some</code> value with our total <code>6</code> inside.</p>
|
||
<p>Now let’s consider the second call of <code>plus_one</code> in Listing 6-5, where <code>x</code> is
|
||
<code>None</code>. We enter the <code>match</code> and compare to the first arm.</p>
|
||
<pre><code class="language-rust ignore">None => None,
|
||
</code></pre>
|
||
<p>It matches! There’s no value to add to, so the program stops and returns the
|
||
<code>None</code> value on the right side of <code>=></code>. Because the first arm matched, no other
|
||
arms are compared.</p>
|
||
<p>Combining <code>match</code> and enums is useful in many situations. You’ll see this
|
||
pattern a lot in Rust code: <code>match</code> against an enum, bind a variable to the
|
||
data inside, and then execute code based on it. It’s a bit tricky at first, but
|
||
once you get used to it, you’ll wish you had it in all languages. It’s
|
||
consistently a user favorite.</p>
|
||
<h3><a class="header" href="#matches-are-exhaustive" id="matches-are-exhaustive">Matches Are Exhaustive</a></h3>
|
||
<p>There’s one other aspect of <code>match</code> we need to discuss. Consider this version
|
||
of our <code>plus_one</code> function that has a bug and won’t compile:</p>
|
||
<pre><code class="language-rust ignore does_not_compile">fn plus_one(x: Option<i32>) -> Option<i32> {
|
||
match x {
|
||
Some(i) => Some(i + 1),
|
||
}
|
||
}
|
||
</code></pre>
|
||
<p>We didn’t handle the <code>None</code> case, so this code will cause a bug. Luckily, it’s
|
||
a bug Rust knows how to catch. If we try to compile this code, we’ll get this
|
||
error:</p>
|
||
<pre><code class="language-text">error[E0004]: non-exhaustive patterns: `None` not covered
|
||
-->
|
||
|
|
||
6 | match x {
|
||
| ^ pattern `None` not covered
|
||
</code></pre>
|
||
<p>Rust knows that we didn’t cover every possible case and even knows which
|
||
pattern we forgot! Matches in Rust are <em>exhaustive</em>: we must exhaust every last
|
||
possibility in order for the code to be valid. Especially in the case of
|
||
<code>Option<T></code>, when Rust prevents us from forgetting to explicitly handle the
|
||
<code>None</code> case, it protects us from assuming that we have a value when we might
|
||
have null, thus making the billion-dollar mistake discussed earlier.</p>
|
||
<h3><a class="header" href="#the-_-placeholder" id="the-_-placeholder">The <code>_</code> Placeholder</a></h3>
|
||
<p>Rust also has a pattern we can use when we don’t want to list all possible
|
||
values. For example, a <code>u8</code> can have valid values of 0 through 255. If we only
|
||
care about the values 1, 3, 5, and 7, we don’t want to have to list out 0, 2,
|
||
4, 6, 8, 9 all the way up to 255. Fortunately, we don’t have to: we can use the
|
||
special pattern <code>_</code> instead:</p>
|
||
<pre><pre class="playpen"><code class="language-rust">
|
||
<span class="boring">#![allow(unused_variables)]
|
||
</span><span class="boring">fn main() {
|
||
</span>let some_u8_value = 0u8;
|
||
match some_u8_value {
|
||
1 => println!("one"),
|
||
3 => println!("three"),
|
||
5 => println!("five"),
|
||
7 => println!("seven"),
|
||
_ => (),
|
||
}
|
||
<span class="boring">}
|
||
</span></code></pre></pre>
|
||
<p>The <code>_</code> pattern will match any value. By putting it after our other arms, the
|
||
<code>_</code> will match all the possible cases that aren’t specified before it. The <code>()</code>
|
||
is just the unit value, so nothing will happen in the <code>_</code> case. As a result, we
|
||
can say that we want to do nothing for all the possible values that we don’t
|
||
list before the <code>_</code> placeholder.</p>
|
||
<p>However, the <code>match</code> expression can be a bit wordy in a situation in which we
|
||
care about only <em>one</em> of the cases. For this situation, Rust provides <code>if let</code>.</p>
|
||
|
||
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