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            <ol class="chapter"><li class="affix"><a href="README.html">Introduction</a></li><li><a href="getting-started.html"><strong aria-hidden="true">1.</strong> Getting Started</a></li><li><a href="guessing-game.html"><strong aria-hidden="true">2.</strong> Tutorial: Guessing Game</a></li><li><a href="syntax-and-semantics.html"><strong aria-hidden="true">3.</strong> Syntax and Semantics</a></li><li><ol class="section"><li><a href="variable-bindings.html"><strong aria-hidden="true">3.1.</strong> Variable Bindings</a></li><li><a href="functions.html"><strong aria-hidden="true">3.2.</strong> Functions</a></li><li><a href="primitive-types.html"><strong aria-hidden="true">3.3.</strong> Primitive Types</a></li><li><a href="comments.html"><strong aria-hidden="true">3.4.</strong> Comments</a></li><li><a href="if.html"><strong aria-hidden="true">3.5.</strong> if</a></li><li><a href="loops.html"><strong aria-hidden="true">3.6.</strong> Loops</a></li><li><a href="vectors.html"><strong aria-hidden="true">3.7.</strong> Vectors</a></li><li><a href="ownership.html"><strong aria-hidden="true">3.8.</strong> Ownership</a></li><li><a href="references-and-borrowing.html"><strong aria-hidden="true">3.9.</strong> References and Borrowing</a></li><li><a href="lifetimes.html"><strong aria-hidden="true">3.10.</strong> Lifetimes</a></li><li><a href="mutability.html"><strong aria-hidden="true">3.11.</strong> Mutability</a></li><li><a href="structs.html"><strong aria-hidden="true">3.12.</strong> Structs</a></li><li><a href="enums.html"><strong aria-hidden="true">3.13.</strong> Enums</a></li><li><a href="match.html"><strong aria-hidden="true">3.14.</strong> Match</a></li><li><a href="patterns.html"><strong aria-hidden="true">3.15.</strong> Patterns</a></li><li><a href="method-syntax.html"><strong aria-hidden="true">3.16.</strong> Method Syntax</a></li><li><a href="strings.html"><strong aria-hidden="true">3.17.</strong> Strings</a></li><li><a href="generics.html"><strong aria-hidden="true">3.18.</strong> Generics</a></li><li><a href="traits.html"><strong aria-hidden="true">3.19.</strong> Traits</a></li><li><a href="drop.html"><strong aria-hidden="true">3.20.</strong> Drop</a></li><li><a href="if-let.html"><strong aria-hidden="true">3.21.</strong> if let</a></li><li><a href="trait-objects.html"><strong aria-hidden="true">3.22.</strong> Trait Objects</a></li><li><a href="closures.html"><strong aria-hidden="true">3.23.</strong> Closures</a></li><li><a href="ufcs.html"><strong aria-hidden="true">3.24.</strong> Universal Function Call Syntax</a></li><li><a href="crates-and-modules.html"><strong aria-hidden="true">3.25.</strong> Crates and Modules</a></li><li><a href="const-and-static.html" class="active"><strong aria-hidden="true">3.26.</strong> const and static</a></li><li><a href="attributes.html"><strong aria-hidden="true">3.27.</strong> Attributes</a></li><li><a href="type-aliases.html"><strong aria-hidden="true">3.28.</strong> type aliases</a></li><li><a href="casting-between-types.html"><strong aria-hidden="true">3.29.</strong> Casting between types</a></li><li><a href="associated-types.html"><strong aria-hidden="true">3.30.</strong> Associated Types</a></li><li><a href="unsized-types.html"><strong aria-hidden="true">3.31.</strong> Unsized Types</a></li><li><a href="operators-and-overloading.html"><strong aria-hidden="true">3.32.</strong> Operators and Overloading</a></li><li><a href="deref-coercions.html"><strong aria-hidden="true">3.33.</strong> Deref coercions</a></li><li><a href="macros.html"><strong aria-hidden="true">3.34.</strong> Macros</a></li><li><a href="raw-pointers.html"><strong aria-hidden="true">3.35.</strong> Raw Pointers</a></li><li><a href="unsafe.html"><strong aria-hidden="true">3.36.</strong> unsafe</a></li></ol></li><li><a href="effective-rust.html"><strong aria-hidden="true">4.</strong> Effective Rust</a></li><li><ol class="section"><li><a href="the-stack-and-the-heap.html"><strong aria-hidden="true">4.1.</strong> The Stack and the Heap</a></li><li><a href="testing.html"><strong aria-hidden="true">4.2.</strong> Testing</a></li><li><a href="conditional-compilation.html"><strong aria-hidden="true">4.3.</strong> Conditional Compilation</a></li><li><a href="documentation.html"><strong aria-hidden="true">4.4.</strong> Documentation</a></li><li><a href="iterators.html"><strong aria-hidden="true">4.5.</strong> Iterators</a></li><li><a href="concurrency.html"><strong aria-hidden="true">4.6.</strong> Concurrency</a></li><li><a href="error-handling.html"><strong aria-hidden="true">4.7.</strong> Error Handling</a></li><li><a href="choosing-your-guarantees.html"><strong aria-hidden="true">4.8.</strong> Choosing your Guarantees</a></li><li><a href="ffi.html"><strong aria-hidden="true">4.9.</strong> FFI</a></li><li><a href="borrow-and-asref.html"><strong aria-hidden="true">4.10.</strong> Borrow and AsRef</a></li><li><a href="release-channels.html"><strong aria-hidden="true">4.11.</strong> Release Channels</a></li><li><a href="using-rust-without-the-standard-library.html"><strong aria-hidden="true">4.12.</strong> Using Rust without the standard library</a></li><li><a href="procedural-macros.html"><strong aria-hidden="true">4.13.</strong> Procedural Macros (and custom derive)</a></li></ol></li><li><a href="glossary.html"><strong aria-hidden="true">5.</strong> Glossary</a></li><li><a href="syntax-index.html"><strong aria-hidden="true">6.</strong> Syntax Index</a></li><li><a href="bibliography.html"><strong aria-hidden="true">7.</strong> Bibliography</a></li></ol>
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                        <h1 class="menu-title">The Rust Programming Language</h1> 

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                        <a class="header" href="const-and-static.html#const-and-static" id="const-and-static"><h1>const and static</h1></a>
<p>Rust has a way of defining constants with the <code>const</code> keyword:</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
const N: i32 = 5;
#}</code></pre></pre>
<p>Unlike <a href="variable-bindings.html"><code>let</code></a> bindings, you must annotate the type of a <code>const</code>.</p>
<p>Constants live for the entire lifetime of a program. More specifically,
constants in Rust have no fixed address in memory. This is because they’re
effectively inlined to each place that they’re used. References to the same
constant are not necessarily guaranteed to refer to the same memory address for
this reason.</p>
<a class="header" href="const-and-static.html#static" id="static"><h1><code>static</code></h1></a>
<p>Rust provides a ‘global variable’ sort of facility in static items. They’re
similar to constants, but static items aren’t inlined upon use. This means that
there is only one instance for each value, and it’s at a fixed location in
memory.</p>
<p>Here’s an example:</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
static N: i32 = 5;
#}</code></pre></pre>
<p>Unlike <a href="variable-bindings.html"><code>let</code></a> bindings, you must annotate the type of a <code>static</code>.</p>
<p>Statics live for the entire lifetime of a program, and therefore any
reference stored in a static has a <a href="lifetimes.html"><code>'static</code> lifetime</a>:</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
static NAME: &amp;'static str = &quot;Steve&quot;;
#}</code></pre></pre>
<p>The type of a <code>static</code> value must be <code>Sync</code> unless the <code>static</code> value is
mutable.</p>
<a class="header" href="const-and-static.html#mutability" id="mutability"><h2>Mutability</h2></a>
<p>You can introduce mutability with the <code>mut</code> keyword:</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
static mut N: i32 = 5;
#}</code></pre></pre>
<p>Because this is mutable, one thread could be updating <code>N</code> while another is
reading it, causing memory unsafety. As such both accessing and mutating a
<code>static mut</code> is <a href="unsafe.html"><code>unsafe</code></a>, and so must be done in an <code>unsafe</code> block:</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
# static mut N: i32 = 5;

unsafe {
    N += 1;

    println!(&quot;N: {}&quot;, N);
}
#}</code></pre></pre>
<a class="header" href="const-and-static.html#initializing" id="initializing"><h1>Initializing</h1></a>
<p>Both <code>const</code> and <code>static</code> have requirements for giving them a value. They must
be given a value that’s a constant expression. In other words, you cannot use
the result of a function call or anything similarly complex or at runtime.</p>
<a class="header" href="const-and-static.html#dropping" id="dropping"><h1>Dropping</h1></a>
<p>Types implementing <a href="drop.html"><code>Drop</code></a> are allowed in <code>const</code> and <code>static</code>
definitions. Constants are inlined where they are used and are dropped
accordingly. <code>static</code> values are not dropped.</p>
<a class="header" href="const-and-static.html#which-construct-should-i-use" id="which-construct-should-i-use"><h1>Which construct should I use?</h1></a>
<p>Almost always, if you can choose between the two, choose <code>const</code>. It’s pretty
rare that you actually want a memory location associated with your constant,
and using a <code>const</code> allows for optimizations like constant propagation not only
in your crate but downstream crates.</p>

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