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        <title>All the Places Patterns May be Used - The Rust Programming Language</title>
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            <ol class="chapter"><li class="affix"><a href="foreword.html">Foreword</a></li><li class="affix"><a href="ch00-00-introduction.html">Introduction</a></li><li><a href="ch01-00-getting-started.html"><strong aria-hidden="true">1.</strong> Getting Started</a></li><li><ol class="section"><li><a href="ch01-01-installation.html"><strong aria-hidden="true">1.1.</strong> Installation</a></li><li><a href="ch01-02-hello-world.html"><strong aria-hidden="true">1.2.</strong> Hello, World!</a></li><li><a href="ch01-03-hello-cargo.html"><strong aria-hidden="true">1.3.</strong> Hello, Cargo!</a></li></ol></li><li><a href="ch02-00-guessing-game-tutorial.html"><strong aria-hidden="true">2.</strong> Programming a Guessing Game</a></li><li><a href="ch03-00-common-programming-concepts.html"><strong aria-hidden="true">3.</strong> Common Programming Concepts</a></li><li><ol class="section"><li><a href="ch03-01-variables-and-mutability.html"><strong aria-hidden="true">3.1.</strong> Variables and Mutability</a></li><li><a href="ch03-02-data-types.html"><strong aria-hidden="true">3.2.</strong> Data Types</a></li><li><a href="ch03-03-how-functions-work.html"><strong aria-hidden="true">3.3.</strong> How Functions Work</a></li><li><a href="ch03-04-comments.html"><strong aria-hidden="true">3.4.</strong> Comments</a></li><li><a href="ch03-05-control-flow.html"><strong aria-hidden="true">3.5.</strong> Control Flow</a></li></ol></li><li><a href="ch04-00-understanding-ownership.html"><strong aria-hidden="true">4.</strong> Understanding Ownership</a></li><li><ol class="section"><li><a href="ch04-01-what-is-ownership.html"><strong aria-hidden="true">4.1.</strong> What is Ownership?</a></li><li><a href="ch04-02-references-and-borrowing.html"><strong aria-hidden="true">4.2.</strong> References &amp; Borrowing</a></li><li><a href="ch04-03-slices.html"><strong aria-hidden="true">4.3.</strong> Slices</a></li></ol></li><li><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><a href="ch05-01-defining-structs.html"><strong aria-hidden="true">5.1.</strong> Defining and Instantiating Structs</a></li><li><a href="ch05-02-example-structs.html"><strong aria-hidden="true">5.2.</strong> An Example Program Using Structs</a></li><li><a href="ch05-03-method-syntax.html"><strong aria-hidden="true">5.3.</strong> Method Syntax</a></li></ol></li><li><a href="ch06-00-enums.html"><strong aria-hidden="true">6.</strong> Enums and Pattern Matching</a></li><li><ol class="section"><li><a href="ch06-01-defining-an-enum.html"><strong aria-hidden="true">6.1.</strong> Defining an Enum</a></li><li><a href="ch06-02-match.html"><strong aria-hidden="true">6.2.</strong> The match Control Flow Operator</a></li><li><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><a href="ch07-00-modules.html"><strong aria-hidden="true">7.</strong> Modules</a></li><li><ol class="section"><li><a href="ch07-01-mod-and-the-filesystem.html"><strong aria-hidden="true">7.1.</strong> mod and the Filesystem</a></li><li><a href="ch07-02-controlling-visibility-with-pub.html"><strong aria-hidden="true">7.2.</strong> Controlling Visibility with pub</a></li><li><a href="ch07-03-importing-names-with-use.html"><strong aria-hidden="true">7.3.</strong> Referring to Names in Different Modules</a></li></ol></li><li><a href="ch08-00-common-collections.html"><strong aria-hidden="true">8.</strong> Common Collections</a></li><li><ol class="section"><li><a href="ch08-01-vectors.html"><strong aria-hidden="true">8.1.</strong> Vectors</a></li><li><a href="ch08-02-strings.html"><strong aria-hidden="true">8.2.</strong> Strings</a></li><li><a href="ch08-03-hash-maps.html"><strong aria-hidden="true">8.3.</strong> Hash Maps</a></li></ol></li><li><a href="ch09-00-error-handling.html"><strong aria-hidden="true">9.</strong> Error Handling</a></li><li><ol class="section"><li><a href="ch09-01-unrecoverable-errors-with-panic.html"><strong aria-hidden="true">9.1.</strong> Unrecoverable Errors with panic!</a></li><li><a href="ch09-02-recoverable-errors-with-result.html"><strong aria-hidden="true">9.2.</strong> Recoverable Errors with Result</a></li><li><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><a href="ch10-00-generics.html"><strong aria-hidden="true">10.</strong> Generic Types, Traits, and Lifetimes</a></li><li><ol class="section"><li><a href="ch10-01-syntax.html"><strong aria-hidden="true">10.1.</strong> Generic Data Types</a></li><li><a href="ch10-02-traits.html"><strong aria-hidden="true">10.2.</strong> Traits: Defining Shared Behavior</a></li><li><a href="ch10-03-lifetime-syntax.html"><strong aria-hidden="true">10.3.</strong> Validating References with Lifetimes</a></li></ol></li><li><a href="ch11-00-testing.html"><strong aria-hidden="true">11.</strong> Testing</a></li><li><ol class="section"><li><a href="ch11-01-writing-tests.html"><strong aria-hidden="true">11.1.</strong> Writing tests</a></li><li><a href="ch11-02-running-tests.html"><strong aria-hidden="true">11.2.</strong> Running tests</a></li><li><a href="ch11-03-test-organization.html"><strong aria-hidden="true">11.3.</strong> Test Organization</a></li></ol></li><li><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><a href="ch12-01-accepting-command-line-arguments.html"><strong aria-hidden="true">12.1.</strong> Accepting Command Line Arguments</a></li><li><a href="ch12-02-reading-a-file.html"><strong aria-hidden="true">12.2.</strong> Reading a File</a></li><li><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><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><a href="ch12-05-working-with-environment-variables.html"><strong aria-hidden="true">12.5.</strong> Working with Environment Variables</a></li><li><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><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><a href="ch13-01-closures.html"><strong aria-hidden="true">13.1.</strong> Closures: Anonymous Functions that Can Capture Their Environment</a></li><li><a href="ch13-02-iterators.html"><strong aria-hidden="true">13.2.</strong> Processing a Series of Items with Iterators</a></li><li><a href="ch13-03-improving-our-io-project.html"><strong aria-hidden="true">13.3.</strong> Improving Our I/O Project</a></li><li><a href="ch13-04-performance.html"><strong aria-hidden="true">13.4.</strong> Comparing Performance: Loops vs. Iterators</a></li></ol></li><li><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><a href="ch14-01-release-profiles.html"><strong aria-hidden="true">14.1.</strong> Customizing Builds with Release Profiles</a></li><li><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><a href="ch14-03-cargo-workspaces.html"><strong aria-hidden="true">14.3.</strong> Cargo Workspaces</a></li><li><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><a href="ch14-05-extending-cargo.html"><strong aria-hidden="true">14.5.</strong> Extending Cargo with Custom Commands</a></li></ol></li><li><a href="ch15-00-smart-pointers.html"><strong aria-hidden="true">15.</strong> Smart Pointers</a></li><li><ol class="section"><li><a href="ch15-01-box.html"><strong aria-hidden="true">15.1.</strong> Box<T> Points to Data on the Heap and Has a Known Size</a></li><li><a href="ch15-02-deref.html"><strong aria-hidden="true">15.2.</strong> The Deref Trait Allows Access to the Data Through a Reference</a></li><li><a href="ch15-03-drop.html"><strong aria-hidden="true">15.3.</strong> The Drop Trait Runs Code on Cleanup</a></li><li><a href="ch15-04-rc.html"><strong aria-hidden="true">15.4.</strong> Rc<T>, the Reference Counted Smart Pointer</a></li><li><a href="ch15-05-interior-mutability.html"><strong aria-hidden="true">15.5.</strong> RefCell<T> and the Interior Mutability Pattern</a></li><li><a href="ch15-06-reference-cycles.html"><strong aria-hidden="true">15.6.</strong> Creating Reference Cycles and Leaking Memory is Safe</a></li></ol></li><li><a href="ch16-00-concurrency.html"><strong aria-hidden="true">16.</strong> Fearless Concurrency</a></li><li><ol class="section"><li><a href="ch16-01-threads.html"><strong aria-hidden="true">16.1.</strong> Threads</a></li><li><a href="ch16-02-message-passing.html"><strong aria-hidden="true">16.2.</strong> Message Passing</a></li><li><a href="ch16-03-shared-state.html"><strong aria-hidden="true">16.3.</strong> Shared State</a></li><li><a href="ch16-04-extensible-concurrency-sync-and-send.html"><strong aria-hidden="true">16.4.</strong> Extensible Concurrency: Sync and Send</a></li></ol></li><li><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><a href="ch17-01-what-is-oo.html"><strong aria-hidden="true">17.1.</strong> Characteristics of Object-Oriented Languages</a></li><li><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><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><a href="ch18-00-patterns.html"><strong aria-hidden="true">18.</strong> Patterns Match the Structure of Values</a></li><li><ol class="section"><li><a href="ch18-01-all-the-places-for-patterns.html" class="active"><strong aria-hidden="true">18.1.</strong> All the Places Patterns May be Used</a></li><li><a href="ch18-02-refutability.html"><strong aria-hidden="true">18.2.</strong> Refutability: Whether a Pattern Might Fail to Match</a></li><li><a href="ch18-03-pattern-syntax.html"><strong aria-hidden="true">18.3.</strong> All the Pattern Syntax</a></li></ol></li><li><a href="ch19-00-advanced-features.html"><strong aria-hidden="true">19.</strong> Advanced Features</a></li><li><ol class="section"><li><a href="ch19-01-unsafe-rust.html"><strong aria-hidden="true">19.1.</strong> Unsafe Rust</a></li><li><a href="ch19-02-advanced-lifetimes.html"><strong aria-hidden="true">19.2.</strong> Advanced Lifetimes</a></li><li><a href="ch19-03-advanced-traits.html"><strong aria-hidden="true">19.3.</strong> Advanced Traits</a></li><li><a href="ch19-04-advanced-types.html"><strong aria-hidden="true">19.4.</strong> Advanced Types</a></li><li><a href="ch19-05-advanced-functions-and-closures.html"><strong aria-hidden="true">19.5.</strong> Advanced Functions &amp; Closures</a></li></ol></li><li><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><a href="ch20-01-single-threaded.html"><strong aria-hidden="true">20.1.</strong> A Single Threaded Web Server</a></li><li><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><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><a href="appendix-00.html"><strong aria-hidden="true">21.</strong> Appendix</a></li><li><ol class="section"><li><a href="appendix-01-keywords.html"><strong aria-hidden="true">21.1.</strong> A - Keywords</a></li><li><a href="appendix-02-operators.html"><strong aria-hidden="true">21.2.</strong> B - Operators and Symbols</a></li><li><a href="appendix-03-derivable-traits.html"><strong aria-hidden="true">21.3.</strong> C - Derivable Traits</a></li><li><a href="appendix-04-macros.html"><strong aria-hidden="true">21.4.</strong> D - Macros</a></li><li><a href="appendix-05-translation.html"><strong aria-hidden="true">21.5.</strong> E - Translations</a></li><li><a href="appendix-06-newest-features.html"><strong aria-hidden="true">21.6.</strong> F - Newest Features</a></li><li><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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                        <h1 class="menu-title">The Rust Programming Language</h1> 

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                        <a class="header" href="ch18-01-all-the-places-for-patterns.html#all-the-places-patterns-can-be-used" id="all-the-places-patterns-can-be-used"><h2>All the Places Patterns Can Be Used</h2></a>
<p>Patterns pop up in a number of places in Rust, and you’ve been using them a lot
without realizing it! This section discusses all the places where patterns are
valid.</p>
<a class="header" href="ch18-01-all-the-places-for-patterns.html#match-arms" id="match-arms"><h3><code>match</code> Arms</h3></a>
<p>As discussed in Chapter 6, we use patterns in the arms of <code>match</code> expressions.
Formally, <code>match</code> expressions are defined as the keyword <code>match</code>, a value to
match on, and one or more match arms that consist of a pattern and an
expression to run if the value matches that arm’s pattern, like this:</p>
<pre><code class="language-text">match VALUE {
    PATTERN =&gt; EXPRESSION,
    PATTERN =&gt; EXPRESSION,
    PATTERN =&gt; EXPRESSION,
}
</code></pre>
<p>One requirement for <code>match</code> expressions is that they need to be <em>exhaustive</em> in
the sense that all possibilities for the value in the <code>match</code> expression must
be accounted for. One way to ensure you’ve covered every possibility is to have
a catchall pattern for the last arm: for example, a variable name matching any
value can never fail and thus covers every remaining case.</p>
<p>A particular pattern <code>_</code> will match anything, but it never binds to a variable,
so it’s often used in the last match arm. The <code>_</code> pattern can be useful when
you want to ignore any value not specified, for example. We’ll cover the <code>_</code>
pattern in more detail in the “Ignoring Values in a Pattern” section later in
this chapter.</p>
<a class="header" href="ch18-01-all-the-places-for-patterns.html#conditional-if-let-expressions" id="conditional-if-let-expressions"><h3>Conditional <code>if let</code> Expressions</h3></a>
<p>In Chapter 6 we discussed how to use <code>if let</code> expressions mainly as a shorter
way to write the equivalent of a <code>match</code> that only matches one case.
Optionally, <code>if let</code> can have a corresponding <code>else</code> containing code to run if
the pattern in the <code>if let</code> doesn’t match.</p>
<p>Listing 18-1 shows that it’s also possible to mix and match <code>if let</code>, <code>else if</code>, and <code>else if let</code> expressions. Doing so gives us more flexibility than a
<code>match</code> expression in which we can express only one value to compare with the
patterns. Also, the conditions in a series of <code>if let</code>, <code>else if</code>, <code>else if let</code> arms aren’t required to relate to each other.</p>
<p>The code in Listing 18-1 shows a series of checks for several conditions that
decide what the background color should be. For this example, we’ve created
variables with hardcoded values that a real program might receive from user
input.</p>
<p><span class="filename">Filename: src/main.rs</span></p>
<pre><pre class="playpen"><code class="language-rust">fn main() {
    let favorite_color: Option&lt;&amp;str&gt; = None;
    let is_tuesday = false;
    let age: Result&lt;u8, _&gt; = &quot;34&quot;.parse();

    if let Some(color) = favorite_color {
        println!(&quot;Using your favorite color, {}, as the background&quot;, color);
    } else if is_tuesday {
        println!(&quot;Tuesday is green day!&quot;);
    } else if let Ok(age) = age {
        if age &gt; 30 {
            println!(&quot;Using purple as the background color&quot;);
        } else {
            println!(&quot;Using orange as the background color&quot;);
        }
    } else {
        println!(&quot;Using blue as the background color&quot;);
    }
}
</code></pre></pre>
<p><span class="caption">Listing 18-1: Mixing <code>if let</code>, <code>else if</code>, <code>else if let</code>,
and <code>else</code></span></p>
<p>If the user specifies a favorite color, that color is the background color. If
today is Tuesday, the background color is green. If the user specifies
their age as a string and we can parse it as a number successfully, the color
is either purple or orange depending on the value of the number. If none of
these conditions apply, the background color is blue.</p>
<p>This conditional structure lets us support complex requirements. With the
hardcoded values we have here, this example will print <code>Using purple as the background color</code>.</p>
<p>You can see that <code>if let</code> can also introduce shadowed variables in the same way
that <code>match</code> arms can: the line <code>if let Ok(age) = age</code> introduces a new
shadowed <code>age</code> variable that contains the value inside the <code>Ok</code> variant. This
means we need to place the <code>if age &gt; 30</code> condition within that block: we can’t
combine these two conditions into <code>if let Ok(age) = age &amp;&amp; age &gt; 30</code>. The
shadowed <code>age</code> we want to compare to 30 isn’t valid until the new scope starts
with the curly bracket.</p>
<p>The downside of using <code>if let</code> expressions is that the compiler doesn’t check
exhaustiveness, whereas with <code>match</code> expressions it does. If we omitted the
last <code>else</code> block and therefore missed handling some cases, the compiler would
not alert us to the possible logic bug.</p>
<a class="header" href="ch18-01-all-the-places-for-patterns.html#while-let-conditional-loops" id="while-let-conditional-loops"><h3><code>while let</code> Conditional Loops</h3></a>
<p>Similar in construction to <code>if let</code>, the <code>while let</code> conditional loop allows a
<code>while</code> loop to run for as long as a pattern continues to match. The example in
Listing 18-2 shows a <code>while let</code> loop that uses a vector as a stack and prints
the values in the vector in the opposite order in which they were pushed.</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
let mut stack = Vec::new();

stack.push(1);
stack.push(2);
stack.push(3);

while let Some(top) = stack.pop() {
    println!(&quot;{}&quot;, top);
}
#}</code></pre></pre>
<p><span class="caption">Listing 18-2: Using a <code>while let</code> loop to print values
for as long as <code>stack.pop()</code> returns <code>Some</code></span></p>
<p>This example prints 3, 2, and then 1. The <code>pop</code> method takes the last element
out of the vector and returns <code>Some(value)</code>. If the vector is empty, <code>pop</code>
returns <code>None</code>. The <code>while</code> loop continues running the code in its block as
long as <code>pop</code> returns <code>Some</code>. When <code>pop</code> returns <code>None</code>, the loop stops. We can
use <code>while let</code> to pop every element off our stack.</p>
<a class="header" href="ch18-01-all-the-places-for-patterns.html#for-loops" id="for-loops"><h3><code>for</code> Loops</h3></a>
<p>In Chapter 3, we mentioned that the <code>for</code> loop is the most common loop
construction in Rust code, but we haven’t yet discussed the pattern that <code>for</code>
takes. In a <code>for</code> loop, the pattern is the value that directly follows the
keyword <code>for</code>, so in <code>for x in y</code> the <code>x</code> is the pattern.</p>
<p>Listing 18-3 demonstrates how to use a pattern in a <code>for</code> loop to destructure,
or break apart, a tuple as part of the <code>for</code> loop.</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
let v = vec!['a', 'b', 'c'];

for (index, value) in v.iter().enumerate() {
    println!(&quot;{} is at index {}&quot;, value, index);
}
#}</code></pre></pre>
<p><span class="caption">Listing 18-3: Using a pattern in a <code>for</code> loop to
destructure a tuple</span></p>
<p>The code in Listing 18-3 will print the following:</p>
<pre><code class="language-text">a is at index 0
b is at index 1
c is at index 2
</code></pre>
<p>We use the <code>enumerate</code> method to adapt an iterator to produce a value and that
value’s index in the iterator, placed into a tuple. The first call to
<code>enumerate</code> produces the tuple <code>(0, 'a')</code>. When this value is matched to the
pattern <code>(index, value)</code>, <code>index</code> will be <code>0</code> and <code>value</code> will be <code>'a'</code>,
printing the first line of the output.</p>
<a class="header" href="ch18-01-all-the-places-for-patterns.html#let-statements" id="let-statements"><h3><code>let</code> Statements</h3></a>
<p>Prior to this chapter, we had only explicitly discussed using patterns with
<code>match</code> and <code>if let</code>, but in fact, we’ve used patterns in other places as well,
including in <code>let</code> statements. For example, consider this straightforward
variable assignment with <code>let</code>:</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
let x = 5;
#}</code></pre></pre>
<p>Throughout this book, we’ve used <code>let</code> like this hundreds of times, and
although you might not have realized it, you were using patterns! More
formally, a <code>let</code> statement looks like this:</p>
<pre><code class="language-text">let PATTERN = EXPRESSION;
</code></pre>
<p>In statements like <code>let x = 5;</code> with a variable name in the <code>PATTERN</code> slot, the
variable name is just a particularly simple form of a pattern. Rust compares
the expression against the pattern and assigns any names it finds. So in the
<code>let x = 5;</code> example, <code>x</code> is a pattern that means “bind what matches here to
the variable <code>x</code>.” Because the name <code>x</code> is the whole pattern, this pattern
effectively means “bind everything to the variable <code>x</code>, whatever the value is.”</p>
<p>To see the pattern matching aspect of <code>let</code> more clearly, consider Listing
18-4, which uses a pattern with <code>let</code> to destructure a tuple.</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
let (x, y, z) = (1, 2, 3);
#}</code></pre></pre>
<p><span class="caption">Listing 18-4: Using a pattern to destructure a tuple and
create three variables at once</span></p>
<p>Here, we match a tuple against a pattern. Rust compares the value <code>(1, 2, 3)</code>
to the pattern <code>(x, y, z)</code> and sees that the value matches the pattern, so Rust
binds <code>1</code> to <code>x</code>, <code>2</code> to <code>y</code>, and <code>3</code> to <code>z</code>. You can think of this tuple
pattern as nesting three individual variable patterns inside it.</p>
<p>If the number of elements in the pattern doesn’t match the number of elements
in the tuple, the overall type won’t match and we’ll get a compiler error. For
example, Listing 18-5 shows an attempt to destructure a tuple with three
elements into two variables, which won’t work.</p>
<pre><code class="language-rust ignore">let (x, y) = (1, 2, 3);
</code></pre>
<p><span class="caption">Listing 18-5: Incorrectly constructing a pattern whose
variables don’t match the number of elements in the tuple</span></p>
<p>Attempting to compile this code results in this type error:</p>
<pre><code class="language-text">error[E0308]: mismatched types
 --&gt; src/main.rs:2:9
  |
2 |     let (x, y) = (1, 2, 3);
  |         ^^^^^^ expected a tuple with 3 elements, found one with 2 elements
  |
  = note: expected type `({integer}, {integer}, {integer})`
             found type `(_, _)`
</code></pre>
<p>If we wanted to ignore one or more of the values in the tuple, we could use <code>_</code>
or <code>..</code>, as you’ll see in the “Ignoring Values in a Pattern” section. If the
problem is that we have too many variables in the pattern, the solution is to
make the types match by removing variables so the number of variables equals
the number of elements in the tuple.</p>
<a class="header" href="ch18-01-all-the-places-for-patterns.html#function-parameters" id="function-parameters"><h3>Function Parameters</h3></a>
<p>Function parameters can also be patterns. The code in Listing 18-6, which
declares a function named <code>foo</code> that takes one parameter named <code>x</code> of type
<code>i32</code>, should by now look familiar.</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
fn foo(x: i32) {
    // code goes here
}
#}</code></pre></pre>
<p><span class="caption">Listing 18-6: A function signature uses patterns in the
parameters</span></p>
<p>The <code>x</code> part is a pattern! As we did with <code>let</code>, we could match a tuple in a
function’s arguments to the pattern. Listing 18-7 splits the values in a tuple
as we pass it to a function.</p>
<p><span class="filename">Filename: src/main.rs</span></p>
<pre><pre class="playpen"><code class="language-rust">fn print_coordinates(&amp;(x, y): &amp;(i32, i32)) {
    println!(&quot;Current location: ({}, {})&quot;, x, y);
}

fn main() {
    let point = (3, 5);
    print_coordinates(&amp;point);
}
</code></pre></pre>
<p><span class="caption">Listing 18-7: A function with parameters that destructure
a tuple</span></p>
<p>This code prints <code>Current location: (3, 5)</code>. The values <code>&amp;(3, 5)</code> match the
pattern <code>&amp;(x, y)</code>, so <code>x</code> is the value <code>3</code> and <code>y</code> is the value <code>5</code>.</p>
<p>We can also use patterns in closure parameter lists in the same way as in
function parameter lists, because closures are similar to functions, as
discussed in Chapter 13.</p>
<p>At this point, you’ve seen several ways of using patterns, but patterns don’t
work the same in every place we can use them. In some places, the patterns must
be irrefutable; in other circumstances, they can be refutable. We’ll discuss
these two concepts next.</p>

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