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

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                    <a class="header" href="if.html#if" id="if"><h1>if</h1></a>
<p>Rust’s take on <code>if</code> is not particularly complex, but it’s much more like the
<code>if</code> you’ll find in a dynamically typed language than in a more traditional
systems language. So let’s talk about it, to make sure you grasp the nuances.</p>
<p><code>if</code> is a specific form of a more general concept, the ‘branch’, whose name comes
from a branch in a tree: a decision point, where depending on a choice,
multiple paths can be taken.</p>
<p>In the case of <code>if</code>, there is one choice that leads down two paths:</p>
<pre><pre class="playpen"><code class="language-rust"># #![allow(unused_variables)]
#fn main() {
let x = 5;

if x == 5 {
    println!(&quot;x is five!&quot;);
}

#}</code></pre></pre>
<p>If we changed the value of <code>x</code> to something else, this line would not print.
More specifically, if the expression after the <code>if</code> evaluates to <code>true</code>, then
the block is executed. If it’s <code>false</code>, then it is not.</p>
<p>If you want something to happen in the <code>false</code> case, use an <code>else</code>:</p>
<pre><pre class="playpen"><code class="language-rust"># #![allow(unused_variables)]
#fn main() {
let x = 5;

if x == 5 {
    println!(&quot;x is five!&quot;);
} else {
    println!(&quot;x is not five :(&quot;);
}

#}</code></pre></pre>
<p>If there is more than one case, use an <code>else if</code>:</p>
<pre><pre class="playpen"><code class="language-rust"># #![allow(unused_variables)]
#fn main() {
let x = 5;

if x == 5 {
    println!(&quot;x is five!&quot;);
} else if x == 6 {
    println!(&quot;x is six!&quot;);
} else {
    println!(&quot;x is not five or six :(&quot;);
}

#}</code></pre></pre>
<p>This is all pretty standard. However, you can also do this:</p>
<pre><pre class="playpen"><code class="language-rust"># #![allow(unused_variables)]
#fn main() {
let x = 5;

let y = if x == 5 {
    10
} else {
    15
}; // y: i32

#}</code></pre></pre>
<p>Which we can (and probably should) write like this:</p>
<pre><pre class="playpen"><code class="language-rust"># #![allow(unused_variables)]
#fn main() {
let x = 5;

let y = if x == 5 { 10 } else { 15 }; // y: i32

#}</code></pre></pre>
<p>This works because <code>if</code> is an expression. The value of the expression is the
value of the last expression in whichever branch was chosen. An <code>if</code> without an
<code>else</code> always results in <code>()</code> as the value.</p>

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