# Control Flow

> Swift provides a variety of control flow statements. These include while loops to perform a task multiple times; if, guard, and switch statements to execute different branches of code based on certain conditions; and…

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---

# Control Flow

Structure code with branches, loops, and early exits.

Swift provides a variety of control flow statements.
These include `while` loops to perform a task multiple times;
`if`, `guard`, and `switch` statements
to execute different branches of code based on certain conditions;
and statements such as `break` and `continue`
to transfer the flow of execution to another point in your code.
Swift provides a `for`-`in` loop that makes it easy to iterate over
arrays, dictionaries, ranges, strings, and other sequences.
Swift also provides `defer` statements,
which wrap code to be executed when leaving the current scope.

Swift's `switch` statement is considerably more powerful
than its counterpart in many C-like languages.
Cases can match many different patterns,
including interval matches, tuples, and casts to a specific type.
Matched values in a `switch` case can be bound to temporary constants or variables
for use within the case's body,
and complex matching conditions can be expressed with a `where` clause for each case.

## For-In Loops

You use the `for`-`in` loop to iterate over a sequence,
such as items in an array, ranges of numbers, or characters in a string.

This example uses a `for`-`in` loop to iterate over the items in an array:

```swift
let names = ["Anna", "Alex", "Brian", "Jack"]
for name in names {
    print("Hello, \(name)!")
}
// Hello, Anna!
// Hello, Alex!
// Hello, Brian!
// Hello, Jack!
```

<!--
  - test: `forLoops`

  ```swifttest
  -> let names = ["Anna", "Alex", "Brian", "Jack"]
  -> for name in names {
        print("Hello, \(name)!")
     }
  </ Hello, Anna!
  </ Hello, Alex!
  </ Hello, Brian!
  </ Hello, Jack!
  ```
-->

You can also iterate over a dictionary to access its key-value pairs.
Each item in the dictionary is returned as a `(key, value)` tuple
when the dictionary is iterated,
and you can decompose the `(key, value)` tuple's members as explicitly named constants
for use within the body of the `for`-`in` loop.
In the code example below, the dictionary's keys are decomposed into a constant called `animalName`,
and the dictionary's values are decomposed into a constant called `legCount`.

```swift
let numberOfLegs = ["spider": 8, "ant": 6, "cat": 4]
for (animalName, legCount) in numberOfLegs {
    print("\(animalName)s have \(legCount) legs")
}
// cats have 4 legs
// ants have 6 legs
// spiders have 8 legs
```

<!--
  - test: `forLoops`

  ```swifttest
  -> let numberOfLegs = ["spider": 8, "ant": 6, "cat": 4]
  -> for (animalName, legCount) in numberOfLegs {
        print("\(animalName)s have \(legCount) legs")
     }
  </ cats have 4 legs
  </ ants have 6 legs
  </ spiders have 8 legs
  ```
-->

The contents of a `Dictionary` are inherently unordered,
and iterating over them doesn't guarantee the order
in which they will be retrieved.
In particular,
the order you insert items into a `Dictionary`
doesn't define the order they're iterated.
For more about arrays and dictionaries, see <doc:CollectionTypes>.

<!--
  TODO: provide some advice on how to iterate over a Dictionary in order
  (perhaps sorted by key), using a predicate or array sort or some kind.
-->

You can also use `for`-`in` loops with numeric ranges.
This example prints the first few entries in a five-times table:

```swift
for index in 1...5 {
    print("\(index) times 5 is \(index * 5)")
}
// 1 times 5 is 5
// 2 times 5 is 10
// 3 times 5 is 15
// 4 times 5 is 20
// 5 times 5 is 25
```

<!--
  - test: `forLoops`

  ```swifttest
  -> for index in 1...5 {
        print("\(index) times 5 is \(index * 5)")
     }
  </ 1 times 5 is 5
  </ 2 times 5 is 10
  </ 3 times 5 is 15
  </ 4 times 5 is 20
  </ 5 times 5 is 25
  ```
-->

The sequence being iterated over is
a range of numbers from `1` to `5`, inclusive,
as indicated by the use of the closed range operator (`...`).
The value of `index` is set to the first number in the range (`1`),
and the statements inside the loop are executed.
In this case, the loop contains only one statement,
which prints an entry from the five-times table for the current value of `index`.
After the statement is executed,
the value of `index` is updated to contain the second value in the range (`2`),
and the `print(_:separator:terminator:)` function is called again.
This process continues until the end of the range is reached.

In the example above, `index` is a constant whose value is automatically set
at the start of each iteration of the loop.
As such, `index` doesn't have to be declared before it's used.
It's implicitly declared simply by its inclusion in the loop declaration,
without the need for a `let` declaration keyword.

If you don't need each value from a sequence,
you can ignore the values by using an underscore in place of a variable name.

```swift
let base = 3
let power = 10
var answer = 1
for _ in 1...power {
    answer *= base
}
print("\(base) to the power of \(power) is \(answer)")
// Prints "3 to the power of 10 is 59049".
```

<!--
  - test: `forLoops`

  ```swifttest
  -> let base = 3
  -> let power = 10
  -> var answer = 1
  -> for _ in 1...power {
        answer *= base
     }
  -> print("\(base) to the power of \(power) is \(answer)")
  <- 3 to the power of 10 is 59049
  ```
-->

The example above calculates the value of one number to the power of another
(in this case, `3` to the power of `10`).
It multiplies a starting value of `1`
(that is, `3` to the power of `0`)
by `3`, ten times,
using a closed range that starts with `1` and ends with `10`.
For this calculation, the individual counter values each time through the loop are unnecessary ---
the code simply executes the loop the correct number of times.
The underscore character (`_`)
used in place of a loop variable
causes the individual values to be ignored
and doesn't provide access to the current value during each iteration of the loop.

In some situations, you might not want to use closed ranges,
which include both endpoints.
Consider drawing the tick marks for every minute on a watch face.
You want to draw `60` tick marks, starting with the `0` minute.
Use the half-open range operator (`..<`) to include the
lower bound but not the upper bound.
For more about ranges, see <doc:BasicOperators#Range-Operators>.

```swift
let minutes = 60
for tickMark in 0..<minutes {
    // render the tick mark each minute (60 times)
}
```

<!--
  - test: `forLoops`

  ```swifttest
  -> let minutes = 60
  >> var result: [Int] = []
  -> for tickMark in 0..<minutes {
        // render the tick mark each minute (60 times)
  >>    result.append(tickMark)
     }
  >> print(result.first!, result.last!, result.count)
  << 0 59 60
  ```
-->

Some users might want fewer tick marks in their UI.
They could prefer one mark every `5` minutes instead.
Use the `stride(from:to:by:)` function to skip the unwanted marks.

```swift
let minuteInterval = 5
for tickMark in stride(from: 0, to: minutes, by: minuteInterval) {
    // render the tick mark every 5 minutes (0, 5, 10, 15 ... 45, 50, 55)
}
```

<!--
  - test: `forLoops`

  ```swifttest
  -> let minuteInterval = 5
  >> result = []
  -> for tickMark in stride(from: 0, to: minutes, by: minuteInterval) {
        // render the tick mark every 5 minutes (0, 5, 10, 15 ... 45, 50, 55)
  >>      result.append(tickMark)
     }
  >> print(result.first!, result.last!, result.count)
  << 0 55 12
  ```
-->

Closed ranges are also available, by using `stride(from:through:by:)` instead:

```swift
let hours = 12
let hourInterval = 3
for tickMark in stride(from: 3, through: hours, by: hourInterval) {
    // render the tick mark every 3 hours (3, 6, 9, 12)
}
```

<!--
  - test: `forLoops`

  ```swifttest
  -> let hours = 12
  -> let hourInterval = 3
  -> for tickMark in stride(from: 3, through: hours, by: hourInterval) {
        // render the tick mark every 3 hours (3, 6, 9, 12)
  >>    print(tickMark)
     }
  << 3
  << 6
  << 9
  << 12
  ```
-->

The examples above use a `for`-`in` loop to iterate
ranges, arrays, dictionaries, and strings.
However, you can use this syntax to iterate *any* collection,
including your own classes and collection types,
as long as those types conform to the [`Sequence`](https://developer.apple.com/documentation/swift/sequence) protocol.

<!--
  TODO: for (index, object) in enumerate(collection)
  and also for i in indices(collection) { collection[i] }
-->

## While Loops

A `while` loop performs a set of statements until a condition becomes `false`.
These kinds of loops are best used when
the number of iterations isn't known before the first iteration begins.
Swift provides two kinds of `while` loops:

- `while` evaluates its condition at the start of each pass through the loop.
- `repeat`-`while` evaluates its condition at the end of each pass through the loop.

### While

A `while` loop starts by evaluating a single condition.
If the condition is `true`,
a set of statements is repeated until the condition becomes `false`.

Here's the general form of a `while` loop:

```swift
while <#condition#> {
   <#statements#>
}
```

This example plays a simple game of *Snakes and Ladders*
(also known as *Chutes and Ladders*):

<!-- Apple Books screenshot begins here. -->

![](snakesAndLadders)

The rules of the game are as follows:

- The board has 25 squares, and the aim is to land on or beyond square 25.
- The player's starting square is “square zero”,
  which is just off the bottom-left corner of the board.
- Each turn, you roll a six-sided dice and move by that number of squares,
  following the horizontal path indicated by the dotted arrow above.
- If your turn ends at the bottom of a ladder, you move up that ladder.
- If your turn ends at the head of a snake, you move down that snake.

The game board is represented by an array of `Int` values.
Its size is based on a constant called `finalSquare`,
which is used to initialize the array
and also to check for a win condition later in the example.
Because the players start off the board, on "square zero",
the board is initialized with 26 zero `Int` values, not 25.

```swift
let finalSquare = 25
var board = [Int](repeating: 0, count: finalSquare + 1)
```

<!--
  - test: `snakesAndLadders1`

  ```swifttest
  -> let finalSquare = 25
  -> var board = [Int](repeating: 0, count: finalSquare + 1)
  >> assert(board == [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0])
  ```
-->

Some squares are then set to have more specific values for the snakes and ladders.
Squares with a ladder base have a positive number to move you up the board,
whereas squares with a snake head have a negative number to move you back down the board.

```swift
board[03] = +08; board[06] = +11; board[09] = +09; board[10] = +02
board[14] = -10; board[19] = -11; board[22] = -02; board[24] = -08
```

<!--
  - test: `snakesAndLadders1`

  ```swifttest
  -> board[03] = +08; board[06] = +11; board[09] = +09; board[10] = +02
  -> board[14] = -10; board[19] = -11; board[22] = -02; board[24] = -08
  ```
-->

<!-- Apple Books screenshot ends here. -->

Square 3 contains the bottom of a ladder that moves you up to square 11.
To represent this, `board[03]` is equal to `+08`,
which is equivalent to an integer value of `8`
(the difference between `3` and `11`).
To align the values and statements,
the unary plus operator (`+i`) is explicitly used with
the unary minus operator (`-i`)
and numbers lower than `10` are padded with zeros.
(Neither stylistic technique is strictly necessary,
but they lead to neater code.)

```swift
var square = 0
var diceRoll = 0
while square < finalSquare {
    // roll the dice
    diceRoll += 1
    if diceRoll == 7 { diceRoll = 1 }
    // move by the rolled amount
    square += diceRoll
    if square < board.count {
        // if we're still on the board, move up or down for a snake or a ladder
        square += board[square]
    }
}
print("Game over!")
```

<!--
  - test: `snakesAndLadders1`

  ```swifttest
  -> var square = 0
  -> var diceRoll = 0
  -> while square < finalSquare {
        // roll the dice
        diceRoll += 1
        if diceRoll == 7 { diceRoll = 1 }
  >>    print("diceRoll is \(diceRoll)")
        // move by the rolled amount
        square += diceRoll
  >>    print("after diceRoll, square is \(square)")
        if square < board.count {
           // if we're still on the board, move up or down for a snake or a ladder
           square += board[square]
  >>       print("after snakes or ladders, square is \(square)")
        }
     }
  -> print("Game over!")
  << diceRoll is 1
  << after diceRoll, square is 1
  << after snakes or ladders, square is 1
  << diceRoll is 2
  << after diceRoll, square is 3
  << after snakes or ladders, square is 11
  << diceRoll is 3
  << after diceRoll, square is 14
  << after snakes or ladders, square is 4
  << diceRoll is 4
  << after diceRoll, square is 8
  << after snakes or ladders, square is 8
  << diceRoll is 5
  << after diceRoll, square is 13
  << after snakes or ladders, square is 13
  << diceRoll is 6
  << after diceRoll, square is 19
  << after snakes or ladders, square is 8
  << diceRoll is 1
  << after diceRoll, square is 9
  << after snakes or ladders, square is 18
  << diceRoll is 2
  << after diceRoll, square is 20
  << after snakes or ladders, square is 20
  << diceRoll is 3
  << after diceRoll, square is 23
  << after snakes or ladders, square is 23
  << diceRoll is 4
  << after diceRoll, square is 27
  << Game over!
  ```
-->

The example above uses a very simple approach to dice rolling.
Instead of generating a random number,
it starts with a `diceRoll` value of `0`.
Each time through the `while` loop,
`diceRoll` is incremented by one
and is then checked to see whether it has become too large.
Whenever this return value equals `7`,
the dice roll has become too large and is reset to a value of `1`.
The result is a sequence of `diceRoll` values that's always
`1`, `2`, `3`, `4`, `5`, `6`, `1`, `2` and so on.

After rolling the dice, the player moves forward by `diceRoll` squares.
It's possible that the dice roll may have moved the player beyond square 25,
in which case the game is over.
To cope with this scenario,
the code checks that `square` is less than the `board` array's `count` property.
If `square` is valid, the value stored in `board[square]` is added
to the current `square` value
to move the player up or down any ladders or snakes.

> Note: If this check isn't performed,
> `board[square]` might try to access a value outside the bounds of the `board` array,
> which would trigger a runtime error.

The current `while` loop execution then ends,
and the loop's condition is checked to see if the loop should be executed again.
If the player has moved on or beyond square number `25`,
the loop's condition evaluates to `false` and the game ends.

A `while` loop is appropriate in this case,
because the length of the game isn't clear at the start of the `while` loop.
Instead, the loop is executed until a particular condition is satisfied.

### Repeat-While

The other variation of the `while` loop,
known as the `repeat`-`while` loop,
performs a single pass through the loop block first,
*before* considering the loop's condition.
It then continues to repeat the loop until the condition is `false`.

> Note: The `repeat`-`while` loop in Swift is analogous to
> a `do`-`while` loop in other languages.

Here's the general form of a `repeat`-`while` loop:

```swift
repeat {
   <#statements#>
} while <#condition#>
```

Here's the *Snakes and Ladders* example again,
written as a `repeat`-`while` loop rather than a `while` loop.
The values of `finalSquare`, `board`, `square`, and `diceRoll`
are initialized in exactly the same way as with a `while` loop.

```swift
let finalSquare = 25
var board = [Int](repeating: 0, count: finalSquare + 1)
board[03] = +08; board[06] = +11; board[09] = +09; board[10] = +02
board[14] = -10; board[19] = -11; board[22] = -02; board[24] = -08
var square = 0
var diceRoll = 0
```

<!--
  - test: `snakesAndLadders2`

  ```swifttest
  -> let finalSquare = 25
  -> var board = [Int](repeating: 0, count: finalSquare + 1)
  >> assert(board == [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0])
  -> board[03] = +08; board[06] = +11; board[09] = +09; board[10] = +02
  -> board[14] = -10; board[19] = -11; board[22] = -02; board[24] = -08
  -> var square = 0
  -> var diceRoll = 0
  ```
-->

In this version of the game,
the *first* action in the loop is to check for a ladder or a snake.
No ladder on the board takes the player straight to square 25,
and so it isn't possible to win the game by moving up a ladder.
Therefore, it's safe to check for a snake or a ladder as the first action in the loop.

At the start of the game, the player is on “square zero”.
`board[0]` always equals `0` and has no effect.

```swift
repeat {
    // move up or down for a snake or ladder
    square += board[square]
    // roll the dice
    diceRoll += 1
    if diceRoll == 7 { diceRoll = 1 }
    // move by the rolled amount
    square += diceRoll
} while square < finalSquare
print("Game over!")
```

<!--
  - test: `snakesAndLadders2`

  ```swifttest
  -> repeat {
        // move up or down for a snake or ladder
        square += board[square]
  >>      print("after snakes or ladders, square is \(square)")
        // roll the dice
        diceRoll += 1
        if diceRoll == 7 { diceRoll = 1 }
  >>    print("diceRoll is \(diceRoll)")
        // move by the rolled amount
        square += diceRoll
  >>    print("after diceRoll, square is \(square)")
  -> } while square < finalSquare
  -> print("Game over!")
  << after snakes or ladders, square is 0
  << diceRoll is 1
  << after diceRoll, square is 1
  << after snakes or ladders, square is 1
  << diceRoll is 2
  << after diceRoll, square is 3
  << after snakes or ladders, square is 11
  << diceRoll is 3
  << after diceRoll, square is 14
  << after snakes or ladders, square is 4
  << diceRoll is 4
  << after diceRoll, square is 8
  << after snakes or ladders, square is 8
  << diceRoll is 5
  << after diceRoll, square is 13
  << after snakes or ladders, square is 13
  << diceRoll is 6
  << after diceRoll, square is 19
  << after snakes or ladders, square is 8
  << diceRoll is 1
  << after diceRoll, square is 9
  << after snakes or ladders, square is 18
  << diceRoll is 2
  << after diceRoll, square is 20
  << after snakes or ladders, square is 20
  << diceRoll is 3
  << after diceRoll, square is 23
  << after snakes or ladders, square is 23
  << diceRoll is 4
  << after diceRoll, square is 27
  << Game over!
  ```
-->

After the code checks for snakes and ladders,
the dice is rolled and the player is moved forward by `diceRoll` squares.
The current loop execution then ends.

The loop's condition (`while square < finalSquare`) is the same as before,
but this time it's not evaluated until the *end* of the first run through the loop.
The structure of the `repeat`-`while` loop is better suited to this game
than the `while` loop in the previous example.
In the `repeat`-`while` loop above,
`square += board[square]` is always executed *immediately after*
the loop's `while` condition confirms that `square` is still on the board.
This behavior removes the need for the array bounds check
seen in the `while` loop version of the game described earlier.

## Conditional Statements

It's often useful to execute different pieces of code based on certain conditions.
You might want to run an extra piece of code when an error occurs,
or to display a message when a value becomes too high or too low.
To do this, you make parts of your code *conditional*.

Swift provides two ways to add conditional branches to your code:
the `if` statement and the `switch` statement.
Typically, you use the `if` statement
to evaluate simple conditions with only a few possible outcomes.
The `switch` statement is better suited to
more complex conditions with multiple possible permutations
and is useful in situations where pattern matching can help select
an appropriate code branch to execute.

### If

In its simplest form,
the `if` statement has a single `if` condition.
It executes a set of statements only if that condition is `true`.

```swift
var temperatureInFahrenheit = 30
if temperatureInFahrenheit <= 32 {
    print("It's very cold. Consider wearing a scarf.")
}
// Prints "It's very cold. Consider wearing a scarf."
```

<!--
  - test: `ifElse`

  ```swifttest
  -> var temperatureInFahrenheit = 30
  -> if temperatureInFahrenheit <= 32 {
        print("It's very cold. Consider wearing a scarf.")
     }
  <- It's very cold. Consider wearing a scarf.
  ```
-->

The example above checks whether the temperature
is less than or equal to 32 degrees Fahrenheit
(the freezing point of water).
If it is, a message is printed.
Otherwise, no message is printed,
and code execution continues after the `if` statement's closing brace.

The `if` statement can provide an alternative set of statements,
known as an *else clause*,
for situations when the `if` condition is `false`.
These statements are indicated by the `else` keyword.

```swift
temperatureInFahrenheit = 40
if temperatureInFahrenheit <= 32 {
    print("It's very cold. Consider wearing a scarf.")
} else {
    print("It's not that cold. Wear a T-shirt.")
}
// Prints "It's not that cold. Wear a T-shirt."
```

<!--
  - test: `ifElse`

  ```swifttest
  -> temperatureInFahrenheit = 40
  -> if temperatureInFahrenheit <= 32 {
        print("It's very cold. Consider wearing a scarf.")
     } else {
        print("It's not that cold. Wear a T-shirt.")
     }
  <- It's not that cold. Wear a T-shirt.
  ```
-->

One of these two branches is always executed.
Because the temperature has increased to `40` degrees Fahrenheit,
it's no longer cold enough to advise wearing a scarf
and so the `else` branch is triggered instead.

You can chain multiple `if` statements together
to consider additional clauses.

```swift
temperatureInFahrenheit = 90
if temperatureInFahrenheit <= 32 {
    print("It's very cold. Consider wearing a scarf.")
} else if temperatureInFahrenheit >= 86 {
    print("It's really warm. Don't forget to wear sunscreen.")
} else {
    print("It's not that cold. Wear a T-shirt.")
}
// Prints "It's really warm. Don't forget to wear sunscreen."
```

<!--
  - test: `ifElse`

  ```swifttest
  -> temperatureInFahrenheit = 90
  -> if temperatureInFahrenheit <= 32 {
        print("It's very cold. Consider wearing a scarf.")
     } else if temperatureInFahrenheit >= 86 {
        print("It's really warm. Don't forget to wear sunscreen.")
     } else {
        print("It's not that cold. Wear a T-shirt.")
     }
  <- It's really warm. Don't forget to wear sunscreen.
  ```
-->

Here, an additional `if` statement was added to respond to particularly warm temperatures.
The final `else` clause remains,
and it prints a response for any temperatures that aren't too warm or too cold.

The final `else` clause is optional, however,
and can be excluded if the set of conditions doesn't need to be complete.

```swift
temperatureInFahrenheit = 72
if temperatureInFahrenheit <= 32 {
    print("It's very cold. Consider wearing a scarf.")
} else if temperatureInFahrenheit >= 86 {
    print("It's really warm. Don't forget to wear sunscreen.")
}
```

<!--
  - test: `ifElse`

  ```swifttest
  -> temperatureInFahrenheit = 72
  -> if temperatureInFahrenheit <= 32 {
        print("It's very cold. Consider wearing a scarf.")
     } else if temperatureInFahrenheit >= 86 {
        print("It's really warm. Don't forget to wear sunscreen.")
     }
  ```
-->

Because the temperature isn't cold enough to trigger the `if` condition
or warm enough to trigger the `else if` condition,
no message is printed.

Swift provides a shorthand spelling of `if`
that you can use when setting values.
For example,
consider the following code:

```swift
let temperatureInCelsius = 25
let weatherAdvice: String

if temperatureInCelsius <= 0 {
    weatherAdvice = "It's very cold. Consider wearing a scarf."
} else if temperatureInCelsius >= 30 {
    weatherAdvice = "It's really warm. Don't forget to wear sunscreen."
} else {
    weatherAdvice = "It's not that cold. Wear a T-shirt."
}

print(weatherAdvice)
// Prints "It's not that cold. Wear a T-shirt."
```

Here, each of the branches sets a value for the `weatherAdvice` constant,
which is printed after the `if` statement.

Using the alternate syntax,
known as an `if` expression,
you can write this code more concisely:

```swift
let weatherAdvice = if temperatureInCelsius <= 0 {
    "It's very cold. Consider wearing a scarf."
} else if temperatureInCelsius >= 30 {
    "It's really warm. Don't forget to wear sunscreen."
} else {
    "It's not that cold. Wear a T-shirt."
}

print(weatherAdvice)
// Prints "It's not that cold. Wear a T-shirt."
```

In this `if` expression version,
each branch contains a single value.
If a branch's condition is true,
then that branch's value is used as the value for the whole `if` expression
in the assignment of `weatherAdvice`.
Every `if` branch has a corresponding `else if` branch or `else` branch,
ensuring that one of the branches always matches
and that the `if` expression always produces a value,
regardless of which conditions are true.

Because the syntax for the assignment starts outside the `if` expression,
there's no need to repeat `weatherAdvice =` inside each branch.
Instead,
each branch of the `if` expression
produces one of the three possible values for `weatherAdvice`,
and the assignment uses that value.

All of the branches of an `if` expression
need to contain values of the same type.
Because Swift checks the type of each branch separately,
values like `nil` that can be used with more than one type
prevent Swift from determining the `if` expression's type automatically.
Instead, you need to specify the type explicitly ---
for example:

```swift
let freezeWarning: String? = if temperatureInCelsius <= 0 {
    "It's below freezing. Watch for ice!"
} else {
    nil
}
```

In the code above,
one branch of the `if` expression has a string value
and the other branch has a `nil` value.
The `nil` value could be used as a value for any optional type,
so you have to explicitly write that `freezeWarning` is an optional string,
as described in <doc:TheBasics#Type-Annotations>.

An alternate way to provide this type information
is to provide an explicit type for `nil`,
instead of providing an explicit type for `freezeWarning`:

```swift
let freezeWarning = if temperatureInCelsius <= 0 {
    "It's below freezing. Watch for ice!"
} else {
    nil as String?
}
```

An `if` expression can respond to unexpected failures by throwing an error
or calling a function like `fatalError(_:file:line:)` that never returns.
For example:

```swift
let weatherAdvice = if temperatureInCelsius > 100 {
    throw TemperatureError.boiling
} else {
    "It's a reasonable temperature."
}
```

In this example,
the `if` expression checks whether the forecast temperature
is hotter than 100° C --- the boiling point of water.
A temperature this hot causes the `if` expression to throw a `.boiling` error
instead of returning a textual summary.
Even though this `if` expression can throw an error,
you don't write `try` before it.
For information about working with errors, see <doc:ErrorHandling>.

In addition to using `if` expressions
on the right-hand side of an assignment,
as shown in the examples above,
you can also use them as the value that a function or closure returns.

### Switch

A `switch` statement considers a value
and compares it against several possible matching patterns.
It then executes an appropriate block of code,
based on the first pattern that matches successfully.
A `switch` statement provides an alternative to the `if` statement
for responding to multiple potential states.

In its simplest form, a `switch` statement compares a value against
one or more values of the same type.

```swift
switch <#some value to consider#> {
case <#value 1#>:
    <#respond to value 1#>
case <#value 2#>,
    <#value 3#>:
    <#respond to value 2 or 3#>
default:
    <#otherwise, do something else#>
}
```

Every `switch` statement consists of multiple possible *cases*,
each of which begins with the `case` keyword.
In addition to comparing against specific values,
Swift provides several ways for each case to specify
more complex matching patterns.
These options are described later in this chapter.

Like the body of an `if` statement, each `case` is a separate branch of code execution.
The `switch` statement determines which branch should be selected.
This procedure is known as *switching* on the value that's being considered.

Every `switch` statement must be *exhaustive*.
That is, every possible value of the type being considered
must be matched by one of the `switch` cases.
If it's not appropriate to provide a case for every possible value,
you can define a default case to cover any values that aren't addressed explicitly.
This default case is indicated by the `default` keyword,
and must always appear last.

This example uses a `switch` statement to consider
a single lowercase character called `someCharacter`:

```swift
let someCharacter: Character = "z"
switch someCharacter {
case "a":
    print("The first letter of the Latin alphabet")
case "z":
    print("The last letter of the Latin alphabet")
default:
    print("Some other character")
}
// Prints "The last letter of the Latin alphabet".
```

<!--
  - test: `switch`

  ```swifttest
  -> let someCharacter: Character = "z"
  -> switch someCharacter {
        case "a":
           print("The first letter of the Latin alphabet")
        case "z":
           print("The last letter of the Latin alphabet")
        default:
           print("Some other character")
     }
  <- The last letter of the Latin alphabet
  ```
-->

The `switch` statement's first case matches
the first letter of the English alphabet, `a`,
and its second case matches the last letter, `z`.
Because the `switch` must have a case for every possible character,
not just every alphabetic character,
this `switch` statement uses a `default` case
to match all characters other than `a` and `z`.
This provision ensures that the `switch` statement is exhaustive.

Like `if` statements,
`switch` statements also have an expression form:

```swift
let anotherCharacter: Character = "a"
let message = switch anotherCharacter {
case "a":
    "The first letter of the Latin alphabet"
case "z":
    "The last letter of the Latin alphabet"
default:
    "Some other character"
}

print(message)
// Prints "The first letter of the Latin alphabet".
```

In this example,
each case in the `switch` expression
contains the value for `message`
to be used when that case matches `anotherCharacter`.
Because `switch` is always exhaustive,
there is always a value to assign.

As with `if` expressions,
you can throw an error
or call a function like `fatalError(_:file:line:)` that never returns
instead of providing a value for a given case.
You can use `switch` expressions
on the right-hand side of an assignment,
as shown in the example above,
and as the value that a function or closure returns.

#### No Implicit Fallthrough

In contrast with `switch` statements in C and Objective-C,
`switch` statements in Swift don't
fall through the bottom of each case and into the next one by default.
Instead, the entire `switch` statement finishes its execution
as soon as the first matching `switch` case is completed,
without requiring an explicit `break` statement.
This makes the `switch` statement safer and easier to use than the one in C
and avoids executing more than one `switch` case by mistake.

> Note: Although `break` isn't required in Swift,
> you can use a `break` statement to match and ignore a particular case
> or to break out of a matched case before that case has completed its execution.
> For details, see <doc:ControlFlow#Break-in-a-Switch-Statement>.

The body of each case *must* contain at least one executable statement.
It isn't valid to write the following code, because the first case is empty:

```swift
let anotherCharacter: Character = "a"
switch anotherCharacter {
case "a": // Invalid, the case has an empty body
case "A":
    print("The letter A")
default:
    print("Not the letter A")
}
// This will report a compile-time error.
```

<!--
  - test: `noFallthrough`

  ```swifttest
  -> let anotherCharacter: Character = "a"
  -> switch anotherCharacter {
        case "a": // Invalid, the case has an empty body
        case "A":
           print("The letter A")
        default:
           print("Not the letter A")
     }
  !$ error: 'case' label in a 'switch' must have at least one executable statement
  !!      case "a": // Invalid, the case has an empty body
  !!      ^~~~~~~~~
  !!                break
  // This will report a compile-time error.
  ```
-->

Unlike a `switch` statement in C,
this `switch` statement doesn't match both `"a"` and `"A"`.
Rather, it reports a compile-time error that `case "a":`
doesn't contain any executable statements.
This approach avoids accidental fallthrough from one case to another
and makes for safer code that's clearer in its intent.

To make a `switch` with a single case that
matches both `"a"` and `"A"`,
combine the two values into a compound case,
separating the values with commas.

```swift
let anotherCharacter: Character = "a"
switch anotherCharacter {
case "a", "A":
    print("The letter A")
default:
    print("Not the letter A")
}
// Prints "The letter A".
```

<!--
  - test: `compoundCaseInsteadOfFallthrough`

  ```swifttest
  -> let anotherCharacter: Character = "a"
  -> switch anotherCharacter {
        case "a", "A":
           print("The letter A")
        default:
           print("Not the letter A")
     }
  <- The letter A
  ```
-->

For readability,
a compound case can also be written over multiple lines.
For more information about compound cases,
see <doc:ControlFlow#Compound-Cases>.

> Note: To explicitly fall through at the end of a particular `switch` case,
> use the `fallthrough` keyword,
> as described in <doc:ControlFlow#Fallthrough>.

#### Interval Matching

Values in `switch` cases can be checked for their inclusion in an interval.
This example uses number intervals
to provide a natural-language count for numbers of any size:

<!--
  REFERENCE
  Saturn has 62 moons with confirmed orbits.
-->

```swift
let approximateCount = 62
let countedThings = "moons orbiting Saturn"
let naturalCount: String
switch approximateCount {
case 0:
    naturalCount = "no"
case 1..<5:
    naturalCount = "a few"
case 5..<12:
    naturalCount = "several"
case 12..<100:
    naturalCount = "dozens of"
case 100..<1000:
    naturalCount = "hundreds of"
default:
    naturalCount = "many"
}
print("There are \(naturalCount) \(countedThings).")
// Prints "There are dozens of moons orbiting Saturn."
```

<!--
  - test: `intervalMatching`

  ```swifttest
  -> let approximateCount = 62
  -> let countedThings = "moons orbiting Saturn"
  -> let naturalCount: String
  -> switch approximateCount {
     case 0:
         naturalCount = "no"
     case 1..<5:
         naturalCount = "a few"
     case 5..<12:
         naturalCount = "several"
     case 12..<100:
         naturalCount = "dozens of"
     case 100..<1000:
         naturalCount = "hundreds of"
     default:
         naturalCount = "many"
     }
  -> print("There are \(naturalCount) \(countedThings).")
  <- There are dozens of moons orbiting Saturn.
  ```
-->

In the above example, `approximateCount` is evaluated in a `switch` statement.
Each `case` compares that value to a number or interval.
Because the value of `approximateCount` falls between 12 and 100,
`naturalCount` is assigned the value `"dozens of"`,
and execution is transferred out of the `switch` statement.

#### Tuples

You can use tuples to test multiple values in the same `switch` statement.
Each element of the tuple can be tested against a different value or interval of values.
Alternatively, use the underscore character (`_`),
also known as the wildcard pattern,
to match any possible value.

The example below takes an (x, y) point,
expressed as a simple tuple of type `(Int, Int)`,
and categorizes it on the graph that follows the example.

```swift
let somePoint = (1, 1)
switch somePoint {
case (0, 0):
    print("\(somePoint) is at the origin")
case (_, 0):
    print("\(somePoint) is on the x-axis")
case (0, _):
    print("\(somePoint) is on the y-axis")
case (-2...2, -2...2):
    print("\(somePoint) is inside the box")
default:
    print("\(somePoint) is outside of the box")
}
// Prints "(1, 1) is inside the box".
```

<!--
  - test: `tuples`

  ```swifttest
  -> let somePoint = (1, 1)
  -> switch somePoint {
        case (0, 0):
           print("\(somePoint) is at the origin")
        case (_, 0):
           print("\(somePoint) is on the x-axis")
        case (0, _):
           print("\(somePoint) is on the y-axis")
        case (-2...2, -2...2):
           print("\(somePoint) is inside the box")
        default:
           print("\(somePoint) is outside of the box")
     }
  <- (1, 1) is inside the box
  ```
-->

![](coordinateGraphSimple)

The `switch` statement determines whether the point is
at the origin (0, 0),
on the red x-axis,
on the green y-axis,
inside the blue 4-by-4 box centered on the origin,
or outside of the box.

Unlike C, Swift allows multiple `switch` cases to consider the same value or values.
In fact, the point (0, 0) could match all *four* of the cases in this example.
However, if multiple matches are possible,
the first matching case is always used.
The point (0, 0) would match `case (0, 0)` first,
and so all other matching cases would be ignored.

#### Value Bindings

A `switch` case can name the value or values it matches to temporary constants or variables,
for use in the body of the case.
This behavior is known as *value binding*,
because the values are bound to temporary constants or variables within the case's body.

The example below takes an (x, y) point,
expressed as a tuple of type `(Int, Int)`,
and categorizes it on the graph that follows:

```swift
let anotherPoint = (2, 0)
switch anotherPoint {
case (let x, 0):
    print("on the x-axis with an x value of \(x)")
case (0, let y):
    print("on the y-axis with a y value of \(y)")
case let (x, y):
    print("somewhere else at (\(x), \(y))")
}
// Prints "on the x-axis with an x value of 2".
```

<!--
  - test: `valueBindings`

  ```swifttest
  -> let anotherPoint = (2, 0)
  -> switch anotherPoint {
        case (let x, 0):
           print("on the x-axis with an x value of \(x)")
        case (0, let y):
           print("on the y-axis with a y value of \(y)")
        case let (x, y):
           print("somewhere else at (\(x), \(y))")
     }
  <- on the x-axis with an x value of 2
  ```
-->

![](coordinateGraphMedium)

The `switch` statement determines whether the point is
on the red x-axis,
on the green y-axis,
or elsewhere (on neither axis).

The three `switch` cases declare placeholder constants `x` and `y`,
which temporarily take on one or both tuple values from `anotherPoint`.
The first case, `case (let x, 0)`,
matches any point with a `y` value of `0`
and assigns the point's `x` value to the temporary constant `x`.
Similarly, the second case, `case (0, let y)`,
matches any point with an `x` value of `0`
and assigns the point's `y` value to the temporary constant `y`.

After the temporary constants are declared,
they can be used within the case's code block.
Here, they're used to print the categorization of the point.

This `switch` statement doesn't have a `default` case.
The final case, `case let (x, y)`,
declares a tuple of two placeholder constants that can match any value.
Because `anotherPoint` is always a tuple of two values,
this case matches all possible remaining values,
and a `default` case isn't needed to make the `switch` statement exhaustive.

#### Where

A `switch` case can use a `where` clause to check for a

…(truncated)
