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1. The Motoko Programming Language 2. 3. Part 1 4. 1. Introduction ❱ 5. 1. 1.1. Getting Started 6. 2. Common Programming Concepts ❱ 7. 1. 2.1. Variables 2. 2.2. Mutability 3. 2.3. Comments 4. 2.4. Types ❱ 5. 1. 2.4.1. Tuples 2. 2.4.2. Records 3. 2.4.3. Variants 4. 2.4.4. Immutable Arrays 5. 2.4.5. Mutable Arrays 6. 2.5. Operators ❱ 7. 1. 2.5.1. Numeric operators 2. 2.5.2. Relational operators 3. 2.5.3. Assignment operators 4. 2.5.4. Text concatenation 5. 2.5.5. Logical expressions 6. 2.5.6. Bitwise operators 7. 2.5.7. Operator precedence 8. 2.6. Pattern Matching 9. 2.7. Functions 10. 2.8. Options and Results 11. 2.9. Control Flow ❱ 12. 1. 2.9.1. If Expression 2. 2.9.2. If Else Expression 3. 2.9.3. Switch Expression 13. 2.10. Objects and Classes ❱ 14. 1. 2.10.1. Objects 2. 2.10.2. Classes 15. 2.11. Modules and Imports 16. 2.12. Assertions 8. 3. Internet Computer Programming Concepts ❱ 9. 1. 3.1. Actors ❱ 2. 1. 3.1.1. From Actor to Canister 2. 3.1.2. Canister Calls from Clients 3. 3.2. Principals and Authentication 4. 3.3. Async Data ❱ 5. 1. 3.3.1. Shared Types 2. 3.3.2. Candid 6. 3.4. Basic Memory Persistence ❱ 7. 1. 3.4.1. Upgrades 2. 3.4.2. Stable Variables 10. 11. Part 2 12. 4. Advanced Types ❱ 13. 1. 4.1. Generic Types 2. 4.2. Subtyping 3. 4.3. Recursive Types 4. 4.4. Type Bounds 14. 5. The Base Library ❱ 15. 1. 5.1. Primitive Types ❱ 2. 1. 5.1.1. Bool 2. 5.1.2. Nat 3. 5.1.3. Int 4. 5.1.4. Float 5. 5.1.5. Principal 6. 5.1.6. Text 7. 5.1.7. Char 8. 5.1.8. Bounded Number Types ❱ 9. 1. 5.1.8.1. Nat8 2. 5.1.8.2. Nat16 3. 5.1.8.3. Nat32 4. 5.1.8.4. Nat64 5. 5.1.8.5. Int8 6. 5.1.8.6. Int16 7. 5.1.8.7. Int32 8. 5.1.8.8. Int64 10. 5.1.9. Blob 3. 5.2. Utility Modules ❱ 4. 1. 5.2.1. Iterators 2. 5.2.2. Hash 3. 5.2.3. Option 4. 5.2.4. Result 5. 5.2.5. Order 6. 5.2.6. Error 7. 5.2.7. Debug 5. 5.3. Data Structures ❱ 6. 1. 5.3.1. Array 2. 5.3.2. List 3. 5.3.3. Buffer 4. 5.3.4. HashMap 5. 5.3.5. RBTree 7. 5.4. More Data Structures 8. 5.5. IC APIs ❱ 9. 1. 5.5.1. Time 2. 5.5.2. Timer 3. 5.5.3. CertifiedData 4. 5.5.4. Random 5. 5.5.5. Experimental 16. 6. Advanced Concepts ❱ 17. 1. 6.1. Async Programming 2. 6.2. Scalability ❱ 3. 1. 6.2.1. Actor Classes 2. 6.2.2. Stable Storage 4. 6.3. System API's ❱ 5. 1. 6.3.1. Message Inspection 2. 6.3.2. Timers 3. 6.3.3. Certified Variables 4. 6.3.4. Pre-upgrade and Post-upgrade 5. 6.3.5. Cryptographic Randomness 18. 19. Part 3 20. 7. Project Deployment ❱ 21. 1. 7.1. Installing the SDK 2. 7.2. Local Deployment 3. 7.3. Canister Status 4. 7.4. Identities and PEM Files 5. 7.5. Cycles and ICP 6. 7.6. Cycles Wallet 7. 7.7. IC Deployment 22. 8. Common Internet Computer Canisters ❱ 23. 1. 8.1. IC Management Canister 2. 8.2. ICP Ledger Canister 3. 8.3. Cycle Minting Canister 24. 9. Internet Computer Standards ❱ 25. 1. 9.1. ICRC1 26. 10. Tokenized Comments Example 27. 28. APPENDIX 29. 11. TABLES * Light * Rust * Coal * Navy * Ayu THE MOTOKO PROGRAMMING LANGUAGE BOOK ASSIGNMENT OPERATORS We already encountered the most common assignment operator in mutability, which is the := operator. There are many assignment operators in Motoko. Lets just focus on some essential ones here: * := assignment (in place update) * += in place add * -= in place subtract * *= in place multiply * /= in place divide * %= in place modulo * **= in place exponentiation Lets use all of them in an example: var number : Int = 5; number += 2; number var number : Int = 5; number -= 10; number var number : Int = 5; number *= 2; number var number : Int = 6; number /= 2; number var number : Int = 5; number %= 5; number var number : Int = 5; number **= 2; number We started by declaring a mutable variable named number, we annotated its name with the type Int and set its value equal to 5. Then we mutate the variable multiple times using assignment operators.